Single Player bugs and crashes - After the 24th of February 2014

Don't copy over.
well, made a 2nd try, deleted all old files first. there still are 2 xml files causing errors. After I deleted these, the game loads the past sav.

However, I face another problem:

005.jpg


I run it on Win7/64 with 8GB RAM and 4GB VRam.
This error I didn't had with former version.

How do you run this w/o grafic ram address error ?
 
well, made a 2nd try, deleted all old files first. there still are 2 xml files causing errors. After I deleted these, the game loads the past sav.

However, I face another problem:

005.jpg


I run it on Win7/64 with 8GB RAM and 4GB VRam.
This error I didn't had with former version.

How do you run this w/o grafic ram address error ?

I believe that means that you didnt upgrade to 3.19 (manually)??
 
well, made a 2nd try, deleted all old files first. there still are 2 xml files causing errors. After I deleted these, the game loads the past sav.

However, I face another problem:

005.jpg


I run it on Win7/64 with 8GB RAM and 4GB VRam.
This error I didn't had with former version.

How do you run this w/o grafic ram address error ?

Try reducing Civ4s graphics to Low or Medium and see if it works then.
 
I hope it is the right thread for this.

I downloaded and installed v34 successfully on my PC Desktop ( I also have v30 under a different name). The PC is for gaming only so No MS Office or anything else; just AVG Free edition is installed and COD Black Ops for some late-night zombies.

The machine is based on Intel i7-4770K @ 3.5 GHZ with up to 40% o/c by Asus MB Maximus Gene VI. I also have 32 GB RAM, 2 x 256 SSD, and Asus GTX 780 with 3 GB DDR5 video memory. It runs on 64 bit Windows 7 Pro.

And it still crashes!! well it crashes on the giant pre-columbian map scenario with default number of civs. I even have rev off. I just researched BW (9000 BC) and every 6-7 turns it just goes out without any message. So I decided to save every turn but it still is annoying...

Any windows hacks or tricks to avoid these repetitive crashes?

I have the video options on medium and 2AA so no extreme details to speak for. Also I have Logitech G13 that shows 30 % CPU load and 20% memory usage (at the time of crash)...

Thanks in advance...
 
I hope it is the right thread for this.

I downloaded and installed v34 successfully on my PC Desktop ( I also have v30 under a different name).

First off nice PC, better to stick with a Win 7 until after next year when Win 9 comes out, but anyways:

You cant have even a different named of the same game in the same folder, it will still cause some errors. so put the OLD one some place else.

Next, yes we know that version causes errors and in the SVN most likely we have fixed those errors. Better to use that version anyways.

Also it doesn't matter if you have all those extra MS Office, and stuff in there with your gaming stuff.

Lastly, look at post # 1 and then reply back, thx.
 
Would somebody please take a look at the game breaking repeatable CTD I reported, persisting in the newest SVN version? I see that other reported problems have been acknowledged and / or addressed, yet mine seems to be overlooked. I would like to return to playing this great mod without restarting the game from scratch.

I have included the savegame, the minidump and the logs, as instructed, in the following post: http://forums.civfanatics.com/showpost.php?p=13197814&postcount=979 .
 
Would somebody please take a look at the game breaking repeatable CTD I reported, persisting in the newest SVN version? I see that other reported problems have been acknowledged and / or addressed, yet mine seems to be overlooked. I would like to return to playing this great mod without restarting the game from scratch.

I have included the savegame, the minidump and the logs, as instructed, in the following post: http://forums.civfanatics.com/showpost.php?p=13197814&postcount=979 .

Thanks for the detailed report.

I can't fully investigate your crash right now but from the minidump and the resmgr.log it is simmilar to another CTD i looked at a few days ago.

Another crash inside the exe and again it looks like a art issue.

This time it is the Heavy Axeman while playing Egypt.

From the log
Code:
RESMGR: Texture Art/Interface/Buttons/EDUnits/axeman_ASIANn.dds failed to load
 
Thanks for the detailed report.

I can't fully investigate your crash right now but from the minidump and the resmgr.log it is simmilar to another CTD i looked at a few days ago.

fixed SVN
 
When someone re-names the main folder, C2C does NOT deam necessary to even look at it, ok. We cant afford time like this to try to fix stuff, that was not made correctly by the consumer.
When they change the name it messes ALOT of stuff up, XML, python, and even C++ stuff not correctly acting correctly together, IMO.
Just words to work by ok, no offense to anyone.

I'll keep this in mind for future reference, but this is a sloppy way of doing things. No offense. The main folder name shouldn't matter, and I hate it when other mods do this (most don't). There is a legitimate reason to rename the folder, such as if someone wants to try earlier versions at the same time. The only file that should be affected is the INI file in this case.

(EDIT---I see this (different versions of the mod) was addressed as well. Even so, some people may want it anyway. I will add that i have tried it in the past with this mod, and never ran into problems. Knock on wood.)
(EDIT2---I may as well say this again as well, as it is tangently connected. Saying a bug in the release version was fixed in the SVN is not a "solution" if the SVN contains new stuff that a player did want added to his existing version. Those bugs should be fixed before the final release of a version, not in the SVN after new stuff is added.)

Now, as far as debugging saves goes, I can see where the problem is if someone renames the folder (as the person debugging the save MUST have the folder the same name as the original). But it should not (ideally anyway) affect the files themselves.
 
Now, as far as debugging saves goes, I can see where the problem is if someone renames the folder (as the person debugging the save MUST have the folder the same name as the original). But it should not (ideally anyway) affect the files themselves.

C2C is a completely different "monster" than normal,
 
I believe that means that you didnt upgrade to 3.19 (manually)??

sorry? 3.19 of what from where?

edit:
----

you mean Civ BtS 3.19? I checked for upgrade and get there is none. Version is 3.1.9.0 of 14 May 2009 final release
and with the former C2C it worked fine.

in this relation: how I can make it working with 4 kernels instead2 only?
 
Try reducing Civ4s graphics to Low or Medium and see if it works then.

settings are already medium and all other disabled that may take memory and resources.

The version I used before is (as the readme.pdf says) C2C v33, and the stored sav of playing with that version is 13.354 KB. I can load and continue it fine with v33, but with v34 and same settings it gives the grafic memory address error.


Btw another point: I noticed that under a special constellation the v33 freezed (no crash):

The v3 does freeze if in same turn both, the Great Wonder High Court and research of the Gods Right (don't know if it is the right English word) get ready. If I stop one of them for one turn, all is fine.
 
fixed SVN

Thanks!!!

Would somebody please take a look at the game breaking repeatable CTD I reported, persisting in the newest SVN version? I see that other reported problems have been acknowledged and / or addressed, yet mine seems to be overlooked. I would like to return to playing this great mod without restarting the game from scratch.

I have included the savegame, the minidump and the logs, as instructed, in the following post: http://forums.civfanatics.com/showpost.php?p=13197814&postcount=979 .

Can you try the latest svn and report if your crash is gone?
 
I'll keep this in mind for future reference, but this is a sloppy way of doing things. No offense. The main folder name shouldn't matter, and I hate it when other mods do this (most don't). There is a legitimate reason to rename the folder, such as if someone wants to try earlier versions at the same time. The only file that should be affected is the INI file in this case.
I think it's something that was done in python a long time ago - I know it can be an issue but honestly I don't know why as it's something other predecessors left with us.

(EDIT---I see this (different versions of the mod) was addressed as well. Even so, some people may want it anyway. I will add that i have tried it in the past with this mod, and never ran into problems. Knock on wood.)
I never did either but it did seem to be causing some strange things to take place when trying to load the mod from the debug dll when the cache had been deleted so there might be something going on with that... don't know though since it was all very confusing what could be causing trouble there.
(EDIT2---I may as well say this again as well, as it is tangently connected. Saying a bug in the release version was fixed in the SVN is not a "solution" if the SVN contains new stuff that a player did want added to his existing version. Those bugs should be fixed before the final release of a version, not in the SVN after new stuff is added.)
Give me a break... it's not like we don't fix everything we KNOW is a major problem before release. (we do let some known bugs slip when they aren't too critical and are beyond our ability to fix in any kind of timely manner or at all)

Saying this is like saying we should omnipotently know of not only every bug that's been exposed but all bugs that will be exposed. It's often the players who download the version that end up letting us know where the problems lie. And we're not looking to perfect previous versions but the overall game as it's coming together so trying to repair just one version of the game as it's frozen is really counterproductive. The mod itself is a constantly ongoing evolution and many 'new features' are actually the means by which old bugs are being fixed - you know how it goes... well, while I'm working on fixing THIS I might as well take it the rest of the way and implement this long intended plan here... that sort of thing. Sorry to those who want the game to simply freeze in development and just get whatever problems are in that particular release fixed but I hope it can be understood that we're not going to concern ourselves with that kind of retroactive polishing at every release level.

Now, as far as debugging saves goes, I can see where the problem is if someone renames the folder (as the person debugging the save MUST have the folder the same name as the original). But it should not (ideally anyway) affect the files themselves.
That IS the primary issue... really hinders the debugging process due to that and we can't promise that the problem isn't simply an artifact of some known bugs that can take place when the mod folder is renamed. All we can say right now is there's possible known bugs to do so and it's NOT a high priority to fix since there's no reason why players CAN'T keep their files named Caveman2Cosmos. That said, I do incidentally test some games with renamed folders because my wife and I keep out multiplayer folder out of the main svn update stream that way, much like you do. So when problems arise there I can often debug them. I just haven't encountered them myself. And what I ran up against in the trials to fix that save was just... way over my head.
 
I'll keep this in mind for future reference, but this is a sloppy way of doing things. No offense. The main folder name shouldn't matter, and I hate it when other mods do this (most don't). There is a legitimate reason to rename the folder, such as if someone wants to try earlier versions at the same time. The only file that should be affected is the INI file in this case.

I think it's something that was done in python a long time ago - I know it can be an issue but honestly I don't know why as it's something other predecessors left with us.

This is a myth. There is no dependency on the folder name to play the mod. Nor do you need to only have one version of C2C, RoM, or RoM:AND in your mods folder. This was fixed many versions ago.

If you want us to fix problems you need to post a save but if your playing version is not in a folder called Caveman2Cosmos you make it difficult for the modders to work on it. This means it will get lower priority simply because of the difficulty in setting up the environment. It might make life simpler for the modders if when including the save the name of the mod file was included in the post. That way the modders don't try and load it with the "normal" setup only to have it fail and frustrate them. I had better add a note to the opening post of this thread to that effect.

edit Note added to opening post.
 
all my grain resources look like bogs and tall grass doesn't have a tile. v34

Yes, this is a known problem that suddenly appeared. I suspect we have an error in the LPlot system somewhere for the terrains or terrain features but I do not know those files or how they work.
 
This is a myth. There is no dependency on the folder name to play the mod. Nor do you need to only have one version of C2C, RoM, or RoM:AND in your mods folder. This was fixed many versions ago.

edit Note added to opening post.

Yes and No. I have played the game since Feb 2014 with a folder named C2C. A week ago, after downloading a new SVN version -On starting a game, I got parssing XLM errors (to do with heroes if I remember correctly.). Renaming the c2c folder to Caveman2Cosmos and reloading - stopped those error messages.

Do not know how serious the messages were, but my change stopped them. I did previously ignore them and was able to continue the game. But do not know what effect they had on the gameplay.

Your second point is correct - I have about four c2c renamed folders in the mods folder.
 
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