Rusty Edge
Deity
The ore mines sound like a cool change.
Don't be so hard on yourself.
If you strive for perfection, it takes time.
Don't be so hard on yourself.
If you strive for perfection, it takes time.
I found and fixed 3 major bugs today! I am currently running AIAutoplay and the game has reached the late game at turn 900. My civ is researching the super techs at the end of the tech tree and there have been no CTDs or freeze ups.This is very good news. Turns are running just over a minute each on a standard map. If this game finishes, I will play 2 more AIAutoplay games on a huge map and at least one or two full games turn by turn. If successful, I will declare victory, as OGI 3.0 will finally be ready for release. After a painfully long debugging process, I am now cautiously optimistic that I will be able to release the mod before Christmas Day.
OBTW: At turn 900, the AI had placed mines everywhere on the map and several were detonating every turn. Mine Warfare is a proven reality for Civ4!
This is exciting news! I usually play on Large Maps due to the age of my machine. I may try Huge again when this is released, but we'll see.
This will make things interesting as we go forwards since I did not encounter much for mines in the previous version.
One thing though, does these mines respect expanding cultural borders or, if you have open borders, can an enemy civ mine your own territory? Just curious!
Hope all works well!
1 CTD at 924 is pretty good. Maybe it is because the game has been playing so long and gets memory leak? Did you get a CTD or Debug crash?
In addition, shouldn't there be a limit to mines that you can make?
I can help you. I don't have any time today or now, but there it is in a thread for setting up VIsual C++. I'll post later.
this link has instructions on creating a debug DLL.
its really easy if you are using the method in the link to complile.
That link is the exact tutorial I used to setup 2008 express and then debug my dlls. Here are some other tips:
1. Have the civ.ini file set to 0 for full screen mode. This allows for easy switching between the game and the debuger.
2. When you reach a critical error, a window will pop-up. It will say break and continue. Break makes Visual Studio active and goes straight to the offending line of code. Continue ignores it. Use Continue for annoying asserts that are meaningless.
'Civ4BeyondSword.exe': Loaded 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\Python\System\_socket.pyd'
First-chance exception at 0x7c911689 in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0xffffffff.
Unhandled exception at 0x7c911689 in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0xffffffff.
7C911689 mov ecx, dword ptr [ecx]
stack Frame ntdll.dll!7c911689()
C:\Windows\system32\d3dx9_31.dll Symbols not loaded
C:\Program Files\RadioRage_4j\bar\4jbrstub.dll Binary was not built with debug information
C:\Program Files\Firaxis Games\Sid Meier's Civillization\Warlords\Assets\Python\System\_socket.pyd Symbols not loaded
Did you get anytype of assert warning right before the ctd?
Did Visual Express lead you to any part of the code?
What happened right before the CTD? Is it replicable?
for 3, I meant what was happening in the gameplay?
After hitting break on a freeze up:
Code:'Civ4BeyondSword.exe': Loaded 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Assets\Python\System\_socket.pyd' First-chance exception at 0x7c911689 in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0xffffffff. Unhandled exception at 0x7c911689 in Civ4BeyondSword.exe: 0xC0000005: Access violation reading location 0xffffffff. 7C911689 mov ecx, dword ptr [ecx] stack Frame ntdll.dll!7c911689() C:\Windows\system32\d3dx9_31.dll Symbols not loaded C:\Program Files\RadioRage_4j\bar\4jbrstub.dll Binary was not built with debug information C:\Program Files\Firaxis Games\Sid Meier's Civillization\Warlords\Assets\Python\System\_socket.pyd Symbols not loaded
How's the mod coming along?
I believe I have just one major bug left to hunt down. Unfortunately, I have run out of time to release the mod before Christmas. I know this is a big let down for those of you who are waiting for the release. I just refuse to turn out a mod that has even one CTD. The bug must be found and fixed. I am going to play a manual game over the holidays and perhaps the location of this bug will be revealed. One thing is for certain: Mine Warfare is not the cause. I have cleansed it thoroughly, and the mines are performing as desired. On a huge map after turn 600, multiple explosions will occur every round. DCM appears to be working right. Most of the log files are reporting 0 things wrong. Yet, at least one BUG remains. I will find it, as it is only a matter of time and patients.