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

After updating from SVN 7718 to 7733 I'm no longer able to start the game. The loading popup crashes after getting to [C2C] Init XML (uncached). Attached my logs.

Ok, I'm on 7730 at the moment and its loading fine so I'm not sure if its 31,32 or 33 that would be problematic. S'pose we need to back it up one at a time to find out.
 
It must be something with my configuration since reverting to 7730 still gives me the same errors. I tried deleting all the ini's in the UserSettings folder and the C2C.ini but it didn't help. Are there any other configs that are referenced on startup?
 
Yeah, I just ran through updating and loading the mod on each revision forward and it loads fine for me on 7733 too.

Hmm... When we mean delete the cache we do mean the cache file in the assets folder - I'm only clarifying if you thought it meant something along the lines of what it used to mean - holding down shift or space or whatever when loading.

It could be the config file in the beyond the sword folder (well... the shortcut is there) - that still and always will control a lot.

And it COULD be a corrupt download somehow but I'm not sure how likely that is with a mere SVN update.
 
That was it, I was deleting the C:\Users\Nevets\AppData\Local\My Games\Beyond the Sword\cache files, thanks!
 
I'm using SVN 7694 and I can't build any more cities. I have 13 now. I have a settler, not near any other city and there is no option to build a city, not even one grayed out. Is there now a limit with how many cities I can build?
 
I'm using SVN 7694 and I can't build any more cities. I have 13 now. I have a settler, not near any other city and there is no option to build a city, not even one grayed out. Is there now a limit with how many cities I can build?

As far as I know there is no limit to the cities you can build.
 
I'm using SVN 7694 and I can't build any more cities. I have 13 now. I have a settler, not near any other city and there is no option to build a city, not even one grayed out. Is there now a limit with how many cities I can build?

Did you try it in a different plot?

There are alot of terrain types that prevent cities being founded until you chop/drain them or get the right tech.
 
3) Hashishin is a pink blob.

fixed

4) Propeller Naval Fighter is a pink blob.

fixed

5) Shaolin Monk takes the highest problematic suspect role as its art define seems to completely crash the pedia page - this suggests it may well crash the game if it's attempted to be rendered on the map.

fixed

Pheasant also look ok for me. Maybe there is a problem with domain but I dont know how to check it and fix.

As for dingo and Ill look on it later today.
 
That's what I thought... so why would the UnitClass definition be loaded before the AndDependancy tag? The UnitClass definition tag is a part of CvUnitInfo, not CvInfosBase right? CvInfosBase should thus load first and it thus should not load the CvUnitInfo at all if the dependency found there is missing right?

The Class tag from UnitInfo is loaded after the AndDependencyTypes tag but all the UnitClassInfos are loaded before all the UnitInfos. Look in CvXMLLoadUtility::LoadPreMenuGlobals to see the load order.
 
There's something wrong with the Navajo Rifleman. He's HN and camo, I know, but I can see him but I still can't attack him.

He's stacked with units belonging to my ally. Problem is, when I select a combatant unit of mine, the game highlights one of the other units in the tile, as if they were all friendly. When I select a worker, GC, or watchman, the game highlights the HN correctly under a barb flag.

I'll keep a save in case anyone wants to investigate.
 
Rev 7738
Since upgrading from 7725 I'm getting these popups pictured below. No log entry seems to be corresponding and they don't seem to do anything. Tried to find any cause like building a unit/building trigger this but I haven't found any clue.


View attachment 378251
 
There's something wrong with the Navajo Rifleman. He's HN and camo, I know, but I can see him but I still can't attack him.

He's stacked with units belonging to my ally. Problem is, when I select a combatant unit of mine, the game highlights one of the other units in the tile, as if they were all friendly. When I select a worker, GC, or watchman, the game highlights the HN correctly under a barb flag.

I'll keep a save in case anyone wants to investigate.

This is because he is not "always hostile" unlike most HN units. The same is true with the Klamath rifleman.
 
Rev 7738
Since upgrading from 7725 I'm getting these popups pictured below. No log entry seems to be corresponding and they don't seem to do anything. Tried to find any cause like building a unit/building trigger this but I haven't found any clue.


View attachment 378251

That could be something in the new way that feats are now done. Platyping made most of it to be generic based on the data (XML). It is possible that this causes problems because C2C has extra resources and combat classes but no text for the feat associated with it. So you may have connected your first type of resource or built your first type of unit. Or maybe something else that is a first. I have only seen it work correctly since I merged it, but I have not gotten past the Renaissance in any games yet.
 
1) Building units without respective combat class feat will not even cause it to appear.
Tested with air units which don't have feats in BTS.

2) Resources have no issue either, since luxury and food feats were meant to take in generic resources even in BTS.
 
That could be something in the new way that feats are now done. Platyping made most of it to be generic based on the data (XML). It is possible that this causes problems because C2C has extra resources and combat classes but no text for the feat associated with it. So you may have connected your first type of resource or built your first type of unit. Or maybe something else that is a first. I have only seen it work correctly since I merged it, but I have not gotten past the Renaissance in any games yet.

I'm in medieval and the last units I'm building were Apothecary, Town Watchman, Immigrant, Longbowman and Samurai. I've taken Outrigger, Galley and Deceres as prizes, anything that could be related to that? All units mentioned were built at least once before changing to this revision.
 
I'm in medieval and the last units I'm building were Apothecary, Town Watchman, Immigrant, Longbowman and Samurai. I've taken Outrigger, Galley and Deceres as prizes, anything that could be related to that? All units mentioned were built at least once before changing to this revision.

That weird because i have made it to TransHuman, and 3 times in Modern Era, and about 15 times in Indust Era.

Mini attached, just want to see what you come up with, if there is an excuse that is??
 
I'm in medieval and the last units I'm building were Apothecary, Town Watchman, Immigrant, Longbowman and Samurai. I've taken Outrigger, Galley and Deceres as prizes, anything that could be related to that? All units mentioned were built at least once before changing to this revision.

Don't think war prizes or other captures count.

I can't think of anything other than feats that gives those two options.
 
Don't think war prizes or other captures count.

I can't think of anything other than feats that gives those two options.

I tested a bit more and came to the following conclusion: The popup occurs with Guard, Settler, Monk, Apothecary, Missionaries but not with Longbowman, Flailman. Usually 2 popups for every unit produced. Looks like producing non-combat units and units which can only defend are the cause for popups in my game.

Would disabling advisor popups get rid of them?
 
The Class tag from UnitInfo is loaded after the AndDependencyTypes tag but all the UnitClassInfos are loaded before all the UnitInfos. Look in CvXMLLoadUtility::LoadPreMenuGlobals to see the load order.
Well... exactly. Since the class tag is loaded after the AndDependencyTypes and the UnitClassInfos are loaded before the UnitInfos how on earth are we having this:
DH said:
If I put any and dependency in the class then the infos object will cause an error because the existence of the class is checked for before the and dependency in the infos object is tested for.
That sounds like whatever 'error' DH is having with this is perhaps not to be construed in the manner in which he expressed here. Given what you just said (and I would concur with my limited knowledge here) what he said in the quoted portion there should NOT be taking place at all! He shouldn't have any trouble putting an AndDependency on the infos object itself!

@DH: This certainly warrants more investigation and discussion. That comment should not be correct. So I'm wondering what's 'really' taking place there.

Rev 7738
Since upgrading from 7725 I'm getting these popups pictured below. No log entry seems to be corresponding and they don't seem to do anything. Tried to find any cause like building a unit/building trigger this but I haven't found any clue.


View attachment 378251

That could be something in the new way that feats are now done. Platyping made most of it to be generic based on the data (XML). It is possible that this causes problems because C2C has extra resources and combat classes but no text for the feat associated with it. So you may have connected your first type of resource or built your first type of unit. Or maybe something else that is a first. I have only seen it work correctly since I merged it, but I have not gotten past the Renaissance in any games yet.

Don't think war prizes or other captures count.

I can't think of anything other than feats that gives those two options.

If y'all would ever read what I post from my diagnostic reports in this thread you'd know that I had to hedge the code against a crash that was taking place against python calling for a NULL Feat definition somewhere. This must certainly be the problem as I only added a workaround that keeps it from crashing. I hadn't seen this problem until I had to find and resolve it and in the wake of resolving it on the dll side I began seeing the reported empty event popup. The python end of it still needs fixing and I had no idea where it suddenly started coming from since I'd not seen anything discussed about Feats being worked with.
 
Back
Top Bottom