Post Feb 1st 2013 - bugs - Single Player

Status
Not open for further replies.
@Hale,
SVN 4977 is the safest so far. I updated to 4983 and on the 2nd turn in current game got a EoT hang. Had to Ctrl-Alt-Del to get out.

@Koshling and AIAndy it's till broke. And I got no logs or Minidump from the hang either.

JosEPh
 
@Hale,
SVN 4977 is the safest so far. I updated to 4983 and on the 2nd turn in current game got a EoT hang. Had to Ctrl-Alt-Del to get out.

@Koshling and AIAndy it's till broke. And I got no logs or Minidump from the hang either.

JosEPh

No way a hang will be diagnosed until someone is able to supply a save game that hangs when you end the turn. I presume you font have the auto save?
 
I never thought that that would be an issue. I thought that the enums were handled before the CvSomethingInfos classes were initialized (and that all options were false when you weren't in a game). Good catch, and thanks to Koshing for fixing that.
The game option enum was not the issue here (it is compile time stuff not run time anyway but most basic info classes are read before civic stuff as well).
But querying CvGame before it is fully constructed (and before it is meaningful) should not be done. Game options were not initialized so the result was somewhat random.
When I moved the construction of the bool array to Init a crash resulted (null pointer array dereferencing).
 
No way a hang will be diagnosed until someone is able to supply a save game that hangs when you end the turn. I presume you font have the auto save?

I understand that. I restarted and saved the turn before the hang and this time it went thru with no problem.

No catch this time. :(

JosEPh
 
Desperately behind the rest of the world and getting my butt kicked in naval battles, I was delighted to see that a couple pirate privateers could be bought and would join my navy for money. I paid; they showed up. Money wasted. Either it's a bug or they have wheels.

http://www.macvarge.com/Images/Privateers.jpg

Yaaargh! Swindled by pirates! :gripe:

:lmao:

Any chance that city used to be on the coast and has some buildings from when that was the case, such as a harbor perhaps?
 
Some events just put the bribed units in the capital. They don't bother to check that the capital is on the coast.

Ah... well in this case I'd say that's a rather inappropriate presumption in the event coding huh? Spose the easiest fix would be to have the event not trigger if the capital is not on the coast.
 
Koshling,

Re your post 642 regarding save games and EOT hangs. My post 626 had a saved game attachment with an EOT hang when playing SVN 4967.

However last night I updated the SVN after the latest fixes were incorporated and I managed to pass the point where the game hung.

DavidR
 
Koshling,

Re your post 642 regarding save games and EOT hangs. My post 626 had a saved game attachment with an EOT hang when playing SVN 4967.

However last night I updated the SVN after the latest fixes were incorporated and I managed to pass the point where the game hung.

DavidR

See SVN thread - 4979 was a common EoT hang fix
 
Yaaargh! Swindled by pirates! :gripe:

:lmao:

Any chance that city used to be on the coast and has some buildings from when that was the case, such as a harbor perhaps?

Actually, I moved capitol cities to the center of the continent; the original was on the coast. Maybe the new capitol info wasn't transferred.
 
Had another hang. From the RoM_Autolog see attached New Text Document.rar file.

Found out the my autosave had been switched back to every 4 turns and have now reset to every turn. Hopefully this will help catch this dadgummed hang at EoT.

I know Koshling this file isn't enough. I'm trying to catch it.

After switching autosave to every turn it now hangs on every turn. Before it was every 4th turn. It's hanging on the Autosave. Save attached

Just hit red button for EoT and it hangs. Game started with version 4950 but was updated to 4983 yesterday.

JosEPh
 
Had another hang. From the RoM_Autolog see attached New Text Document.rar file.

Found out the my autosave had been switched back to every 4 turns and have now reset to every turn. Hopefully this will help catch this dadgummed hang at EoT.

I know Koshling this file isn't enough. I'm trying to catch it.

After switching autosave to every turn it now hangs on every turn. Before it was every 4th turn. It's hanging on the Autosave. Save attached

Just hit red button for EoT and it hangs. Game started with version 4950 but was updated to 4983 yesterday.

JosEPh

Guess what? It plays the turn end fine for me (and produces an autosave). Couple of questions:

1) Does it produce an autosave file when it hangs (zero length or otherwise)?
2) Does a manual save hang?
3) Does the screen stall exactly as it was when you hit the end turn button or does any other activity occur first (builds completing, research completing, ...)?

Might be worth turning off 'Minimize AI turn times' and trying it - it won't solve it, but it might provide more info about where exactly it fails since the screen will update throughout the turn that way and where it freezes might tell us something.
 
I have a couple of problems with the hover over for missions with multiple outcomes and use the adapt value. See image. Save shows the problem but you will need to wait a bit until I update the SVN.

1) amount of gold is not showing up in the hover over.

2) There are three outcomes but only one should be possible - ah ha, forget it I forgot to define the upgrade path on this one.
 
My workboats are eligible for 'hill worker' and 'desert worker' promotions. Unless global warming gets rather extreme those don't seem terribly useful for boats!!
 
I have a couple of problems with the hover over for missions with multiple outcomes and use the adapt value. See image. Save shows the problem but you will need to wait a bit until I update the SVN.

1) amount of gold is not showing up in the hover over.

2) There are three outcomes but only one should be possible - ah ha, forget it I forgot to define the upgrade path on this one.
It does not actually set an amount of gold but an amount of the yield commerce and it seems the display for that got lost in the transition to integer expressions for the yields.
Just fixing that.
 
Guess what? It plays the turn end fine for me (and produces an autosave). Couple of questions:

1) Does it produce an autosave file when it hangs (zero length or otherwise)?
2) Does a manual save hang?
3) Does the screen stall exactly as it was when you hit the end turn button or does any other activity occur first (builds completing, research completing, ...)?

Might be worth turning off 'Minimize AI turn times' and trying it - it won't solve it, but it might provide more info about where exactly it fails since the screen will update throughout the turn that way and where it freezes might tell us something.

I just updated to 4988 and it played thru the turn.

As to your questions:
1. No
2. No
3. Screen stalls immediately.

Will turn off Minimize AI and see what happens.

JosEPh
 
My workboats are eligible for 'hill worker' and 'desert worker' promotions. Unless global warming gets rather extreme those don't seem terribly useful for boats!!

That means that we need a new unitcombat for boat workers. Should be easy enough to add.

Edit: Done.
 
Automated Workers??

Alot of my workers are in ONE spot, and not going to the much needed resources (see attached Saved Game)??

SVN 4997, No Vp

You should not have Gems resource on your map anymore. They were replaced by Rubies, Emeralds, Sapphires, Amber, Turquoise and Jade. Gems are only suppose to be produced by a building now.

Is that your scenario map? Please fix the map so they are no longer on it. Same goes for Dye resource.
 
Status
Not open for further replies.
Back
Top Bottom