Single Player bugs and crashes - After the 13th July 2013

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I started a new (patched) v31 game and had accidently switched my map to perfectmongose (the original not the 3.0 version). I wound up on a map that looked like an oversized dual map with no water tiles, no mountains, and I think no hills. As a matter of fact it could've been all grassland as well.

Anyway, I suggest removing all the obsolete map generators. Doing so will help noobies (or at least prevent bug/question posts) and it will also reduce the download file size.

On a secondary note (though not a bug), I suggest not uploading files to moddb/gamefront with names other than caveman2cosmos (v31 downloaded/unzipped as c2c_release)
 
I started a new (patched) v31 game and had accidently switched my map to perfectmongose (the original not the 3.0 version). I wound up on a map that looked like an oversized dual map with no water tiles, no mountains, and I think no hills. As a matter of fact it could've been all grassland as well.

Anyway, I suggest removing all the obsolete map generators. Doing so will help noobies (or at least prevent bug/question posts) and it will also reduce the download file size.

On a secondary note (though not a bug), I suggest not uploading files to moddb/gamefront with names other than caveman2cosmos (v31 downloaded/unzipped as c2c_release)

Dont know what your talking about, if it doesnt have a C2C in the front of it, WE did NOT put it there?? And all C2C ones, DO work.


@Koshling:

mini/save attached(1), next turn CTD Next turn seems like it loaded but then JUST when its about to POOF CTD

(2nd) mini just incase, maybe different than the above one??)
 
Is anyone having the problem of the Great Barrier Reef being on a plot but not visible?

That´s how it looks like in my current game - just like plain corals. Not sure how it should look, though.

Edit: It looked the same before and after your recent SVN changes.
 

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That´s how it looks like in my current game - just like plain corals. Not sure how it should look, though.

Edit: It looked the same before and after your recent SVN changes.

It was using a copy of the coral art. After my change it is using the same art as the coral. I changed it because it was not visible but coral was. It saves some space I suppose.
 
I cannot reproduce this sadly :( At what point does it crash for you? During mod load? If I replace my cache with yours (and set my startup language to Spanish) it is loading ok for me. One question - do you have caching turned on in your INI file? (C2C doesn't use normal BTS caching so turning it on there doesn't enhance anything, but it may be that some left-over fails when it's turned on there [it isn't for me, though I'll try it here also in a moment])

Edit - it makes no difference if I enable or disable caching in the INI (I didn't really think it would), so I'm not sure what the difference could be

I have analysed the program' loading and it crashes when the load dialog shows "Init Engine", just before show Main Menu (the CivBeyondSword process in Task Manager reach 157MB, then suddenly grows until 185MB and after that... it disappears) It crashes both with caching enabled and disabled. Did you tested this with SVN 5771 assets? This can be a difference. Perhaps other INI options, installation path (non-default), or the operating system (Windows 7 Ultimate)?
 
I just tried again with that save, and after clearing the cache and replacing the DLL. Same thing happens. The game loads, I say yes to recalc, and when that finishes I click the end turn button. No other intervening moves. Two notices appear about building pests, the on-screen animations cycle a few times (windmills and waves, that sort of thing), and then the cursor-runner-guy just runs and runs and runs. I gave it a half-hour, just in case (normal turn time is 30 secs).

Ok. I'll try again and see if I can make it happen here also. You have pure V31 apart from the replaced DLL right? If I am unable to get anywhere we might be able to proceed via me making a special private build of the DLL for you with extra diagnostics. If it comes to that are you up for spending some time helping debugging to get it sorted out?

Edit - Reproduced with 5771 assets (both with 5771 and latest DLLs). Working on it...
 
Dont know what your talking about, if it doesnt have a C2C in the front of it, WE did NOT put it there?? And all C2C ones, DO work.


@Koshling:

mini/save attached(1), next turn CTD Next turn seems like it loaded but then JUST when its about to POOF CTD

(2nd) mini just incase, maybe different than the above one??)

Minidump pojnts a definite finger - I think I should be able to find the cause and post a fix later today when I get some C2C time.
 
I have analysed the program' loading and it crashes when the load dialog shows "Init Engine", just before show Main Menu (the CivBeyondSword process in Task Manager reach 157MB, then suddenly grows until 185MB and after that... it disappears) It crashes both with caching enabled and disabled. Did you tested this with SVN 5771 assets? This can be a difference. Perhaps other INI options, installation path (non-default), or the operating system (Windows 7 Ultimate)?

My assets are not exactly 5771 so perhaps that could indeed be significant. I'll try later with those exact assets. If not then I can provide you with a build that does some live tracing and get you to install a small trace reading app, and we can get more info that way (if you're up for that...?)
 
My assets are not exactly 5771 so perhaps that could indeed be significant. I'll try later with those exact assets. If not then I can provide you with a build that does some live tracing and get you to install a small trace reading app, and we can get more info that way (if you're up for that...?)

Ok, will do that if necessary, I will wait your response...
 
i always use svn. and update once a day.i will update and see.
here the is the minidump

Thanks. Minidump points a finger at a strong area of suspicion that is clearly a bug. Will fix in next SBVN update later today.
 
There are STRONG indications that the crash-on-mod-load-unless-you-delete-cache was a bug in V31 (Thunderbrd's build looks like it was broken for reasons unknown). That version of the DLL (and ONLY that one so far as I can tell) generates an incorrect cache format that it can load, but which later versions cannot. If you clear your cache, apply the patch DLL and continue, then you should be fine. If anyone gets the on-mod-load crash with the patch or later DLL, AFTER clearing any cache that was created when they were running V31 base release (5771) please let me know.
 
I just tried again with that save, and after clearing the cache and replacing the DLL. Same thing happens. The game loads, I say yes to recalc, and when that finishes I click the end turn button. No other intervening moves. Two notices appear about building pests, the on-screen animations cycle a few times (windmills and waves, that sort of thing), and then the cursor-runner-guy just runs and runs and runs. I gave it a half-hour, just in case (normal turn time is 30 secs).

Found the problem. Unfortunately it seems to be a bug in the main game engine, not in our code so I cannot fix it exactly. However, I CAN provide you with a workaround.

There's something about your map and current cultural borders that cause the game engine's attempts to place the Great Wall to hang (it continuously scans the same horizontal line of plots forever for some reason). Anyway, provided you are NOT using viewports, turning OFF dynamic great wall placement in he global defines resolves the problem and allows the game to continue.

To do this locate the file Assets/Xml/A_New_Dawn_GlobalDefines.xml, and open it with some text editor (wordpad is fine). Find the entry for 'DYNAMIC_GREAT_WALL' and set it to '0'.

Your game should now play ok.
 
Found the problem. Unfortunately it seems to be a bug in the main game engine, not in our code so I cannot fix it exactly. However, I CAN provide you with a workaround.

There's something about your map and current cultural borders that cause the game engine's attempts to place the Great Wall to hang (it continuously scans the same horizontal line of plots forever for some reason). Anyway, provided you are NOT using viewports, turning OFF dynamic great wall placement in he global defines resolves the problem and allows the game to continue.

To do this locate the file Assets/Xml/A_New_Dawn_GlobalDefines.xml, and open it with some text editor (wordpad is fine). Find the entry for 'DYNAMIC_GREAT_WALL' and set it to '0'.

Your game should now play ok.

Since this seems to be a CONSTANT burden lately about the GW, i wonder if C2C should put the WALL as a 0 default ?? I personally NEVER use it anyways.
 
Dont know what your talking about, if it doesnt have a C2C in the front of it, WE did NOT put it there?? And all C2C ones, DO work.



Sadly, I don't have a copy of the save to prove it (though I guess it could've been one of the other map generators... but they are all listed as c2c), not even sure I could reproduce it now.

Has anyone else been noticing some minor sequencing issues? For example: the pop up offering to change civics shows up before the tech pop up? Or the highlighted map (i.e. red-circle) event notifications staying on map an extra turn? As an educated guess I think this might be due to the multi-threading work.
 
Has anyone else been noticing some minor sequencing issues? For example: the pop up offering to change civics shows up before the tech pop up? Or the highlighted map (i.e. red-circle) event notifications staying on map an extra turn? As an educated guess I think this might be due to the multi-threading work.

Yes and it is according to Koshling.
 
Found the problem. Unfortunately it seems to be a bug in the main game engine, not in our code so I cannot fix it exactly. However, I CAN provide you with a workaround.

There's something about your map and current cultural borders that cause the game engine's attempts to place the Great Wall to hang (it continuously scans the same horizontal line of plots forever for some reason). Anyway, provided you are NOT using viewports, turning OFF dynamic great wall placement in he global defines resolves the problem and allows the game to continue.

To do this locate the file Assets/Xml/A_New_Dawn_GlobalDefines.xml, and open it with some text editor (wordpad is fine). Find the entry for 'DYNAMIC_GREAT_WALL' and set it to '0'.

Your game should now play ok.

Yep, that took care of it - thanks for tracking that down!
 
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