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

@T-Brd: Yes, it loads.
You switched to the 35 civ DLL to load it?

I am enclosing all the files I have in MyMods as well as the Civic Info file (that I have heavily modified). I was unable to have the modified Civic Info file in MyMods, it would not take all the changes I had made when I did that.
I also enclosed a text file where I explain my thinking and changes to those files.
Also, the SVN had My_Mods set to not load. Of course I set it to 1, to load it too.

Oh, just realized, I used 7z to compress with, which has proven before to make files corrupt if opened with WinRar or WinZip. Am enclosing the save as well but compressed with WinRar this time. So all the files are now compressed with WinRar, if that makes any difference.

Cheers
 

Attachments

Could not replicate the crash. Would need more specific directions. However, if it's an art problem it COULD be that I'm not able to replicate because I don't have all the civ files you've got active there and when I load the game they all get replaced by core civs.

Thanks for looking into my save. :goodjob:
I might have to remove the civ in question.:cry:
 
The cloth resource appears in city screen but i cant make "rope" because the building display says i have zero.
 
Should this work with existing units? If so, thanks for trying, but just letting you know, it didn't. No difference, I'm afraid. He went into a city for a while, that's why I couldn't report this sooner...;)

Regarding the Navajo Rifleman: it seems that if bAlwaysHostile is 0, the unit can't attack or be attacked except when at war, even though/if it is also hidden nationality. I suppose that's a valid combination, if that's what's intended.

The only other units (in the main unitinfos) with that combination are the Klamath Rifleman, and two spyplanes, the SR71 and the Drone.

Are there any units that are always hostile but not HN? Presumably they would be "at war" with everyone like regular HNs, but would show their nationality.
 
@T-Brd: Yes, it loads.
You switched to the 35 civ DLL to load it?

I am enclosing all the files I have in MyMods as well as the Civic Info file (that I have heavily modified). I was unable to have the modified Civic Info file in MyMods, it would not take all the changes I had made when I did that.
I also enclosed a text file where I explain my thinking and changes to those files.
Also, the SVN had My_Mods set to not load. Of course I set it to 1, to load it too.

Oh, just realized, I used 7z to compress with, which has proven before to make files corrupt if opened with WinRar or WinZip. Am enclosing the save as well but compressed with WinRar this time. So all the files are now compressed with WinRar, if that makes any difference.

Cheers

I use 7z as well. So that's not it. But the mod files may have setup a special condition yes. I'll have to test with those when time permits here.
 
The cloth resource appears in city screen but i cant make "rope" because the building display says i have zero.

@Hydro: Any theories on how this could take place without it being a bug? I've noticed a few interesting bonus asserts in the code and will be looking into those soon and I'm wondering if there could be a link there but I'm also wondering if its possible that something may be 'using' his cloth as it were.
 
The cloth resource appears in city screen but i cant make "rope" because the building display says i have zero.

Just because you have the seamstress building (for cloth) you also need the rope making building and then the Sails building before you can build the early shipyard for making galleys etc..

Are you saying the rope making building is greyed out?

JosEPh
 
SVN 7753.

Keep forgetting to post this.

The building button "Torches" does not display the number of hammers or number of turns to build.
 
SVN 7753.

Keep forgetting to post this.

The building button "Torches" does not display the number of hammers or number of turns to build.

I take it that isn't just that it's a replacement building for another building before it and thus isn't showing the full benefits on the Final Totals right?

Honestly I've no idea what could cause this... I also worry it'd take a long while to figure it out because it really should be quite procedurally passing that information to the display straight from the xml and calculations made - thus if it works for one it should work for all... so very wierd!
 
SVN 7753.

Keep forgetting to post this.

The building button "Torches" does not display the number of hammers or number of turns to build.

My new svn 7762 game has no such trouble with the "torches" building. :dunno:

JosEPh
 
Just because you have the seamstress building (for cloth) you also need the rope making building and then the Sails building before you can build the early shipyard for making galleys etc..

Are you saying the rope making building is greyed out?

JosEPh

The rope building are gray and say i dont have cloth. The seamstress are build already.
 
Sorry, but I appear to have managed to break it again. Repeatable crash, just load up the save and hit end turn. Should crash out during turn resolution on a fresh install of 7762.


Sorry, hate to be a pain, but could someone take a look at this, or even point me in the direction for a basic debugging guide so I can try to figure it out for myself?
 
Got this bug when trying update svn: directory already locked.
Anyone got this error in the past?
 
Got this bug when trying update svn: directory already locked.
Anyone got this error in the past?

Do a "Clean Up" and see what happens, usually means you didnt do an update before you committed at some point.
 
Sorry, but I appear to have managed to break it again. Repeatable crash, just load up the save and hit end turn. Should crash out during turn resolution on a fresh install of 7762.



Sorry, hate to be a pain, but could someone take a look at this, or even point me in the direction for a basic debugging guide so I can try to figure it out for myself?
Are you prepared to learn C++ programming? Otherwise be patient and I'll have it fixed if I can soon. I believe I may have time to look into it tonight but we'll see if it can be fully resolved here...
 
I've actually got some C++ experience, I've just never had to use a minidump or such and I could do with a breakdown of which logs actually tend to be useful for debugging CivIV so I don't have to check them all.

While I'm not professional level, I can manage basic/intermediate C++.
Not that I'd ever claim to be good, mind.

Thanks for taking a look at it though - while I realize you want to make the mod as good as it can be, and this includes fixing bugs, I still feel guilty every time I find one. It does, after all, take up someones free time to fix. ;_;
 
Don't feel guilty... this one found some serious issues. More than one crash point ironically enough. One was similar to the last one and was thus easily repaired but the other is a result of ... something very strange happening long beforehand. It may just be that a city was being razed and something was calling for the city ID when it didn't exist. I've protected the crash spot from the problem but haven't the faintest idea where the problem actually originates. (SEE EDIT BELOW!)

At the same time I also found a major bug that may explain a LOT of the resources randomly missing issues. Again, I was able to protect it from being a dire problem but may not have found the actual source of the issue itself yet.

Debugging is not a process of looking into the logs as much as it is following the code as it processes the problematic round and investigating error messages that come up when playing under a compiled debug dll. At least the way I go about it that is. Some debugging makes very good use of logs though - particularly AI debugging. But either way the most powerful tool is great patience! lol

EDIT: I figured out what was taking place and to be honest it makes me wonder how the holy heck we haven't seen this problem before!

Apparently a nation had its last city taken. Not a problem in and of itself BUT the civ was able to get Partisan units when a city is captured. So when it happened to be its LAST city the player was out of commission so when the Partisan was initializing it was asking what player it was supposed to be assigned to and coming up with an uninitialized Player variable. My code fix worked out perfectly by making it become a barbarian unit instead.

Unfortunately I don't have enough time til tomorrow afternoon to update the svn with these fixes (and a few others.) I'd intended this be the last commit before the version release but I want to try a few more things before release yet. I may still switch to the 35 civ dll as the primary dll though.
 
I managed to get around my CTD by loading a save 2 turns back and replaying up to the point. No CTD then.

Let me know if you still can not load the save T-Brd and I can attempt to load, recalc, save for you. Whatever the issue is it might need fixing too even if I got around it this time.

Cheers
 
I managed to get around my CTD by loading a save 2 turns back and replaying up to the point. No CTD then.

Let me know if you still can not load the save T-Brd and I can attempt to load, recalc, save for you. Whatever the issue is it might need fixing too even if I got around it this time.

Cheers

I'm not ignoring your save - it's just that I need a lot of extra time to setup the environment to test it properly. Haven't had that time yet. I'm HOPING that with all your file downloads it'll load ok.
 
Hi, sorry if this has already been dealt with, but I can't find any reference in a search. Forts, some of them at least depending on the country, disappear. That is, they are still there if you hover the mouse over it in the description of the terrain, but they are invisible. Bunkers are still there, no problems. The basic plain jane fort art has vanished from the map. :confused:
 
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