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

Got an error on startup.

Assert Failed

File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7515
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'BUILD_GRAPE_PICKER' not found, Current XML file is: modules\ls612\NormalUnits\EarlyUnits\EarlyUnits_CIV4UnitInfos.xml

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


I ignored the above error three times before the game crashed. Never made it to the main menu. Currently using SVN 7612.
You did not say if you are using the v34 download or the SVN, ie beta version. The folder modules\ls612\NormalUnits\EarlyUnits\ was removed last month when I merged those units into core. I did the merge because of the problem keeping the improvement builds in line with the units when the worker units were all over the place.
 
You did not say if you are using the v34 download or the SVN, ie beta version. The folder modules\ls612\NormalUnits\EarlyUnits\ was removed last month when I merged those units into core. I did the merge because of the problem keeping the improvement builds in line with the units when the worker units were all over the place.

Look at my post before you, that is the CORE listing.
 
And it should be commented out since it doesn't exist. Very strange I was able to load without issue after 7600 while others continue to have an issue with some of those commented out dead improvements. I'll look to see where the Grape picker is giving us trouble elsewhere...

EDIT: Unless wingrep is lying to me all references to Grape Picker are commented out. This must mean that either:
1) Some of those files had been changed on his system and the SVN didn't cleanly merge them into his fileset.
or
2) Someone overwrote the changes I made in v7600.

I'll update and see if anything's wrong with the current fileset.

EDIT: I've ruled out #2. So it must be something didn't update right between 7600 and 7612 for his particular system.
 
And as TB says it is correct. The problem is that the person with the problem has some old XML which should not be there.

When updating from the SVN, I would recommend you tell people to follow these steps.

1. Down load the latest SVN as normal.

2. If you have a previous version, i.e. "Caveman2CosmosPrev" delete it. (see below)

3. Rename "Caveman2Cosmos" to "Caveman2CosmosPrev".

4. Create a new folder "Caveman2Cosmos" .

5. Export SVN download to "Caveman2Cosmos" .

Simples: :);)

I actually keep two versions:

"Caveman2CosmosPrev"
"Caveman2CosmosPrev2"

and delete and rename as necessary.

So in step 2:

Delete "Caveman2CosmosPrev2"..

Rename "Caveman2CosmosPrev" to "Caveman2CosmosPrev2".

Can save a lot of pain when you do something wrong. You can back track.:) 2 versions.
 
Duh.

Ok rar attached. Thanks guys.

Ok I figured out what was wrong here but I don't think the fix will be completely comprehensive unfortunately because it would take extensive programming to repair it and it would only apply to the games with the problem.

It has to do with updating from Size Matters v1.0 to v2.0. Games started on v2 will be fine but those started on v1 and updated to v2 carry over some of the old methods and it can throw off unit strength calculations a great deal, which in this case carried over to a vast miscalculation of player overall strengths (they think your vassals are so weak they're negative strength so believe them to be a burden to you rather than a bonus.)

I can't call for a complete recalculation of the player strength without building a whole unit recalc method which IS a project on the task list but not something for this close to release. So I've created a temporary patch for the unit strengths at least so that whenever the strength is actually called for it should fix them independantly but it won't automatically update that fix to the player summary so the diplo problem is simply going to exist in this game. A later recalc MAY help but I don't think so.

If you're REALLY attached to this game keep going with the bug but a fresh restart after version release may be advised in this case.
 
Week old SVN - Shinto Jingu was not giving Honour promotion as promised

Could you be playing with Religious Disabling on and NOT have adopted Shinto?
 
@Thunderbird

Ask and you shall receive, the GC is right outside Washington with a Clubman as it's guard currently at 2/3 XP with a bear about to attack.

Edit: If Toffer90 is right I have a second GG inside the city just switch them out and win three battles.

Hey there... for whatever reason I can't seem to get the download to work. Could you try to post it again?
 
Hey there... for whatever reason I can't seem to get the download to work. Could you try to post it again?

Maybe CFC is being annoying I'll just use Dropbox. Hopefully that will work.

Edit: Huh that's not workign either, crap. Give me a few.

Edit2: Ok I'm trying it inside a .zip hopefully it won't try and open as a text file.

Link
 
Ok, getting it.

I've setup a test game myself in the meantime and have been able to replicate it but I wasn't able to catch the unit at the right time to see what's wrong. It does hit the doTurn so it's got to be a problem in the testPromotion section somewhere. I've adjusted the code so I can catch the right unit just before it goes through the test promotion section so I can figure out what it's doing wrong in that evaluation.

Thanks for the save though. I may need it... we'll see.
 
I got it to work no problem, with current SVN, but this is a GEM map that is waaay to big for C2C, it takes 4-5 minutes just for 1 turn.

well, pls post your win + civ ini and game settings, so I can compare it with mine, and where I can get the SVN version from.

I checked the logs more, and mass of unit grafics files fail to load, so that I think there are too much units with different grafics. If so, its not a primary problem of map size, but of amount of different units all with different grafic. Maybe limit unit amount with different grafic may help more than reduce amount of civs or map sitze.

Edit:

I just now downloaded and installed SVN and last C2C from there (deleted the former C2C complete and replaced it new) and try again the sav in case.

You say, it gives no crash with your SVN when "next turn", but I get crash with "memory allocation error", no dump file created, and in log mass of files (so, what on your comp is different to mine, that you - having same version of SVN - get no crash but I get one?). The need to processing time is no subject here, its the crash with memory allocation error only:

Traceback (most recent call last):
File "CvScreensInterface", line 1326, in handleInput
File "CvMainInterface", line 6763, in handleInput
File "BugOptionsScreen", line 42, in showOptionsScreen
File "BugOptionsScreen", line 142, in interfaceScreen
File "BugOptionsScreen", line 149, in createTabs
File "ANDAutomationsTab", line 269, in create
UnicodeDecodeError: 'ascii' codec can't decode byte 0xdf in position 4: ordinal not in range(128)
ERR: Python function handleInput failed, module CvScreensInterface

...much more ...
RESMGR: Texture AnimalTeeth.dds failed to load
RESMGR: Texture companion_cavalry_128.dds failed to load
RESMGR: Texture companion_cavalry_128_gloss.dds failed to load
RESMGR: Failed loading file Art/Terrain/Resources/Almond/Banana_Master_Improved_Worked.kf. Reason: (code:1) Cannot open file.
... and much more
 
SVN 7613.

On starting a new game.

Assert Failed

File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7515
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'BUILDING_EARTHWORM' not found, Current XML file is: xml\GameInfo\CIV4EspionageMissionInfo.xml

----------------------------------------------------------
followed by when pressing Ignore Once button.

Assert Failed

File: CvGlobals.cpp
Line: 5239
SVN-Rev: 7515
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'BUILDING_SNAIL' not found, Current XML file is: xml\GameInfo\CIV4EspionageMissionInfo.xml

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

The game then loads.
 
and another CTD with SNV when load sav file

18:46:34 TRACE: Error in OnLoad event handler <bound method AutoLogEvent.onLoadGame of <autologEventManager.AutoLogEvent object at 0x168F17F0>>
18:46:34 TRACE: unidentifiable C++ exception
Reinitialising RevDCM SDK variables
 
I now made another complete new setup, this time with C2C v33
After that I moved the C2C v33 version to SVN and updated it with the current SVN version, and copied it back (after delete of the former C2C there)

And now the surprise:
The sav in case gives no crash because memory allocation (but in logs same fail messages - cannot load grafics - , but no more error message because C++ or Python exceptional error), and in between I made 4 more turns fine until now, and the a "next turn" on my comp needs less than 1 min only.

Something with v34 seems to be wrong.
:crazyeye:
 
I now made another complete new setup, this time with C2C v33
After that I moved the C2C v33 version to SVN and updated it with the current SVN version, and copied it back (after delete of the former C2C there)

I'am a bit confused about what you are doing?

  1. You moved v33 into the local svn work copy?
  2. Updated the svn work copy?
  3. And copied the result back into the mods directory?

Did i read this wrong? if not no wonder you are getting errors!!

Try this
  1. Create a directory named Caveman2Cosmos inside the mods directory.
  2. Right-Click on that directory and click SVN Checkout....
  3. Enter this url svn://svn.code.sf.net/p/caveman2cosmos/code/trunk and click ok.

Now start the game.
 
I am trying to make sure that the modules that should be OK to turn off are turning off OK but I am getting a strange error when I turn off the Bear_Rider mod in Alt_Timelines/Megafauna. Note BeastMaster mod is on.

Code:
Assert Failed

File:  CvGlobals.cpp
Line:  5239
SVN-Rev:  7515
Expression:  stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type 'BUILDING_ANIMAL_TAMER_BEARS' not found, Current XML file is: modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml

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

There is no reference to BUILDING_ANIMAL_TAMER_BEARS in modules\MrAzure\Celebration\Festivals\Festivals_CIV4BuildingInfos.xml at all.:confused: It only exists inside the Beast Master mod.

i am doing some more testing.

edit if I turn bear_rider back on the error goes away so something is wrong somewhere since the place that BUILDING_ANIMAL_TAMER_BEARS is not in Bear_Rider! IE the error message makes no sense.

EDIT 2 If I only turn off the Alt_Timeline/Big_Cats module I get a similar error message as above but for the big cat trainer. However the big cat trainer is not mentioned in the folder I turned off nor in the folder or file mentioned in the error message.

Found it The tamer building has a dependency based on the equivalent totem which is in the module I am turning off!

There is still something wrong with the error message which needs to be fixed. I a assuming it is that the building class has been defined but no building has been.

Meanwhile I will figure out some other way to link the buildings.

edit 3 actually this looks like it may be a problem. You can put and dependencies on the Building Infos file which can turn off the building completely but it does not look like you can in the Building Class file. This means that WoC may be broken in C2C as it allowed a Building Class without a Building Info but C2C does not.
 
Ok I figured out what was wrong here but I don't think the fix will be completely comprehensive unfortunately because it would take extensive programming to repair it and it would only apply to the games with the problem.

It has to do with updating from Size Matters v1.0 to v2.0. Games started on v2 will be fine but those started on v1 and updated to v2 carry over some of the old methods and it can throw off unit strength calculations a great deal, which in this case carried over to a vast miscalculation of player overall strengths (they think your vassals are so weak they're negative strength so believe them to be a burden to you rather than a bonus.)

I can't call for a complete recalculation of the player strength without building a whole unit recalc method which IS a project on the task list but not something for this close to release. So I've created a temporary patch for the unit strengths at least so that whenever the strength is actually called for it should fix them independantly but it won't automatically update that fix to the player summary so the diplo problem is simply going to exist in this game. A later recalc MAY help but I don't think so.

If you're REALLY attached to this game keep going with the bug but a fresh restart after version release may be advised in this case.

Thanks for looking into that, but it turns out I didn't have the latest svn after all. I've never actually updated the game that way, just through finished builds.

So I updated it and voila, everyone hates me again. Only problem now is that about 8 civs were replaced by new ones so I now have a lot of city names to edit in WB...

Thanks again, love the mod and all your hard work & you'll probably hear from me again with a REAL bug next time!
 
Thanks for looking into that, but it turns out I didn't have the latest svn after all. I've never actually updated the game that way, just through finished builds.

So I updated it and voila, everyone hates me again. Only problem now is that about 8 civs were replaced by new ones so I now have a lot of city names to edit in WB...

Thanks again, love the mod and all your hard work & you'll probably hear from me again with a REAL bug next time!

Keep in mind I found problems with the transition still since I'd run your game's analysis with the current codeset. So there was still some things to do to address a few issues there that were helpful to have pointed out.
 
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