Single Player bugs and crashes - After the 13th of August 2013

:)

I should probably say, what did I mean by those bugs and everything, now. ... Hmmm.... :D
Ok ok, I remember.

CvUnit.cpp:30423
I believe it should be
Code:
iBestCommanderDistance > iDistance ||
It will probably fix the bug I pointed earlier about choosing not the best general.

About minimizing plots, one thing is

CvPlot.h:363-365
There are not too many landmarks on the map, but each plot takes 68 bytes for them. I believe 2 or even 1 + a global array would do the job.

And the other, which hits much more then plots

CvStructs.h:147
If I understand correctly, PlayerType is just player's id. If so, I believe the game can't stand even 255 players, so it would be enough to allocate 1 byte for this. -- enum, if nothing changed in vs2003, has 4.

But I believe the whole IDInfo is a bad idea. If there can be millions of calls of getCommander, then how many selections of units and other objects are there? And each one needs to select the player object, check the ranges of the array and then select the object. It is horrifying much work for just getting to an object. I think, all those IDInfo-s should be switched to pointers. -- I know, deleting an objects in such case may be not trivial, but there are ways to do it. I still do not know statistics, but I think there is a chance, it would speed up enormously the game.
 
@n47,

:old: :pat: There there my dear, now run along and play nice. :thanx:

JosEPh ;)
 
Turn completes ok for me with ranged bombardment on. Maybe it's an interaction with other option settings...I have opportunity fire on, archer bombard off. Could you give me the full set of settings for that panel that you are getting hangs with please on this save.

You are right. It's combination of ranged bombardment and stack attack. I thought I tested it out since It can cause stability issues. But maybe you could look at it anyway.. If you can still complete turn ok, I will post full set of settings.
 
So a while back i had posted about the ini failing to write for a lot of things and i tried the suggestion on how to fix it and sadly it didn't so I decided to just play it as is. Now ive grown tired of it being like that even after enabling writing on the entire 2KGames folder since civ4 is the only thing in it.

I've attached a screenshot of the latest game i played with a small round pangea map and a random civ. hope this is fixable id really like to get rid of it.

my svn WC version is 6011
 

Attachments

  • Civ4ScreenShot0000.JPG
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Run the game as an admin; or give Civ4 write permission.
 
This falls into the very minor annoyance category moreso than the bug category:

I've noticed ever since multi-threading, that I get occasional sound glitches. For example sometimes the goody-hut sound doesn't play; or sometimes the music and sound effect stumble/garble for a fraction of second.
 
This falls into the very minor annoyance category moreso than the bug category:

I've noticed ever since multi-threading, that I get occasional sound glitches. For example sometimes the goody-hut sound doesn't play; or sometimes the music and sound effect stumble/garble for a fraction of second.

I have noticed it also, but for me it is more than just an annoyance as I rely on those goody hut pings.
 
Ah, I never play with sound, so I wouldn't have caught that. How does it impact the sound exactly?

In my case the sound does not play at all ever! So I have to watch the news scroll and try and see what is happening which often means a lot of waiting for messages to come up.
 
In my case the sound does not play at all ever! So I have to watch the news scroll and try and see what is happening which often means a lot of waiting for messages to come up.

Any sound, or specifically goody huts? If the latter is it ALL goody huts or only those cracked by city cultural boundary expansion? Since only city processing is multi-threaded, it is unlikely to be the root cause if it is occurring in a more widespread manner than just city-action related sounds.
 
Any sound, or specifically goody huts? If the latter is it ALL goody huts or only those cracked by city cultural boundary expansion? Since only city processing is multi-threaded, it is unlikely to be the root cause if it is occurring in a more widespread manner than just city-action related sounds.

All goody huts for me.
 
I have noticed lately even when playing a brand new game that it "kind of hesitates" to take a turn then it proceeds, and the turn times even in the PreH Era seem to be getting longer lately, only by about 5-10 seconds or so, but i am just guessing.

Also i believe that WE need to delete the Spy from trying to "Bribe a City", its just WAAAAY to powerful. IMPO (pic 1)

I kept bribing this one city (Capital from 110 POP down to 30 POP, thats just not right.
 
@Koshling, if you think it is reasonable, I can start looking seriously on those IDInfo-s. But when I would start to code, I will require to no one touch the parts directly connected with ids. From details, I would like to know, does the engine communicate with us by pairs - player's id, object's id and the structure of IDInfo is fixed. Or rather by IDInfo-s and it take them from us, so we can set the structure as we want? Or the communication goes though Python and we can totally manipulate everything? :crazyeye: When seeing all those "Exposed to python"-s, have some feelings about that. But maybe there are some mysterious paths impossible to be seen by mere mortals. :D

Btw, wouldn't be wise to switch the topic of the thread to "Spam, development talks and eventually Single Player bugs and crashes - After the 13th of August 2013"? Or in the last resort to open a thread for development? :)
 
Btw, wouldn't be wise to switch the topic of the thread to "Spam, development talks and eventually Single Player bugs and crashes - After the 13th of August 2013"? Or in the last resort to open a thread for development? :)

If you'll are going to develop stuff for C2C, best to start a brand new thread.
 
hmmm apparently going to the worldview map and clicking on show local trade routes causes the game to CTD dont know if its repeatable or not will try to find out.

Just looked and i dont see that anyplace??


EDIT: Just had a click next turn CTD:
 
If you'll are going to develop stuff for C2C, best to start a brand new thread.
Wouldn't be wise to open a development thread for all moders? If someone does a change in the mechanics and others are not aware of this, it can generate new bugs. If there would be something big to do, it would also a good place to partition the work.
 
Wouldn't be wise to open a development thread for all modders? If someone does a change in the mechanics and others are not aware of this, it can generate new bugs. If there would be something big to do, it would also a good place to partition the work.

I believe then Koshling can to it through the SVN, you got to be authorized (for committed work)to use it.
 
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