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

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i opened game start autosave (50.000 BC) and recalced it
everything gone fine so
Start profiling(false) for modifier recalc

Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000
Starting recalculateModifiers...
new m_accruedCostRatioTimes10000 : 10000 Stop profiling(false) after modifier recalc

give working recalc and problem somewhere else...
 
Assert Failed

File: CvArtFileMgr.cpp
Line: 101
Expression: false
Message: get##name##ArtInfo: ART_DEF_BUILDING_DEER_TRAINER_EFFECT was not found
Assert Failed

File: CvArtFileMgr.cpp
Line: 101
Expression: false
Message: get##name##ArtInfo: ERROR was not found

----------------------------------------------------------
here more

also XmlArtTagVerification.log full of messages...)
 

Attachments

here more

also XmlArtTagVerification.log full of messages...)

My suspicion is that these are the root of these crashes. @masaykh: I'm not familiar with where you found this information? Is this just a log that is reported to the logs file? Must something be done to turn on this logging or is this always taking place and is something we can refer to to make sure we've got our art references correct at any time?
 
I will look into these today but the way BtS looks for the art may be the cause of the "error". I will see.

More than likely, C2C is finding more and more ART that was done, but was done incorrectly, and we are paying for it now:sad:
 
As expected many of these messages are rubbish or just warnings that are irrelevant. take the first set

Code:
[56945.325] One art tag: Art/Structures/Buildings/Great_Bath/RainWaterButton.dds, seems not to be relative to the module path in: modules\OrionsMods\GreatDoctorHealthCareMod\HC_CIV4ArtDefines_Feature.xml
[56945.325] One art tag is found emtpy in: modules\OrionsMods\GreatDoctorHealthCareMod\HC_CIV4ArtDefines_Feature.xml
[56945.325] One art tag is found emtpy in: modules\OrionsMods\GreatDoctorHealthCareMod\HC_CIV4ArtDefines_Feature.xml
[56945.325] One art tag is found emtpy in: modules\OrionsMods\GreatDoctorHealthCareMod\HC_CIV4ArtDefines_Feature.xml
[56945.325] One art tag: Art/Structures/Buildings/Great_Bath/bath_middle_east_water.nif, seems not to be relative to the module path in: modules\OrionsMods\GreatDoctorHealthCareMod\HC_CIV4ArtDefines_Feature.xml
[56945.325] One art tag: Art/Structures/Buildings/Great_Bath/RainWaterButton.dds, seems not to be relative to the module path in: modules\OrionsMods\GreatDoctorHealthCareMod\HC_CIV4ArtDefines_Feature.xml

Of course the art is not in the module relative file we moved it to the core and FPK for speed of loading.

The tags say <Button>Art/Structures/Buildings/Great_Bath/RainWaterButton.dds</Button>. The way BtS looks for art it first adds the module path to the file name and looks in modules\OrionsMods\GreatDoctorHealthCareMod/Art/Structures/Buildings/Great_Bath/RainWaterButton.dds first (/ and \ are equivalent here) then it looks in the module path then the btS path then the Civ IV path until it finds it.

I suppose now we are going to have to go through each set of messages and figure out which ones if any are meaningful.:cry:
 
Speaking of recalcs, how often should I be prompted to do so? Just started a new game yesterday, and I'm getting the prompt every time I load a save (even if there was no change to the SVN)

I'm running the latest SVN, and will provide any logs or saves needed on request and returning home from work.
 
I suppose now we are going to have to go through each set of messages and figure out which ones if any are meaningful.:cry:

We are going to have to WAIT for Koshling, from the looks of everything. He will be back around the 8th.
 
As expected many of these messages are rubbish or just warnings that are irrelevant.

i use Process Monitor to see what files accessed by civ4 - use it and you see what files opened and what files was not found - if you want i make list for you
 
Do you sure that all modules have needed MLF_CIV4ModularLoadingControls.xml ?
I see that engine looking for this file in many many folders - maybe some sort of placeholder will be good to place? or empty file?

my findings (for @Dancing Hoskuld and everyone else) attached
 

Attachments

Pumpkins in SVN 6216 displayed a pink stain (no textures)

EDIT: With minimal grafical configuration: pumpkins, resin with plantation appear pink stain (without textures), and guards in an inactive state look like swordsmen :). At high settings, there is no problem
 
i use Process Monitor to see what files accessed by civ4 - use it and you see what files opened and what files was not found - if you want i make list for you

Please do - along with some step-by-step instructions as to how to produce this list on a new thread. I'm at somewhat of a loss as to how you go about this. But I have NO doubts in its value!
 
Pumpkins in SVN 6216 displayed a pink stain (no textures)

EDIT: With minimal grafical configuration: pumpkins, resin with plantation appear pink stain (without textures), and guards in an inactive state look like swordsmen :). At high settings, there is no problem

1) The maker of the pumpkin, squash and melon resource did not make one that works in low graphics settings.

2) this is normal in BtS. turn animations on as they will look right
 
Do you sure that all modules have needed MLF_CIV4ModularLoadingControls.xml ?
I see that engine looking for this file in many many folders - maybe some sort of placeholder will be good to place? or empty file?

my findings (for @Dancing Hoskuld and everyone else) attached

Those things, Fresh Water and Natural Wonders, are all features defined in modules. It looks in the same module folder with the path defined first where it does not find them and then it look in the core folders where it does find them. After all they get displayed fine both in game and in the pedia. There is no real error here.

Note: these are the only features defined in modules. Many improvements are and they are not getting errors. All of which suggests that if there is a problem than the problem is not in the XML of FPK but in the dll processing of this information.
 
Hello. I am new to C2C and the forums in general. Since I only have internet for about thirty minutes a day, please forgive me if I'm posting something which has already been posted by someone else.

I'm using v33, and so far I'm loving it. But trying to use the Build List feature (next to the reworked BUG icon top left) and I'm having trouble with it. Basically, I've set up a list of units and buildings to build (in PH era). And when I go into a city, I finally figured out that the icon for it is at the bottom of the build list.

However, when I queue it up, it only shows the first thing in the build list (Stone Thrower). It will build that, then the city asks me what to build again. Am I missing the point here, or is this simple a feature that has yet to be completed?

Just as an example, here is a rough approximation of the Build List that I was using:
1) Stone Thrower
2) Seed Camp
3) Stone Thrower
4) Stick Gatherer
5) Stone Thrower
6) Bug Catcher

There's more on the list but I don't remember right off hand. Basically, I'm building a total of six units and building before going on to Chasers and Catchers.
 
Hello. I am new to C2C and the forums in general. Since I only have internet for about thirty minutes a day, please forgive me if I'm posting something which has already been posted by someone else.

I'm using v33, and so far I'm loving it. But trying to use the Build List feature (next to the reworked BUG icon top left) and I'm having trouble with it. Basically, I've set up a list of units and buildings to build (in PH era). And when I go into a city, I finally figured out that the icon for it is at the bottom of the build list.

However, when I queue it up, it only shows the first thing in the build list (Stone Thrower). It will build that, then the city asks me what to build again. Am I missing the point here, or is this simple a feature that has yet to be completed?

Just as an example, here is a rough approximation of the Build List that I was using:
1) Stone Thrower
2) Seed Camp
3) Stone Thrower
4) Stick Gatherer
5) Stone Thrower
6) Bug Catcher

There's more on the list but I don't remember right off hand. Basically, I'm building a total of six units and building before going on to Chasers and Catchers.
As I understand it, to get it to continue through to the next thing on the list automatically you need it to repeat (ALT-select just like with units you want the city to build over and over repetitively.)
 
Hello. I am new to C2C and the forums in general. Since I only have internet for about thirty minutes a day, please forgive me if I'm posting something which has already been posted by someone else.

I'm using v33, and so far I'm loving it. But trying to use the Build List feature (next to the reworked BUG icon top left) and I'm having trouble with it. Basically, I've set up a list of units and buildings to build (in PH era). And when I go into a city, I finally figured out that the icon for it is at the bottom of the build list.

However, when I queue it up, it only shows the first thing in the build list (Stone Thrower). It will build that, then the city asks me what to build again. Am I missing the point here, or is this simple a feature that has yet to be completed?

Just as an example, here is a rough approximation of the Build List that I was using:
1) Stone Thrower
2) Seed Camp
3) Stone Thrower
4) Stick Gatherer
5) Stone Thrower
6) Bug Catcher

There's more on the list but I don't remember right off hand. Basically, I'm building a total of six units and building before going on to Chasers and Catchers.

I think the problem is the unit you have in the list. I think that it was designed for buildings so that when something was built it would not still be able to be built next turn like units are. But then I have never managed to get that list to work.
 
As I understand it, to get it to continue through to the next thing on the list automatically you need it to repeat (ALT-select just like with units you want the city to build over and over repetitively.)

Thanks! Will try that. Don't know why I didn't think of it. Usually just hold SHIFT and build a queue from there, but with all the new buildings/units, even that gets tediuous after awhile. Plus, you only get 10 queues if you use the 1-0 on the keyboard.:)
 
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