Single Player bugs and crashes - After the 16th of May

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I thought I was. :crazyeye:

EDIT: Oh it has a little setting in properties. Sorry still getting use to windows 7. So far I still like the old set up of XP. I wish I had those bottom bar windows. And windows explorer is a bit wonky to navigate.

EDIT2: Works/Fixed. Man I still can't believe how fast the game loads now.

Who are you and what have you done with Hydro? :p
It can't be that you have not seen this problem yet that comes up very regularly on this forum.

I usually glaze over the bugs I don't have or are not in my realm to fix.

To build a Homing Pigeon Coop, it appears that you need Poultry in the vicinity, even if you are using a Subdued Pigeon. That's a bug, right?

Yes. Its a vicinity building and not based on subdued animals. Which means you can build it without a Subdued Pigeon too.
 
I was just looking over my rig (see attached) i have 2 GB of memory just for playing?? That needs viewports?? I am just asking?

btw I just enabled VP and it still crashes?? I also did a cache deletion.

About (if my final testing holds up) to push a LOT of changes, which may (or may not) help your crash, but regardless, as part of my testing I played your turn, so here it is attached after the completion of the turn you were unable to complete (I did a modifier recalc to latest assets as well BTW).
 

Attachments

About (if my final testing holds up) to push a LOT of changes, which may (or may not) help your crash, but regardless, as part of my testing I played your turn, so here it is attached after the completion of the turn you were unable to complete (I did a modifier recalc to latest assets as well BTW).

Crashes on loading, sorry.
 
Recently, I had a "waiting for..." bug as well but then I updated my SVN 2 days ago and loaded the auto save that still was created during the turn that would never end,
I was able to continue.

So yes, there seems to be a "waiting for..." out there...let's catch it.

Next time I will post it, just didn't because I thought "no crash? can't reproduce it" + "try to update SVN first to see if it has been solved already".

As I said, loading the autosave let me pass but that doesn't necessarily mean the bug is gone, I guess.
 
Yeah, you'd have to get a save where you save at the end of the round just before hitting the button and finding it happen reliably every time. With that, its usually fairly easy to then catch and eliminate the bug since its a loop that keeps iterating forever. A pause in the code running will take you to a point in that cycle and then stepping through you can navigate through the whole loop and figure out where its taking place.
 
OK i am going to go back to my OLD Win 7 with Total access/permissions, and see what happens.

EDIT:

????(soon )

OK Win 7 works:eek::eek:

I did at least a load and 2 turns, withOUT a CTD:clap: Will see if it holds out,

I am thinking maybe its a Win 8 problem if ls512 is having the more or less same crashes withOUT a minidump ??
 
OK i am going to go back to my OLD Win 7 with Total access/permissions, and see what happens.

EDIT:

????(soon )

OK Win 7 works:eek::eek:

I did at least a load and 2 turns, withOUT a CTD:clap: Will see if it holds out,

I am thinking maybe its a Win 8 problem if ls512 is having the more or less same crashes withOUT a minidump ??

No, without the multi-threading it has worked fine for me.
 
this is a game breaking bug. I start to build a building and it says 111 production. I start to build a military unit and I get 1729639 production. Yes almost 1.75 MILLION hammers for military units.
V30 no svn
 
this is a game breaking bug. I start to build a building and it says 111 production. I start to build a military unit and I get 1729639 production. Yes almost 1.75 MILLION hammers for military units.
V30 no svn
Bug on a trait in v30, SVN has that fixed for some time.
 
Assert Failed

File: CvGlobals.cpp
Line: 5196
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type BUILDING_NATURAL_WONDERv_MT_SINAI not found, Current XML file is: modules\Natural Wonders\NaturalWonder_CIV4BuildingInfos.xml

This is really odd... I can't find BUILDING_NATURAL_WONDERv_MT_SINAI (note the strange insertion of a v...) anywhere in the entire assets folder - certainly not in the file denoted. A quick debug check in the code finds this is taking place during a pass 3 in the load process.

@DH: so far I haven't been able to duplicate the problem you're having with that file. There's a few possibilities I haven't yet explored though. More to come.

Also, during a recalc, I'm told BUILDINGCLASS_TRADITION_HUNTER is not found and thus all instances in the game are being removed - grepWin cannot find BUILDINGCLASS_TRADITION_HUNTER anywhere in our assets either.

I also put the # of threads down to 0 because it seemed you might've had your setting on that at 0 but it did not help to replicate the problem.

Not sure what I'm doing wrong here but in general, your save doesn't hit the infinite loop you seem to be experiencing when run on my end.
 
Assert Failed

File: CvGlobals.cpp
Line: 5196
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type BUILDING_NATURAL_WONDERv_MT_SINAI not found, Current XML file is: modules\Natural Wonders\NaturalWonder_CIV4BuildingInfos.xml

This is really odd... I can't find BUILDING_NATURAL_WONDERv_MT_SINAI (note the strange insertion of a v...) anywhere in the entire assets folder - certainly not in the file denoted. A quick debug check in the code finds this is taking place during a pass 3 in the load process.

It was in the building class file. I'll post a fix soon. Along with the Hunting based Traditions.
 
Game crashes on hitting the end turn button. Rev 5596

Attempting to load this I get a message: The save file you have selected requires the following mod to be loaded:
Mods\code\
The application must restart, ok?


Obviously I select cancel.

So, I copied C2C into another file and renamed it 'code', from which it runs.

The dll finds the problem takes place upon reaching a point where an AI settler is founding a city. The crash itself is not taking place inside the dll though, rather, in the ntdll.dll section... very odd.

Code:
 	ntdll.dll!773015de() 	
 	[Frames below may be incorrect and/or missing, no symbols loaded for ntdll.dll]	
 	ntdll.dll!773015de() 	
 	ntdll.dll!772f014e() 	
>	CvGameCoreDLL.dll!CvSelectionGroup::startMission()  Line 1960 + 0x8 bytes	C++
 	CvGameCoreDLL.dll!CvSelectionGroup::activateHeadMission()  Line 7464 + 0x8 bytes	C++
 	CvGameCoreDLL.dll!CvSelectionGroup::insertAtEndMissionQueue(MissionData mission={...}, bool bStart=true)  Line 7185 + 0x8 bytes	C++
 	CvGameCoreDLL.dll!CvSelectionGroup::pushMissionInternal(MissionTypes eMission=MISSION_FOUND, int iData1=-1, int iData2=-1, int iFlags=0, bool bAppend=false, bool bManual=false, MissionAITypes eMissionAI=-1, CvPlot * pMissionAIPlot=0x00000000, CvUnit * pMissionAIUnit=0x00000000)  Line 674 + 0x34 bytes	C++
 	CvGameCoreDLL.dll!CvSelectionGroup::pushMission(MissionTypes eMission=MISSION_FOUND, int iData1=-1, int iData2=-1, int iFlags=0, bool bAppend=false, bool bManual=false, MissionAITypes eMissionAI=-1, CvPlot * pMissionAIPlot=0x00000000, CvUnit * pMissionAIUnit=0x00000000)  Line 639	C++
 	CvGameCoreDLL.dll!CvUnitAI::AI_settleMove()  Line 2081	C++
 	CvGameCoreDLL.dll!CvUnitAI::doUnitAIMove()  Line 456	C++
 	CvGameCoreDLL.dll!CvUnitAI::AI_update()  Line 413	C++
 	CvGameCoreDLL.dll!CvSelectionGroupAI::AI_update()  Line 290 + 0x13 bytes	C++
 	CvGameCoreDLL.dll!CvPlayerAI::AI_unitUpdate()  Line 1890 + 0x1c bytes	C++
 	CvGameCoreDLL.dll!CvGame::updateMoves()  Line 8931 + 0x13 bytes	C++
 	CvGameCoreDLL.dll!CvGame::update()  Line 2568	C++
 	Civ4BeyondSword.exe!00415321() 	
 	KernelBase.dll!7631af21() 	
 	Civ4BeyondSword.exe!006846f7() 	
 	Civ4BeyondSword.exe!00411a7d() 	
 	Civ4BeyondSword.exe!00686bc8() 	
 	Civ4BeyondSword.exe!004d6f46() 	
 	Civ4BeyondSword.exe!008f497f() 	
 	kernel32.dll!762033aa() 	
 	ntdll.dll!77319ef2() 	
 	ntdll.dll!77319ec5() 	
 	Civ4BeyondSword.exe!00790074() 	
 	Civ4BeyondSword.exe!00790074() 	
 	Civ4BeyondSword.exe!0078006f() 	
 	Civ4BeyondSword.exe!0078006f() 	
 	Civ4BeyondSword.exe!0078006f() 	
 	Civ4BeyondSword.exe!0078006f() 	
 	Civ4BeyondSword.exe!0064006e() 	
 	Civ4BeyondSword.exe!0064006e() 	
 	Civ4BeyondSword.exe!0069006c() 	
 	Civ4BeyondSword.exe!0064006e() 	
 	Civ4BeyondSword.exe!0075006c() 	
 	Civ4BeyondSword.exe!0075006c() 	
 	Civ4BeyondSword.exe!0075006c() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0073005f() 	
 	Civ4BeyondSword.exe!0073005f() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064002e() 	
 	Civ4BeyondSword.exe!0064006e() 	
 	Civ4BeyondSword.exe!0064006e() 	
 	Civ4BeyondSword.exe!0064006e() 	
 	Civ4BeyondSword.exe!0064006e()

I didn't see anything directly wrong here and find it odd that we're getting a crash before the code even progresses to the pLoopUnit->found() (Unit function) section where I could understand some oddities perhaps taking place...

Maybe some of the other coders could further assist here but this one is a bit mysterious to me.

Earlier on I got this strange Assert in CvSelectionGroup::continueMission


FAssert(getActivityType() == ACTIVITY_MISSION);

which appears to me to be a bugged assert... shouldn't it be != not == ? Or is this an indicator of the above problem?
 
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