OoS Bug Hunting

1. Kuriotates (was played by human but was killed)
2. Illians (Hei)
3. Sheaim (Ushram)
4. Luchuirp (Dead)
5. Balseraphs
6. Calabim
7. Amurites
8. Grigori
9. Kahdi (Dead)
10. Doviello
11. Svartalfar

I don't think the planar gates did ever pop a unit out yet, Ush could confirm.
And I haven't even met the Dov yet, so I've no idea what might have caused it :lol:
 
Yeah, i told xien on IRC that i only had 1 gate built and it did not pop anything at the time.
 
Using Patch F there seems to be a constant OOS when ever a Scion player spawns an Awakened. We've tried this on patch D and it seems to be ok but on patch F it's a constant OOS error.
 
Do you have logs? Sounds like you have it nicely narrowed down, so we'll check out the changes in Awakened spawning mechanism, but with the logs I can see more accurately what is causing the OOS (the actual spawning, one of the random checks, the location....)
 
Heres an unusual one for ya.

Turn 21.

Me, Ushram.

Erebus... With mazatl/caulli/archos/scions added to internal flavormod---renamed to prevent issues. Of course.

Chizlev
Kuriotates
Sheaim
Dural
Scions
Ljosalfar
Malakim
Elohim
Balseraphs
Archos
Austrin
Doviello
Sidar
Cualli
Mazatl
 

Attachments

Here is my half of an OOS log from turn 21 ( a game with moltov)
 

Attachments

Having looked over our logs...

the only difference is he fought a goblin. And on my side... he DIDNT fight a goblin(although it did still exist...)
... ... ...

Edit:

Okay. I dunno what you folks broke. But holy crap, if I need something broken. I know who to go to now XD

Every time Ushram attacks that goblin, after a load off MY save. It OOS's.

O.o

Edit2:

Holy crap. So. I loaded up the save on my computer, whent in twice(I can run 2 seperate copies of civ4 at once) It still OOS's. Somethings royally messed up here. Heres the save... Its MP but. O.o
 

Attachments

Very interesting. I am resisting temptation to look this over and try to solve it right this moment, but I do want to mention that in the next release we will have a new MP gameoption to log all random numbers. Shouldn't help with this goblin issue by the sounds of things, but maybe.


Anyway, if you leave the option enabled, then a file will be created "My Games\Beyond the Sword\Logs\RandomLogger.log" which will list every random number generated, what the maximum could have been, and what the stated reason for requesting it was. This means that we have a nice text file to run a compare on, and when we find that single line where everything starts to go wrong, we can get information to point us at the offending function immediately.


Couldn't figure out a way to re-target the logger system to combine this with the OOS logs unfortunately, but it shouldn't cause any noticeable system slowdown. Also, the logfile will delete itself whenever you start Civilization from the desktop. So if you get an OOS and quit to desktop, save the logger before you load back up again.
 
sounds good xien, thanks for the quick reply :)

have to say we have not come across that issue before, was quite strange indeed.

think we loaded it up 3 or 4 times and every time i attacked the goblin it happened.
 
:lol: haven't you heard of that goblin shaman protecting himself with the ultimate curse causing you to OOS once you killed him?
 
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