Single Player bugs and crashes - After the 23rd of September 2013

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I have detected in version 33 two issues:

1. I have Mesopotamism. When I reached Shinto, no message about discovery either nothing about this religion afterwards. Nobody has it.

2. I have conquered a barbarian city. Message said I have got Sculpture technology. Really nothing has happened. I haven´t this technology.
 
Shouldn't matter. Viewports could have that effect, but graphics paging should not. Did the person that posted this have viewports on?

I did not have viewport on, it must be another reason for the graphical issue in the pic. I posted.

Should I post a save from the game the pic. was from?
 
You do know ALL unitcombat's have to be listed here correct?? Or am i wrong DH?? (Advisors.py

Spoiler :
if (not gc.getPlayer(pCity.getOwner()).isFeatAccomplished(FeatTypes.FEAT_UNITCOMBAT_SIEGE)):

if (pUnit.getUnitCombatType() == gc.getInfoTypeForString("UNITCOMBAT_SIEGE")):

gc.getPlayer(pCity.getOwner()).setFeatAccomplished(FeatTypes.FEAT_UNITCOMBAT_SIEGE, True)

if (featPopup(pCity.getOwner()) and (gc.getGame().getStartYear() == gc.getDefineINT("START_YEAR"))):
popupInfo = CyPopupInfo()
popupInfo.setButtonPopupType(ButtonPopupTypes.BUTTONPOPUP_PYTHON)
popupInfo.setData1(FeatTypes.FEAT_UNITCOMBAT_SIEGE)
popupInfo.setData2(pCity.getID())
popupInfo.setText(localText.getText("TXT_KEY_FEAT_UNITCOMBAT_SIEGE", (pUnit.getNameKey(), pCity.getNameKey(), )))
popupInfo.setOnClickedPythonCallback("featAccomplishedOnClickedCallback")
popupInfo.setOnFocusPythonCallback("featAccomplishedOnFocusCallback")
popupInfo.addPythonButton(localText.getText("TXT_KEY_FEAT_ACCOMPLISHED_OK", ()), "")
popupInfo.addPythonButton(localText.getText("TXT_KEY_FEAT_ACCOMPLISHED_MORE", ()), "")
popupInfo.addPopup(pCity.getOwner())
This would be the segment that sends a popup to the player when they build their first unit of a particular unit combat type. I COULD include all these new unitcombats in this but it isn't necessary (and could maybe get a little annoying.) On the up side the player might be taught a bit more about the many subcombats and be introduced to the new combat classes and given a little text on them so perhaps I should plan to do this before I consider the project to develop them all complete.


Anyhow, bottom line is I really believe this would be optional at the moment.

But if there's any other steps I might be missing with UnitCombat generation, please by all means point them out too.
 
This would be the segment that sends a popup to the player when they build their first unit of a particular unit combat type. I COULD include all these new unitcombats in this but it isn't necessary (and could maybe get a little annoying.)

nvrmd then.
 
I've had problems with the Toggle All Resource Display button not always working. It's a intermittent bug that I can't seem to reliably trigger.
 
Mapscript python.py error:

Traceback (most recent call last):

File "C2C_Custom_Continents", line 187, in beforeGeneration

KeyError: 25
ERR: Python function beforeGeneration failed, module C2C_Custom_Continents
Traceback (most recent call last):

File "C2C_Custom_Continents", line 964, in generatePlotTypes

File "C2C_Custom_Continents", line 848, in generatePlotsByRegion

NameError: global name 'iNumConts' is not defined
ERR: Python function generatePlotTypes failed, module C2C_Custom_Continents

Yes indeed it is an error and I don't have a clue as to how to fix it! I can see where it is being defined and where it is being used but can't see a link between them. It looks like the initialisation function is not being called.
 
I did not have viewport on, it must be another reason for the graphical issue in the pic. I posted.

Should I post a save from the game the pic. was from?

Play around a bit and see if you can pin it down. If you use WB to add a volcano on a hill does it always look wrong? How about on a new map? With graphic paging off? I'm out of town this week with no access to a PC, so I can't look at it currently.
 
hmm i cant understand next bug :

i updated to last svn (once 33 was realesed) and started new game.. played till sedenetary life style
and got : some assets got changed do you like to recalc...
i ticked recalc and got "bad allocation"

i updated svn to last rev and tried again..some error
i tried on 2 early made saves - some error...

p.s. early made saves once loaded gave me other save with different name
AutoSave_AD-13500.CivBeyondSwordSave gave AutoSave_BC-7763.CivBeyondSwordSave
and
AutoSave_AD-13375.CivBeyondSwordSave gave AutoSave_BC-7777.CivBeyondSwordSave
 

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hmm i cant understand next bug :

i updated to last svn (once 33 was realesed) and started new game.. played till sedenetary life style
and got : some assets got changed do you like to recalc...
i ticked recalc and got "bad allocation"

i updated svn to last rev and tried again..some error
i tried on 2 early made saves - some error...

p.s. early made saves once loaded gave me other save with different name
AutoSave_AD-13500.CivBeyondSwordSave gave AutoSave_BC-7763.CivBeyondSwordSave
and
AutoSave_AD-13375.CivBeyondSwordSave gave AutoSave_BC-7777.CivBeyondSwordSave

I agree something is desperately wrong here, since the new sub-combats/super forts and last 5 SVN's, everything has gotten weird.:crazyeye:
Longer re-cal's, waaay longer turn times, and i also have gotten that memory allocation message, but mine was a different circumstance.

:crazyeye:Weird part, the re-calc is 3-4 times longer now, it was said that the more cities you have might be the reason and what era, well i tried one re-calc with only 2 cities and it took twice almost 3 times longer than an older game i had that had over 300 cities on the map(in the Indus Era)?? Just an observation, no intent intended.

Plus since the above the turn times are also different again same games, and same results, as far as "I" can tell, 2 cities to 300?:dunno:
 
i use 6208 rev
i got to classical era and i have 1 city, with 19 ai
UPDATE:
i cant reload save it give bad allocation....
so i exit game and theo open and load save..no reload....
i think that problems appeared after 26 sept. rev 6198-6199
 
Different CTD after trying to do next turn:

There's certainly something wrong with Python and the interface between the dll and py. Unfortunately this is NOT my area of expertise in any stretch of the imagination. It MAY have something to do with the moving of the UnitCombats Info file but then again it may not.

The crash I found on this game took place during a recalc so I'm not 100% sure its the same one you found. All I could get from the debugger in terms of hints was this output string:
Code:
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 12670 Num unit entities created: 9200, destroyed: 4633 - 4567 extant

Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10872 
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 18125 
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000 Stop profiling(false) after modifier recalc
Python Extension Module - CyEnumsPythonInterface
Python Extension Module - CyGamePythonInterface
Python Extension Module - CyRandomPythonInterface
Python Extension Module - CyTeamPythonInterface
Python Extension Module - CyAreaPythonInterface
Python Extension Module - CyStructsPythonInterface1
Python Extension Module - CyMapPythonInterface
Python Extension Module - CyMapGeneratorPythonInterface
Python Extension Module - CySelectionGroupInterface
Python Extension Module - CyArtFileMgrPythonInterface
Python Extension Module - CyTextMgr
Python Extension Module - CyInfoPythonInterface1
Python Extension Module - CyInfoPythonInterface2
Python Extension Module - CyInfoPythonInterface3
Python Extension Module - CyInfoPythonInterface4
Python Extension Module - CyReplayInterface
Python Extension Module - CyGameCoreUtilsPythonInterface
Python Extension Module - CyPropertiesPythonInterface
Python Extension Module - CyCityPythonInterface1
Python Extension Module - CyCityPythonInterface2
Python Extension Module - CyPlayerPythonInterface1
Python Extension Module - CyPlayerPythonInterface2
Python Extension Module - CyUnitPythonInterface1
Python Extension Module - CyPlotPythonInterface1
Python Extension Module - CyGlobalContextPythonInterface1
Python Extension Module - CyGlobalContextPythonInterface2
Python Extension Module - CyGlobalContextPythonInterface3
Python Extension Module - CyGlobalContextPythonInterface1
Fatal Python error: unexpected exception during garbage collection
And a Runtime Error popup (I've not seen one of these before...)

I do find this a bit odd:
Python Extension Module - CyGlobalContextPythonInterface1
Python Extension Module - CyGlobalContextPythonInterface2
Python Extension Module - CyGlobalContextPythonInterface3
Python Extension Module - CyGlobalContextPythonInterface1

I'm not sure what calls these modules but it appears to me that the last one should be running through Interface4 not 1!

Sorry... looks like the problem may persist until a better programmer can evaluate this.
 
CTD after clicking next turn

This one didn't give me a ctd but it did give me a very odd effect when I tried to upgrade the Tracker to a Hunter. The ui got stuck on the tracker/general stack and would not allow any other unit selections nor further orders for those units. Persisted even through a round change.

Now... this may be because I'm making some asset changes in the background as I'm trying to debug and part of that involved a small python tweak. So I wouldn't say with confidence there's a bug in this yet.

It just takes a very very long time to run the debugger here so I may try to take a look at the minidumps.

EDIT: the minidumps didn't help at all. I'm not entirely sure why - the current archive should be the one these minidumps would work with but I'm not getting any useful information from them at all... stack cannot be displayed yada yada. Maybe it's a graphics or python issue but I'm still not ruling out that there could be a change in the dll that is causing some trouble for a py module.
 
Another CTD

the way its crashing almost looks like an artdefines someplace??

It VERY well could be. Many times when I see the minidumps like the ones you showed earlier report the way they did for me the problem is in the graphics somewhere. This MIGHT be worse than that but you can do a lot of python diagnosis stuff I haven't learned and if its not coming up as a py problem then it very well may be graphic. One thing I noticed... you had a GP being born the next round on the first save. That might be a trigger somehow... just grasping here.
 
But why it change date from AD to BC ?
only my version got such "surprize" ?
 
Python Extension Module - CyGlobalContextPythonInterface1
Python Extension Module - CyGlobalContextPythonInterface2
Python Extension Module - CyGlobalContextPythonInterface3
Python Extension Module - CyGlobalContextPythonInterface1

I'm not sure what calls these modules but it appears to me that the last one should be running through Interface4 not 1!

Sorry... looks like the problem may persist until a better programmer can evaluate this.

i dont see in dll CyGlobalContextPythonInterface4 at all! so maybe it is root of problems?

second :
i cleared cache and got this :
Assert Failed

File: CvGlobals.cpp
Line: 5201
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type TECH_BOTATICAL_ALCHEMY not found, Current XML file is: xml\Technologies/CIV4TechInfos.xml

----------------------------------------------------------

Is it TECH_BOTANICAL_ALCHEMY ??? (it is NANOmining tech)
 
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