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Random(?) Crashes

Lucibear

Chieftain
Joined
Mar 11, 2020
Messages
4
I'm getting some random (as far as i can see?) crashes to desktop, usually when automatic unit movements happen, sometimes when opening advisor menus. I can't reproduce them, when I reload the autosave and repeat what I did, they usually don't happen again

Attached is the latest crash minidump that happened on automatic unit movements
 

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I'm also getting nearly the exact same issue.

Also, How do you read the minidumps? It looks like a binary file for me.


Now that I've looked it up, I don't think I'll be opening it any time soon. It is a binary file and my weird setup will not be able to make it readable at all.
 

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I'm also getting nearly the exact same issue.

Also, How do you read the minidumps? It looks like a binary file for me.
We need to know what SVN revision your minidump was created on to use it.
This is not from any of the SVN versions, i'm using the 40.1 download
It may very well have been fixed on SVN already, it is unlikely we will go all the way back to v40.1 to debug an issue there.
 
To be clear, and because it is better for me to say this now rather than later, I have been playing the game on linux through proton. I hadn't mentioned this earlier because the chances that Lucibear had a similar setup were incredibly low, so it probably wasn't causing the issue. My main reason for not using the SVN version is that the installation for it is much harder to do with this setup (also why I figured I wouldn't be opening the dmp files any time soon).

Now that I've tried to install it using SVN, I keep running into this "Call not implemented" error. From my googling it seems to be a windows system error, which I wouldn't know much about. Probably caused by wine so I don't expect you guys to know the solution.

upload_2020-6-11_10-5-25.png


I've tried using both the svn:// and https:// and the only difference I have seen is the svn one will download a few megabytes of stuff before giving the error whereas the https one only does a few kilobytes. Also running with admin permissions doesn't change the outcome. I also tried making a link from a directory without spaces to the mods folder (because the errors seem to be having issues with that) and that also made no difference.
 
To be clear, and because it is better for me to say this now rather than later, I have been playing the game on linux through proton. I hadn't mentioned this earlier because the chances that Lucibear had a similar setup were incredibly low, so it probably wasn't causing the issue. My main reason for not using the SVN version is that the installation for it is much harder to do with this setup (also why I figured I wouldn't be opening the dmp files any time soon).

Now that I've tried to install it using SVN, I keep running into this "Call not implemented" error. From my googling it seems to be a windows system error, which I wouldn't know much about. Probably caused by wine so I don't expect you guys to know the solution.

View attachment 559403

I've tried using both the svn:// and https:// and the only difference I have seen is the svn one will download a few megabytes of stuff before giving the error whereas the https one only does a few kilobytes. Also running with admin permissions doesn't change the outcome. I also tried making a link from a directory without spaces to the mods folder (because the errors seem to be having issues with that) and that also made no difference.
There are known infrequent crashes that can take place on linux that nobody has been able to solve for and nobody here would even know how to start trying, though maybe you might be able to attract some work on that on the discord server.
 
The dots didn't connect in my head that SVN is a version control system, and that TortoiseSVN is just a client. I figured you guys would be using git or mercurial for that stuff. I was able to install it using the "svn co [link to source]" command in the mods folder.

I think you can download latest SVN version from sourceforge directly without using the tortoise SVN software.
https://sourceforge.net/p/caveman2cosmos/code/HEAD/tarball?path=/trunk

The "generating snapshot" process may take a while considering the size of the C2C repository.

Thanks for the heads up on the sourceforge link. I think it could be useful if it were listed as an "If all else fails" option on the github wiki page.

There are known infrequent crashes that can take place on linux that nobody has been able to solve for and nobody here would even know how to start trying, though maybe you might be able to attract some work on that on the discord server.

I'd be happy to be the linux guy on the discord if there is a demand for it. The problem I see is that I don't really know the codebase and wouldn't really be able to navigate it. I also have very no experience with civ 4's engine nor it's modding tools.
 
We do use git now, but we mirror some git versions onto our SVN repository to give folks an easier access to... an alpha version of latest development. Setting up git is a bit more complicated than setting up SVN as the git repository doesn't contain a dll (so it has to be compiled on the user side) nor FPK files (art archive files used by BtS as an optimization over loose art files), github doesn't like big file sizes whereas sourceforge goes along with it.

Our dll source files are only on git, same goes for the loose art and a bunch of script tools only needed by developers.

We don't use many modding tools, just visual studio/notepad++ for cpp, ,h, py, and xml files, and stuff like blender/photoshop/nifscope for art files.
 
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So now that I've spent a bit of time with the SVN version (specifically v40.1.2401 according to the changelog) there are a couple of crashes that I get:

1. trying to open my 40.1 save that I was playing on gives a popup with an "OK" button, which upon clicking crashes the game. The popup is generated as a system decorated one and not a civ 4 one. It has other text which, if following the suggestion to use original_release_unsupported in steam, will be some illegible unicode characters but otherwise says something along the lines of "expected a value of [1], got [2]" (though I don't remember exactly). Both dmp files in the zip file are from this. I'm not too annoyed about this but it's something to be cautious about.

2. The original crash that started this thread still seems to exist. This time though for whatever reason it didn't generate a dmp file. Given that the crash is pretty random sometimes it can be easy to generate it and other times it takes hours before it will, and so I probably won't have one soon.
 

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So now that I've spent a bit of time with the SVN version (specifically v40.1.2401 according to the changelog) there are a couple of crashes that I get:

1. trying to open my 40.1 save that I was playing on gives a popup with an "OK" button, which upon clicking crashes the game. The popup is generated as a system decorated one and not a civ 4 one. It has other text which, if following the suggestion to use original_release_unsupported in steam, will be some illegible unicode characters but otherwise says something along the lines of "expected a value of [1], got [2]" (though I don't remember exactly). Both dmp files in the zip file are from this. I'm not too annoyed about this but it's something to be cautious about.
We broke save compatibility with V40.1 at some point as we were doing a lot of necessary stuff that required breaking saves.
That popup is clean way to notify players, that save is incompatible.
 
2. The original crash that started this thread still seems to exist. This time though for whatever reason it didn't generate a dmp file. Given that the crash is pretty random sometimes it can be easy to generate it and other times it takes hours before it will, and so I probably won't have one soon.
No minidump usually mean memory allocation failure, not easy to fix.
 
I managed to get a save that crashes soon enough to reproduce it easily. When loading the save it should automatically select an exile, and when I tell the exile to move to Babylon, the game crashes during the turn transition.
 

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