Single Player bugs and crashes - After the 29th of March

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quick save and logs from a unmodified single player game.
problem; ctd with no warning or error popup.

game; around 2500 turns into largest map with max civs. slowest speed.

I have been wanting to play this monster game for years and then I found C2C!!!

I started playing C2C around V25 and still play V26. It is stable for me.
I built a new desktop in january just for V29. I5,8gig, 2760 card 1gig ddr3,etc.
After 5 weeks the crap Thermaltake 700w psu died and got replaced so I was ready when V29 was released last week.

I hope there is enough info to allow me to continue this game.
 
Same game a few turns later. Same CTD. :(

Guess I better wait until the bug is solved before I play again since its not fun to CTD every couple turns.

Both your minidumps indicate core engine crashes, so there I nothing to look at DLL-wise. This is almost certainly an asset problem with something incorrect in a unit or building in regard to graphics, or [possible a subtle MAF. You need to pin down what causes it - most likely a unit or building being built or queued (by either you or an AI).

I'd advise you start by reverting to assets from before this was happening (but keeping current DLL) and validating that the same save then works - that would at last cut down the possibilities, and validate that it is an asset issue.
 
View attachment 347850

quick save and logs from a unmodified single player game.
problem; ctd with no warning or error popup.

game; around 2500 turns into largest map with max civs. slowest speed.

I have been wanting to play this monster game for years and then I found C2C!!!

I started playing C2C around V25 and still play V26. It is stable for me.
I built a new desktop in january just for V29. I5,8gig, 2760 card 1gig ddr3,etc.
After 5 weeks the crap Thermaltake 700w psu died and got replaced so I was ready when V29 was released last week.

I hope there is enough info to allow me to continue this game.

There are 3 autosaves - I assume (at least) one of them crashes on end turn? Which one(s)? Why 3 different saves?

It **is** a DLL problem (can tell that from the minidump, but can' se the bug from that evidence alone, so I need to reproduce it). Once I have a recipe (i.e. - which save and what to do with it to reproduce the crash) I'll look into this for you...
 
CivPlayer8:

Banditry civic has the word "soilders" wrong, should read soldiers.
Thanks, its been noted. I've been busy lately, but I'll try to get an update through either today or tomorrow.
 
After researching Plough most of my workers upgraded themselves to the new workers available with the tech. They were automated but autoupgrade was not active. Is this intended?
 
I started from 3 earlier autosaves and the game crashed each time so I sent all 3.
I started this game using viewports
there are two barbarian cities both size 1. as soon as the upper one reaches size 2 I attack from 3 sides and capture it.
the crash happens immediately after I move all three groups into the captured barbarian city at the upper viewport level. it has just reached size 2 and I have attacked with 3 groups. as I am getting them sorted and settled.
 
I started from 3 earlier autosaves and the game crashed each time so I sent all 3.
I started this game using viewports
there are two barbarian cities both size 1. as soon as the upper one reaches size 2 I attack from 3 sides and capture it.
the crash happens immediately after I move all three groups into the captured barbarian city at the upper viewport level. it has just reached size 2 and I have attacked with 3 groups. as I am getting them sorted and settled.

Can you post a save from the turn that crashes on end turn (or on making an attack immediately from the save)? If I am interpreting you correctly, from the saves already posted it is necessary to play on waiting for barb cities to grow etc. Since one turn takes well over 30 minutes running under debug conditions that's not viable to explore to find the cause of the crash.
 
v29 - There's fallout on an AI's stone resource when in the Renaissance era. I didn't include a save since I just noticed it (probably happened dozens of turns ago), but I'm pretty sure that it was caused by another AI using a spy to destroy the improvement.

Possible fix is to make sure the fallout does not occur until after the Manhattan Project is completed, or until the appropriate "scrub fallout" tech is researched.
 

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v29 - very minor glitch, but the farms appear to "fall off" the bottom of the map. I'll upload a save if requested.
 

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Don't have the logs as the file was deleted earlier today while working on an AND2.0 problem.

I just have tonights session, if that helps at all.

JosEPh

I need a longer sample (and just BBAI.log is all that is needed, but it needs to be of several 10s of turns). I have checked logs from the first 400 turns of a game on the latest SVN against those from one before I made my tech path changes, and there is no difference in the evaluation of religion though. Also in a game I started yesterday (I'm about half way through prehistoric, druidism has been founded and the logs show the AIs starting to get interested in shamanism, so you might have some sort of fluke.
 
Wow... crazy big problem in our hotseat game. We had an infinite hang at end of turn, got out and I was hoping to be able to replicate it but going back to the last autosave we find we can't load it. Nor can we load the one before that. This takes us back to the original save when we started this evening and we CAN load that. A bit annoying but ok.

But running the debugger on the load sequence comes up with a REALLY interesting result. I've seen Revolutions produce a nation with no cities and I'm wondering if it has something to do with that having taken place somewhere after we started tonight. The crash takes place when the game tries to initiate the -1 player as if its an actual player with some established data. VERY odd.

Anyhow, Koshling/AIAndy, if you'd like to see if you can figure this out beyond what I can, here's the autosaves.

I figure the original hang problem was the one Koshling just recently fixed so an update will probably solve the original issue... THIS is just weird though and it makes me concerned that the autosave mechanism may have an issue, possibly even just on hotseat somehow. It's out of my comprehension zone anyhow :(

Tried to load the 5537 one with latest DLL (and slightly out of date assets, though that shouldn't matter from what you describe). Anyway, it crashes for me too, but it look like its private data the game engine saves for itself that is broken, not stuff the DLL saves. Its the game engine calling in and asking for player -1 directly - that info is not coming from the DLL in any obvious way. Are autosaves working correctly after you restarted? (have you tried loading any that were created in your replay?)

Edit - it's my <too many>th birthday today, so I probably won't be spending any more time debugging - going to actually try playing the game for a change!
 
v29 - There's fallout on an AI's stone resource when in the Renaissance era. I didn't include a save since I just noticed it (probably happened dozens of turns ago), but I'm pretty sure that it was caused by another AI using a spy to destroy the improvement.

Possible fix is to make sure the fallout does not occur until after the Manhattan Project is completed, or until the appropriate "scrub fallout" tech is researched.

It is probably not "fall out" but "damaged land". One of ModifiesA4's mods has land become damaged through war, I think, I have not seen it happen in game and forgot it had been added. I will need to check that the mod is in game and the text is right.

edit sorry wrong track - we don't have "damaged lands" mod in C2C.
 
Both your minidumps indicate core engine crashes, so there I nothing to look at DLL-wise. This is almost certainly an asset problem with something incorrect in a unit or building in regard to graphics, or [possible a subtle MAF. You need to pin down what causes it - most likely a unit or building being built or queued (by either you or an AI).

I'd advise you start by reverting to assets from before this was happening (but keeping current DLL) and validating that the same save then works - that would at last cut down the possibilities, and validate that it is an asset issue.

If it helps any I went and used a previous version (before the SVN chnage over on Sunday) and it still gave a CTD. It happens soon after I fortify a Musketman in a city on a peak. I am not sure if that has anything to do with it or if it what happens on the next turn.

I will try to track down a repeatable crash and post the save.
 
@Koshling

Ok so I was going to each city and changing them to make wealth so I could rule out the queue. I needed to switch viewports to the western side of my empire so I used the military advisory to do so and when I did the game did a CTD. Here is the save for the turn I began on and that crashed before that. I suspect there is something in that western viewport causing the CTD. But I cannot see what it is because I CTD.

I also do not think its a MAF because I had a whole war in that area of the map with way more units and cities that had way bigger cities. If anything that part of the map should have less stuff using memory than it did before.

In fact until now the game has been running great. Turn times are not to long and thanks to view ports and a smaller map than usual I have no been encountering a MAF errors.
 
@Koshling

Ok so I went from 13 AD to 5 BC to test. I made all of the cities make wealth and took a turn. No CTD. So I saved and took another turn. Then bam! CTD. Its definitely not the buildings I was making. So here is the save and mini-dump from it.

I really like this game so I hope we can figure out whats wrong so I can continue the game.
 
I need a longer sample (and just BBAI.log is all that is needed, but it needs to be of several 10s of turns). I have checked logs from the first 400 turns of a game on the latest SVN against those from one before I made my tech path changes, and there is no difference in the evaluation of religion though. Also in a game I started yesterday (I'm about half way through prehistoric, druidism has been founded and the logs show the AIs starting to get interested in shamanism, so you might have some sort of fluke.

I started a new game with rev 5234 and by the time I got Tengrii, Druid and Shaman had both been already founded. Seems the problem was in the 5190 - 5211 span. With Updating to 5234, now the game is back to more normal patterns. :dunno:

I had held off being current on SVN versions because of the # of bugs being reported. Would seem I picked a bad "spot" to play in.

And :bday::band::dance:[party]:cheers:

JosEPh
 
From the Rogue to the NE (#9 on the key pad) if you hover over the tile, you can see a Hun scout unit. This unit is invisible otherwise. If you try to attack with the rogue, unmoved so should be able to attack, it gives the odds, but there is no attack. In WB there is no flag on the Hun scout, like a spy. I have had this on 2 other Hun scouts.
 

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