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

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Thanks for the dump and save. The dump indicates a crash inside the main game executable, rather than the C2C DLL, which means its something indirect that is happening. I tried your autosave, loading it and then just hitting end turn, but no problems occurred. I then set it to autoplay 10 turns, but it still ran fine for me.

How frequent is the crash for you? Any obvious sign of a particular trigger? Your game shows fairly low memory usage, so IO don't think it's a hardware-limited resource issue.

Are you playing with viewports on? Either way dos playing with them on/off (the opposite of currently) have any impact? Is the crash immediately on end-turn, or more like some way through he AI turn processing time? If the latter could you turn on BBAI logging and provide the BBAI log (along with matching save and minidump for that case) - it might provide some clues.

Finally try setting your threading to 1, to eliminate multi-threading being the problem here (set the value of NUM_CITY_PIPELINE_THREADS near the end of 'caveman2cosmos\assets\xml\A_New_Dawn_GlobalDefines.xml' to 1 rather than the default 4) and let me know if that makes a difference.

Tried your suggestions, here are the results:

1) Turned on viewports, immediately ended the turn... CTD during AI processing. (This is where it was crashing before.)
2) Reloaded, turned off viewports, immediately ended turn... no CTD.

In both of the above cases, I did not recalculate modifiers. In the next two runs, I did.

3) Reloaded save, turned on viewports, immediately ended the turn... no CTD.
4) Reloaded save, turned off viewports, immediately ended the turn... no CTD.

For the last test, I reloaded the save and gave the units that needed orders what I intended to do and let the turn cycle on its own. No CTD.

I cannot establish a clear pattern of crashes that would help you guys right now. I'll keep playing with this game until I can and post it in a separate thread. Keep up the good work!
 
I can reproduce this and am looking into it...

Edit - BTW - a small work of warning - this failure mode will turn your computer into a space heater! All 4 cores running at 50% for me (threads set to 4, so one physical thread on each core running flat out basically) - CoreTemp showed all 4 cores operating at approx. 90 degrees (centrigrade), which is close to thermal throttling...

Thanks! :)
 
I'm posting a savegame that crashed me four times. The first time it crashed when I tried to move my outrigger, the other times it crashed at the end of the turn. In the zip file I pujt the savegmae, the minidump and all the logs I could find.
Note that I don't know exactly which SVN rev I'm using, but I'm sure it's one between rev 5777 and rev 5790

EDIT updating solved the crash
 
Note that I don't know exactly which SVN rev I'm using, but I'm sure it's one between rev 5777 and rev 5790

Try updating to most resent SVN, it has a way better dll in there, and personally i'd just like to say "Thank You" :thanx: for helping C2C!! . . . SO
 
Not really a bug, per se, but I've noticed that the Bushido promotion line requires the Shamanism religion to be active. Shouldn't that really be tied to Shinto in the current version?
 
So I've been playing a Chieftain (don't laugh)/Large/Tectonics/Marathon (I think?) game. With viewports turned on 55x55 (Now, I don't know if that was a good idea but...) vertical and horizontal scale. I play C2C SVN on rev5487

To reproduce the bug, simply build all the things in the main port, then take your next turn. It should take you to Port Royal/San Francisco (on an island, outside the main port) and then a MAF occurs.

Here's the minidump and savefile.
 

Attachments

For starters the strategy text should not be going into the Sid's tips area. It is doing that in far to many buildings and units causing the important information to go off the screen.

edit That doesn't even look like any of the text name codes either.

I notice a problem when other than NORMAL writing in "English" and especially NO asterisks, they will DEFINITELY mess with the pedia.
 
I have set it back to the standard cathedral pedia and strategy as there is no special ones written for Bahai anywhere that I could find. I put it on the SVN soon. It is a bit difficult to test changes at the moment as I am about 75%, by volume, through updating C2C to BUG 4.4. Naturally the last 10% will take the most time because that is where the complex differences are.
 
I have set it back to the standard cathedral pedia and strategy as there is no special ones written for Bahai anywhere that I could find. I put it on the SVN soon. It is a bit difficult to test changes at the moment as I am about 75%, by volume, through updating C2C to BUG 4.4. Naturally the last 10% will take the most time because that is where the complex differences are.

How much of a difference is there??
 
So I've been playing a Chieftain (don't laugh)/Large/Tectonics/Marathon (I think?) game. With viewports turned on 55x55 (Now, I don't know if that was a good idea but...) vertical and horizontal scale. I play C2C SVN on rev5487

To reproduce the bug, simply build all the things in the main port, then take your next turn. It should take you to Port Royal/San Francisco (on an island, outside the main port) and then a MAF occurs.

Here's the minidump and savefile.

What system specs?

Also 5487?? That's from the middle of the V30 cycle right?

Edit - unfortunately I cannot load your save. This is because the mod folder it was saved from is embedded within the save, and BTS will only load it if a matching mod is loaded. Usually this just requires the same mod name (you used 'C2C' I see), but in your case it has somehow included the entire path, so it can only be run by someone who has BTS installed to the same path as you (on your D: drive in your case). It's odd that it embeds more than just the mod name - how are you running C2C? Do you have it specified in your BTS .INI file as the default mod or are you specifying I in a shortcut when you launch BTS?
 
How much of a difference is there??

It is difficult to tell with all the stuff RecDCM, RoM, RoM:AND and C2C added. The main reason I am doing it is because it will make adding in some of platyping's stuff easier. In the 75% I have done the only changes were debug messages and some divide by zero checks I added when we got some odd errors.

Which reminds me you have not been updating the cultural start python when you add new civs.
 
It is difficult to tell with all the stuff RecDCM, RoM, RoM:AND and C2C added. The main reason I am doing it is because it will make adding in some of platyping's stuff easier. In the 75% I have done the only changes were debug messages and some divide by zero checks I added when we got some odd errors.

Which reminds me you have not been updating the cultural start python when you add new civs.

DANG IT, i knew i forgot something:blush:, thx for the heads-up
 
Two things:

1.) When I tried to edit my cities for a scenario, the game crashed. Multiple times: If you set the Pop in the city (Worldbuilder) to 75 or 50, the game crashes with no error. ALso, if you change the "food required to grow", the game also crashes.

2.) @Koshling: I am VERY impressed what you did on the war AI! :goodjob: It was so good that I really had to try new strategies and thereby I found a bug. Sadly, I don't have a Screenshot or Savegame. I hope I can discribe it good enough for you:

I play on the GEM as Babylon while the Zulu took over Egypt. Our Boarder is the Suez Cannel. If you took a Numpad, the 3 north plots (7,8,9) are water. 4,5,6 are land and 1 and 3 are also water. On the 2, I build a Fort on a Hill. Meaning the AI needs to conquer the Fort in order to reach my empire. Now the Zulu declared war on me and entered "4" with an enormous army... Siege Weapons, War Elephants, Maceman, Crossbowman, everything, more than 100 Units. My Fort was only defended by 10 Archers and they would easily kill me. But the next turn, the AI retreated and was never shown up again.
I'll make a Savegame when it happens again.
 
The new Denmark civ is not using the correct names in GameText.

Here is a patch that fixes it:
Code:
Index: Assets/Modules/Custom_Civilizations/Denmark/Denmark_CIV4GameText.xml
===================================================================
--- Assets/Modules/Custom_Civilizations/Denmark/Denmark_CIV4GameText.xml	(revision 5851)
+++ Assets/Modules/Custom_Civilizations/Denmark/Denmark_CIV4GameText.xml	(working copy)
@@ -5,11 +5,11 @@
 <Civ4GameText xmlns="http://www.firaxis.com">
 	<TEXT>
 		<Tag>TXT_KEY_CIV_DENMARK_DESC</Tag>
-		<English>Denmark</English>
-		<French>Denmark</French>
-		<German>Denmark</German>
-		<Italian>Denmark</Italian>
-		<Spanish>Denmark</Spanish>
+		<English>Danish Empire</English>
+		<French>Danish Empire</French>
+		<German>Danish Empire</German>
+		<Italian>Danish Empire</Italian>
+		<Spanish>Danish Empire</Spanish>
 	</TEXT>
 	<TEXT>
 		<Tag>TXT_KEY_CIV_DENMARK_SHORT_DESC</Tag>
@@ -21,15 +21,15 @@
 	</TEXT>
 	<TEXT>
 		<Tag>TXT_KEY_CIV_DENMARK_ADJECTIVE</Tag>
-		<English>Denmark</English>
-		<French>Denmark</French>
-		<German>Denmark</German>
+		<English>Danish</English>
+		<French>Danish</French>
+		<German>Danish</German>
 		<Italian>
-			<Text>Denmark</Text>
+			<Text>Danish</Text>
 			<Gender>Male:Female:Male:Female</Gender>
 			<Plural>0:0:1:1</Plural>
 		</Italian>
-		<Spanish>Denmark</Spanish>
+		<Spanish>Danish</Spanish>
 	</TEXT>
 	<TEXT>
 		<Tag>TXT_KEY_CIV_DENMARK_PEDIA</Tag>
 
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