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

Graphics bug with great wall:

It does update correctly in most places, but one stretch still follows the old border from before conquering the city in the north.
Furthermore it builds over water on the right edge of the screenshot.
 

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Graphics bug with great wall:

It does update correctly in most places, but one stretch still follows the old border from before conquering the city in the north.
Furthermore it builds over water on the right edge of the screenshot.

Is this game (or has it been at any point since the GW was built) played with viewports? The GW is a bit flakey with viewports (and that fact can be persisted by saves), for reasons I have not managed to address. However, if it is occuring withou viewports that is a different matter...
 
Is this game (or has it been at any point since the GW was built) played with viewports? The GW is a bit flakey with viewports (and that fact can be persisted by saves), for reasons I have not managed to address. However, if it is occuring withou viewports that is a different matter...

It started with viewports and is now using paging. I think it was already build when paging came out. Not sure, hadn´t uncovered that part of the map at the time it was build.

But I conquered those cities (including the great wall) with paging, not viewports.
 
@ Koshling,

did you see post 359 and 360?? Just wondering?

I hadn't, but have now. I found a possible bug to explain the CTD (and will push a fix later today), and I have no idea about the BUG Python issue. I cannot see any indent problem at the line number it mentions.
 
How do guilds currently work? Cause I'm not getting free buildings in each suitable city nor gold bonuses for buildings.. I had been getting +5 gold per each forge when I had had built blacksmith guild but then I built a few others and currently I'm getting none.

(I have 2 guilts in my cap and 2 in Santiago..)
 

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I hadn't, but have now. I found a possible bug to explain the CTD (and will push a fix later today), and I have no idea about the BUG Python issue. I cannot see any indent problem at the line number it mentions.

I'll check the python also. Often it is the case that one line uses a tab where the next uses spaces for indentation and it just happens that on one machine the tab is equal to the number of spaces but on another machine they are not equal. It is why it is recommended that you only use spaces or tabs when coding not both.
 
I'll check the python also. Often it is the case that one line uses a tab where the next uses spaces for indentation and it just happens that on one machine the tab is equal to the number of spaces but on another machine they are not equal. It is why it is recommended that you only use spaces or tabs when coding not both.

I checked that - it's all tabs in the lines around there
 
I checked that - it's all tabs in the lines around there

When the error message usually adds more to the end of the error message, it usually mean its someplace else, i only got this when you changed the "clubman" stuff, so it more than likely is around that area, i am just guessing of course.
 
When the error message usually adds more to the end of the error message, it usually mean its someplace else, i only got this when you changed the "clubman" stuff, so it more than likely is around that area, i am just guessing of course.

Not unless this is turn 1 of the game, since that code only runs then.
 
Now here is a weirdness. My subdued cave lion can only move out of a fort to one plot. It can't move to any of the other land plots! All plots are in my territory and have no enemies on them. Other units can move to all valid land plots.

The fort is between Giza and Akhetaten.

Edit same thing happens with other subdued animals coming from the East. Since they can move into the North East plot things coming from the west have no problems.

It looks like a ZoC problem. Howver having units to the west does not help.
 
It's very likely, given the nature of this crash (graphics memory), that your seeing incompatibilities between the test DLL and the older assets. I think you'll have to move to the full SVN version or else wait for V33 to get a consistent set.

Dang, that didn't fix it. I downloaded the full SVN version, installed it, and the exact same thing happened. Same crash to desktop on one of the city "what do you want to build" screens after hitting enter, and same graphics error message when it kicked me out.

I've attached the dump file and the most recent saved game. The saved game is identical to my previous one, except I saved it again while running the SVN version (didn't know if that matters).

Also, in case it matters, my graphics card is an ATI Radeon HD4770. Perhaps 3 years old or so, but it was quite a good card when I purchased it.

I appreciate your help!


Update: I just tried it again, and this time it actually made it past that turn for the first time. But it crashed in nearly the same way on the next turn. I can post that dump file also, if you think it would help.
 

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Dang, that didn't fix it. I downloaded the full SVN version, installed it, and the exact same thing happened. Same crash to desktop on one of the city "what do you want to build" screens after hitting enter, and same graphics error message when it kicked me out.

I've attached the dump file and the most recent saved game. The saved game is identical to my previous one, except I saved it again while running the SVN version (didn't know if that matters).

Also, in case it matters, my graphics card is an ATI Radeon HD4770. Perhaps 3 years old or so, but it was quite a good card when I purchased it.

I appreciate your help!


Update: I just tried it again, and this time it actually made it past that turn for the first time. But it crashed in nearly the same way on the next turn. I can post that dump file also, if you think it would help.

Dump is again showing a game engine crash (which is consistent with lack of memory). Save game plays ok for me, so we need to understand your environment better. Can you tell me:
1) System specs (OS/RAM etc)
2) When you load the game (just before you press enter on the turn that will crash it) what memory usage does task manager show for the BTS process? (it loads at less than 1G for me, so your game is pretty small, and really shouldn't be hitting memory issues!)
3) In your BUG options is 'graphics paging' turned on?
4) If it's always a choice in a city screen, what are you choosing? Does it matter?
 
Dump is again showing a game engine crash (which is consistent with lack of memory). Save game plays ok for me, so we need to understand your environment better. Can you tell me:
1) System specs (OS/RAM etc)
2) When you load the game (just before you press enter on the turn that will crash it) what memory usage does task manager show for the BTS process? (it loads at less than 1G for me, so your game is pretty small, and really shouldn't be hitting memory issues!)
3) In your BUG options is 'graphics paging' turned on?
4) If it's always a choice in a city screen, what are you choosing? Does it matter?

Here are the answers:

1) Windows XP Pro, 32 bit. 4 GB of RAM, of course not quite all of that accessible (Windows says 3.43 GB available). Video card is ATI Radeon HD4770, which I believe has 0.5 GB of memory. Core2 quad core processor running at 2.9 GHz.

2) When loading, the memory usage maxed out at about 900 MB. I continued to look at it as I went through the city screens this past time. It got up to just over 1 GB when the CTD hit.

3) Graphics paging is turned on in the BUG options. (I’ve never messed with that, so presumably that’s the default setting.)

4) The crash is not always at a city screen choice, although that’s been the most common place. The time before last it crashed even before getting to the city screens. I think the last time it may have crashed just after the city screens were complete. The times that it did crash in the city screens, I was just more or less choosing randomly, and it wasn’t always at the same city. Didn’t matter what my choice was.
 
Here are the answers:

1) Windows XP Pro, 32 bit. 4 GB of RAM, of course not quite all of that accessible (Windows says 3.43 GB available). Video card is ATI Radeon HD4770, which I believe has 0.5 GB of memory. Core2 quad core processor running at 2.9 GHz.

2) When loading, the memory usage maxed out at about 900 MB. I continued to look at it as I went through the city screens this past time. It got up to just over 1 GB when the CTD hit.

3) Graphics paging is turned on in the BUG options. (I’ve never messed with that, so presumably that’s the default setting.)

4) The crash is not always at a city screen choice, although that’s been the most common place. The time before last it crashed even before getting to the city screens. I think the last time it may have crashed just after the city screens were complete. The times that it did crash in the city screens, I was just more or less choosing randomly, and it wasn’t always at the same city. Didn’t matter what my choice was.

In that case my best guess would be that its a graphics adapter RAM usage issue, since you're nowhere near the point that the process memory usage would be a problem. As a (fairly radical) experiment try this:

1) Open the file assets/xml/globalDefines.xml and add to it the following define after the ones that are already there (so like last line but one of the file):
Code:
	<Define>
		<DefineName>MAX_DESIRED_MEMORY_USED</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
2) Run Civ again and see what happens
 
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