New Version - November 13th (11/13)

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Quick question: crashers, are you using EUI? CP alone, or just CBP?

G


I use the full suite- includes EUI, CP & CBP.

the link from the "Community Patch Project Full (EUI Version)" on the main install page

though of course i've been replacing that CP folder with your updated verions uploaded here, hoping to correct the crashing =)
 
Quick question: crashers, are you using EUI? CP alone, or just CBP?

G

Full EUI version from the CPP.exe installer.

Someone mentioned that they linked the crash to Carthage... did you look into that perhaps?
 
I'm using the full install (no EUI).

Ran a session with the debugger attached on the original 11-13 version last night. I was seeing a problem (unhandled exception) in CvTacticalAI::ExecuteSafeBombards(). Specifically, the loop that checks for safe plots for ranged units.

Does that sound at all familiar? I was going to open an issue at Git with details, but thought I'd check the fix version first. No dice, still crashes.

EDIT: [11-15] changes just showed up on gitHub, will try debug with that build.
 
I'm using the full install (no EUI).

Ran a session with the debugger attached on the original 11-13 version last night. I was seeing a problem (unhandled exception) in CvTacticalAI::ExecuteSafeBombards(). Specifically, the loop that checks for safe plots for ranged units.

Does that sound at all familiar? I was going to open an issue at Git with details, but thought I'd check the fix version first. No dice, still crashes.

EDIT: [11-15] changes just showed up on gitHub, will try debug with that build.

Yep, that's precisely where the bug is occurring. Was it throwing a full stop for you, or just a warning? I can't get the error to reproduce on my end, hooked in to the DLL or not. It's maddening (and is why a good DB team has dozens of different computer configs running a version).

What's your debug situation look like, in the config file?

G
 
Yep, that's precisely where the bug is occurring. Was it throwing a full stop for you, or just a warning? I can't get the error to reproduce on my end, hooked in to the DLL or not. It's maddening (and is why a good DB team has dozens of different computer configs running a version).

What's your debug situation look like, in the config file?

G

When asking to break or continue... continue just keeps throwing unhandled exceptions. I do get a lot first chance exceptions that pass ok.

The civ5 config.ini?

Spoiler :
[Debugging]

; Set to 1 to enable the fire tuner to connect to the game. CLP def=0
EnableTuner = 1

; Validates the game database whenever it is changed. CLP def=0
ValidateGameDatabase = 1

; Set remark levels (ex. /R0 /R1:Video - means all off except video level 1) (default "/R1"
Remarks = /R1

; Set remark log filename; empty for no remark log
RemarkLog =

; Sets a breakpoint on a specified object allocation order number (debug only).
CrtBreakAllocNum = 0

; Set to 1 to send FRemark output to the tuner
SendRemarksToTuner = 0

; Set to 1 to enable mem tracking when using a mem tracker build
EnableMemTrackerSystem = 0

; Set to 1 to do various embedded memory tracker dumps
DoMemTrackerDumps = 0

; Set to 1 to disable hotloading of objects
DisableHotLoader = 1

; Set to 1 to enable asserts in debug mode
EnableAsserts = 1

; Set to 1 to have loose files override PAK files if the loose file is newer CLP def=0
LooseFilesOverridePAK = 1

; Set to 1 to quiet D3D warning and leak msgs
D3D Mute = 0

; Enables the use of the standard Lua debug library. CLP def=0
EnableLuaDebugLibrary = 1

[User Settings]

; Set to 1 to enable threaded submission to D3D11
Threaded Submission = 1

; This is capped at runtime to the number of physical processors
MaxSimultaneousThreads = 8

; Throttles the app when focus is lost
ThrottleOnLossOfFocus = 0

; Set to 1 to activate the debug panel CLP def=0
DebugPanel = 0

; How close you can get (11.0=default, 4.0=debug zoom) CLP def=11
Minimum Zoom Level = 1.000000

; Whether or not to use screen space terrain overlays
Use Screen Space Overlay = 1

; The currently selected steam language
SteamLanguage = english

; The currently selected language.
Language = en_US

; The currently selected spoken language.
AudioLanguage = en_US

; Set to 1 to disable Fall-back Language Support in the Localization System.
DisableFallbackLanguageSupport = 0

[CONFIG]

; Mimimum size of the temporary heap, in megabytes
Minimum Temp Heap Size = 32

; Maximum size of the temporary heap, in megabytes
Maximum Temp Heap Size = 68

; Enables the game core to run in a separate thread
EnableGameCoreThreading = 1

; Set the game core thread to use the Job Manager, or its own dedicated thread
GameCoreThreadingUsesJobManager = 0

; Random seed for game sync, or '0' for default
SyncRandSeed = 0

; Random seed for map generation, or '0' for default
MapRandSeed = 0

; QuickStart - SinglePlayer games only!
QuickStart = 0

; Bandwidth options are modem or broadband
Bandwidth = broadband

; Number of seconds to accept live game list updates from GameSpy (-1 for initial snapshot only, 0 for no live updates
GameUpdateTime = 10

[MiniMap]

; Mini-map width.
Width = 320

; Mini-map height.
Height = 190

; Thickness of camera rectangle, in pixels
CameraRectThickness = 5.000000

; If ratio of explored area to visible region size is less than this (on both axes), do not draw camera rect.
CameraRectThreshold = 1.000000

; Extra space, in pixels, to leave on edge of explored region
ExploredRegionGutter = 20.000000

; Alpha value for fog
FogAlpha = 1.000000

[DisableSystems]

; Set to 1 to disable Terrain system
Terrain = 0

; Set to 1 to disable LandmarkSystem system
LandmarkSystem = 0

; Set to 1 to disable Overlay system
Overlay = 0

; Set to 1 to disable OverlayDebug system
OverlayDebug = 1

; Set to 1 to disable Decal system
Decal = 0

; Set to 1 to disable City system
City = 0

; Set to 1 to disable Unit system
Unit = 0

; Set to 1 to disable Forest system
Forest = 0

; Set to 1 to disable River system
River = 0

; Set to 1 to disable LeaderHead system
LeaderHead = 0

; Set to 1 to disable Audio system
Audio = 0

; Set to 1 to disable Combat system
Combat = 0

; Set to 1 to disable Particle system
Particle = 0

; Set to 1 to disable Projectile system
Projectile = 0

; Set to 1 to disable FOW system
FOW = 0

; Set to 1 to disable FluidFOW system
FluidFOW = 0

; Set to 1 to disable YieldIcons system
YieldIcons = 0

; Set to 1 to disable DistanceFog system
DistanceFog = 0

; Set to 1 to disable StrategicView system
StrategicView = 0

; Set to 1 to disable Minimap system
Minimap = 0

; Set to 1 to disable ColorKeyEdit system CLP def=1
ColorKeyEdit = 1

; Set to 1 to disable Waves system
Waves = 0

; Set to 1 to disable Arrows system
Arrows = 0

; Set to 1 to disable MovementPath system
MovementPath = 0

[Debug]

; Use a background thread for asynchronous D3D submission.
ThreadedExecute = 0

; Controls the threading strategy: (0=default,1=no display lists,2=one DL per command set, 3=split mode, 4=aggregate mode)
ThreadingMode = 0

; Number of commands per diplay list to aim for in SPLIT and AGGREGATE thread modes
TargetJobSize = 100

; Maximum number of frames to allow D3D to queue up. 0 means default. DX11.1 only
MaxFrameLatency = 0

; Enable message logging
MessageLog = 0

; Rand event logging bitfield. bit 0 = on/off, bit 1 = log callstacks, bit 2 = log pregame calls, bit 3 = log asynchronous RNGs
RandLog = 0

; Enable AI logging
AILog = 0

; Enable AI performance logging
AIPerfLog = 0

; Enable Builder AI logging
BuilderAILog = 0

; Enable Tutorial logging
TutorialLog = 0

; Enable Tutorial debug window
TutorialDebug = 0

; Split AI Logging into separate files for each Player & City
PlayerAndCityAILogSplit = 0

; Saves the game after the human player presses 'next turn' but before the game logic advances
PostTurnAutosaves = 0

; Enables stack-trace collection on random number generators and FAutoVariables. Slightly slower and uses more memory
EnableOutOfSyncDebugging = 0

; Set App on Auto-Run
Autorun = 0

; Number of turns to autorun before exiting (0 for no limit)
AutorunTurnLimit = 0

; Enable the logging system CLP def=0
LoggingEnabled = 1

; upload assert logs and crash dumps to the server
UploadReports = 1

; Delete reports after uploading to the server
MoveReports = 1

; Show combat debugging overlays
CombatDebug = 0

[TextKey Settings]

; Enable triggered sounds from units (3dsmax Note tracks) (default 1)
Enable markered sounds = 1

[Audio]

; Disable sounds from gamecore (also can set via tuner) (default 0)
Disable Sid Sounds = 0

; Enable in-game music (default 1)
Enable music = 1

; Ignore any variation cap settings (default 0) (Sound guys, set this to 1)
Disable audio variation cap = 0

[GAME]

; Allows the player to give right click movement movement orders while the camera is scrolling
AllowRClickMovementWhileScrolling = 0

; Force quick combat animations
QuickCombat = 0

; Game Name
GameName = My Game

; Worldsize options are WORLDSIZE_DUEL/WORLDSIZE_TINY/WORLDSIZE_SMALL/WORLDSIZE_STANDARD/WORLDSIZE_LARGE/WORLDSIZE_HUGE
WorldSize = WORLDSIZE_SMALL

; Climate options are CLIMATE_ARID/CLIMATE_TEMPERATE/CLIMATE_TROPICAL
Climate = CLIMATE_TEMPERATE

; Sealevel options are SEALEVEL_LOW/SEALEVEL_MEDIUM/SEALEVEL_HIGH
SeaLevel = SEALEVEL_MEDIUM

; Era options are ERA_ANCIENT/ERA_CLASSICAL/ERA_MEDIEVAL/ERA_RENAISSANCE/ERA_INDUSTRIAL/ERA_MODERN
Era = ERA_ANCIENT

; GameSpeed options are GAMESPEED_QUICK/GAMESPEED_STANDARD/GAMESPEED_EPIC/GAMESPEED_MARATHON
GameSpeed = GAMESPEED_STANDARD

; Victory Conditions
VictoryConditions = 11111111

; Game Options
GameOptions = EMPTY

; Max number of turns (0 for no turn limit)
MaxTurns = 0

; Allow AI in multiplayer games
EnableMultiplayerAI = 1

; GameType options are singlePlayer/spLoad
GameType = singlePlayer

; Map Script file name
Map = Assets/Maps/Continents.lua

; In-game Alias
Alias = Kurisu

; Email Address
Email = Kurisu

; Save Path - relative to working (Civ5) folder
FileName =

; Handicap for quick play
QuickHandicap = HANDICAP_CHIEFTAIN

; Blocks players from entering the city screen
CityScreenBlocked = 0

[UserSettings]

; Last Civilization Played
LastCiv = 11

; Last Game Speed Played
LastSpeed = 3

; Last Map Type Played
LastMapScript = C:\Users\Kurisu\Documents\My Games\Sid Meier's Civilization 5\MODS\Tectonic Map Script (v 4)\Tectonic.lua

; Last Map Script Was Random
LastMapScriptRandom = 0

; Last Map Size Played
LastMapSize = 5

; Last Map Size Was Random
LastMapSizeRandom = 0

; Last Game Difficulty Played
LastDifficulty = 5

; Store advanced settings in Cache folder
PersistAdvancedSettings = 1


I'll be up for another go with the debugger in a couple of hours...
 
Alright, another test version of the CP to see if the CTD bug is now gone. Also added in the game events from Whoward's PNM v68.

Please test and report back if it is or is not working.

Download link: CP (11/15 beta)

G
I'm still getting the same problem, this is equally as broken. It must be the CBP.
 
Quick question: crashers, are you using EUI? CP alone, or just CBP?

G

Not sure if this question is directed only at those using the latest bugfix attempt or not, but using the "original" 11/13 version, I'm using EUI, CP + CBP. I'm on 64 bit windows 7, in case there's any pattern with OS.

p.s. Thanks for all the effort over the weekend to try to fix this up. Much appreciated!
 
Maybe you are just not hitting the "right" conditions, and many of us have. The problem is we don't know what those "right" conditions are, someone may have linked the crashes to a specific civ, or maybe a specific type of civ... so consider yourself lucky so far, but that the build is broken, no doubt... not the fault of anyone, mind you, it happens, but we will not help G and Ilteroi fix it by trying to disregard those who have problems as something like a "minority"...

Not saying you did that with your comment, but I can feel the attitude in some other comments, and I mention it here...

I was literally just posting so that G knew it wasn't universal. I haven't seen anyone else say they don't crash.

I understand that I may not reach those conditions and I understand that we don't know what they are. Any information helps narrow it down. I have run multiple different games as random civs with a wide variety of random AI civs and have not crashed once. That is more info.

I was not implying anything otherwise with my post. It seems odd to respond to it, unless you thought I was implying those things you suggested?
 
I think it is safe to say that the latest additions to the code from Ilteroi are causing the crashes. Maybe it's a good idea to "de-merge" these additions (as they are only tactical code blocks IIUC), leave G's additions, and recompile. That way, we can have a stable new version while Ilteroi tries to isolate the problem.
 
While this is not the critical bug causing crashes, I have noticed a HIGHLY increased AI tendency to trade cities to each other. At first I was quite impressed with the AIs ability to prioritize targets, but then they started to trade their core cities for the other AI's core cities, resulting in both empires having half of each other's home territory. Much of it was good (trading captured cities for captured cities, each in territory more useful to the recipient) but some of it was atrocious. Just giving some feedback!
 
Hey - I wanted to mention that now that I've played with the new version some (and the Nov 5 version), I REALLY like how you adjusted the CS Quests now. I can feel more variety again in terms of acquiring influence with them, and don't feel so forced into using Diplomatic units. Really positive change!!! :D
 
Sure, here is the Oct 29th version, incl. EUI:

http://www.filedropper.com/cpp

I believe this is the version where city states behave normally (no allegiance lock during war).

Do you know if this is the latest 10.29 version? There were two hotfixes for that version, and I would like to confirm that your post is indeed the one with both hotfixes.

If that is the case, I will also upload it for all the other "crashers" out there, just in case it becomes the last version we can play of this great mod.

Please let me know asap. thanks.
 
Do you know if this is the latest 10.29 version? There were two hotfixes for that version, and I would like to confirm that your post is indeed the one with both hotfixes.

If that is the case, I will also upload it for all the other "crashers" out there, just in case it becomes the last version we can play of this great mod.

Please let me know asap. thanks.

For real? This isn't anybody's day job. Moreover, I've never seen a mod get this kind of response from Bug Reports. Not Even Close. Seriously, you should have a little more confidence in the development.
 
CTD with 11/13 release on turn 51 - Epic speed. Crash happened right after barbarian archer moved within range of city and worker, which would support the "safe range" bug. I have only experienced a CTD one other time with previous versions.
 
For real? This isn't anybody's day job. Moreover, I've never seen a mod get this kind of response from Bug Reports. Not Even Close. Seriously, you should have a little more confidence in the development.

I do, or else I wouldn't be here... but if they cannot find the cause, 10.29 may well become the last playable version for some of us. Any problem with us trying to at least keep a last "good" version just in case????
 
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