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

Updated information for this :

Wetland Combat line : Double movement works for Muddy and Marsh, but does not for Lush
Rugged Combat line : works for Scrub and Rocky, but does not for Barren
Fieldsman line : does not work for any one (Grassland, Plains)

Good - I was hoping to look into this after what I'm working on now. But... WTH? I wonder if it has something to do with those 3 that it's not working on already having a minimum movement cost... hmm... That does help to narrow the 'field' I think. lol
 
A long time frame without problems has just ended.

Repeatable CtD, save and dump are attached.
 
C2C v34 vanilla, no changes. Repeatable CTD on pressing end turn. Minidump, save, and log files all included.

Zerli
 

Attachments

A long time frame without problems has just ended.

Repeatable CtD, save and dump are attached.

This crash happens inside the exe it could be some kind of a art problem.


C2C v34 vanilla, no changes. Repeatable CTD on pressing end turn. Minidump, save, and log files all included.

Zerli

This crash also happens inside the exe it could be caused by this.
Code:
RESMGR: Texture Art/Units/Middle_Eastern_Sparth/spy/Native_Spy.dds failed to load



Edit:

Missing kfm
Code:
RESMGR: Failed loading file Art/Units/Unique/Roman/roman horse archer/horse_archer_roman.kfm. Error message: A file I/O error occurred.
Missing kf
Code:
RESMGR: Failed loading file Art/Units/animals/Llama/Andean_GreatMerchantAncient_MD_Fidget.kf. Reason: (code:1) Cannot open file.

Also the resmgr.log shows alot missing files this should not happen.
 

Attachments

Is this usable for Dido's leaderhead, looks much better " same size & format.

View attachment 375581
OK, that (↑) one didn't work as I didn't save it with a 1 bit alpha.

Made two new ones that have higher quality and smaller size: Dropbox

These I actually tested in game and they work as they should. Comparison Picture.

Edit: Is there a good reason for these to be in 512x512 resolution?
They work fine in 356x452 (aprox. the biggest res. they are shown in-game that I know of.) resolution for me.

EditEdit: I could add the alpha rounded corners that I see in the small buttons, Is that necessary? Is there a reason for these to be Mip-Mapped?
 
No MipMaps and No Alpha (no need them and these data take some place in memory)

And about pixel size of the big picture hmm its a brilliant idea to not make them 512x512 pixles (dunno why in 1st place use this numbers :) but at start make them in original size.
DDS is a strange format and always width/height of the picture must be multiple by four. Then correct size of the picture should be 352x452 pxls.
 
Missing kfm
Code:
RESMGR: Failed loading file Art/Units/Unique/Roman/roman horse archer/horse_archer_roman.kfm. Error message: A file I/O error occurred.
Missing kf
Code:
RESMGR: Failed loading file Art/Units/animals/Llama/Andean_GreatMerchantAncient_MD_Fidget.kf. Reason: (code:1) Cannot open file.

Fixed these 2 major problems with missing KF/KFM files.
Other missing files are textures and finding them is more complex and take little more time but ill try to fix them ASAP.
 
No MipMaps and No Alpha (no need them and these data take some place in memory)

As I though about Mip-Map, although the rounded corners does look nice in-game; so I will keep the alpha.

DDS is a strange format and always width/height of the picture must be multiple by four. Then correct size of the picture should be 352x452 pxls.

In diplo screen they are represented at 353x452 pixels so I thought it best to go over with 356x452; but I agree that it would be better at 352x452.
 
In diplo screen they are represented at 353x452 pixels so I thought it best to go over with 356x452; but I agree that it would be better at 352x452.

BTW which program you use to remove distortion from Dido picture?
 
Ok I uploaded most of these new leaderheads. Some of them are totally different and first must look SO on them :)

I dont like Cetshwayo at all, wish we could find some better ones for Caligula also, and i like the new Cleo alot better.
 
(not sure if noticed before)the mangrove when placed causes the graphical glitches that i thought were sea grass. interestingly it seems to affect what is placed next to. making them the same tile as its base or invisible.

I noticed but I've gotta default to Sparth's expertise to help figure out why... could it be that a marginal region around the mangrove is overlapping and blotting out the other feature graphic layers on nearby plots?
 
That may explain all the terrain graphics problems we are having. Hydro did the Mangrove feature perhaps there is something it it that he did not do or turn on/off. It was his first totally new feature. The others were more reskins.
 
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