Single Player bugs and crashes v35 plus (SVN) - After the 18th of August 2014

I am still getting these errors. The first happens very near the start after pressing "go" from the Custom Game screen. The second happens as the game screen is about to be displayed.


I have checked all the files mentioned in the first error and they exist and are identical to previous versions. This suggests a change in the dll part. The code at
Code:
  File "BugUtil", line 295, in logToScreen
is (bold)
Code:
def logToScreen(message):
	"""
	Displays the message in the on-screen message area after escaping < and >.
	"""
	[B]interface.addImmediateMessage(escapeXml(message), "")[/B]

where interface has been set to
Code:
interface = CyInterface()
Edit The only thing I can think of is that the place it is trying to write to does not exist at the time the error message is being generated. This is possibly part the problem that is cause of those messages that say that BUG has already been initialised when the game starts.

Edit 2 the last version of the SVN I have before this error occurs says it is SVN 8020. That number is supplied by the dll compile so it is most likely somewhere after that and before the next dll change.

Sorry, I have not been active, RL has been a bit of a worry of late - which reminds me it is time to phone my Mum to see how she is going (all OK last time I talked to her - she is even home again).

Since I've not messed with anything along the lines of what you're discussing and I don't have any trouble with this I'm a little confused. I also had a recent (probably before 8020) fresh and unmanipulated checkout that I updated yesterday and tested and it ran fine soooooo...

If we can nail down exactly which revision creates the problem we can review what took place there. I advise you (I'd do this but I'm not getting the problem here) go from 8020 and update to the next revision number and then test, one step at a time.
 
I 'll try a complete new download from the SVN and see if that fixes the problem. I have not been successful at getting a particular revision number ever before. :(
 
Found a solution. There is nothing in UserSettings. When I copied my old version across the errors went away.

This means there is something in that folder that must be on the SVN. I'll see if I can find out what and why.
 
I'm very happy to hear you found a solution ... a little disturbed that we might've inadvertently done this to some downloaders that may never have mentioned the problem.
 
Found a solution. There is nothing in UserSettings. When I copied my old version across the errors went away.

This means there is something in that folder that must be on the SVN. I'll see if I can find out what and why.


If the folder is empty i don't get any errors.

I can only reproduce this error by denying myself from accessing the UserSettings folder so there is a issue with permissions on your end.
Did you try to start the game as Administrator?
 
If the folder is empty i don't get any errors.

I can only reproduce this error by denying myself from accessing the UserSettings folder so there is a issue with permissions on your end.
Did you try to start the game as Administrator?

I always start as admin but I think what happened was that I don't sync the UserSettings folder between my playing and SVN versions so there was not a folder at all when I created the playing folder from the SVN folder.
 
Nope, the icons are still missing in 8124. It's a slight annoyance, but at least the game is playable. Pressing 'h' currently defaults to putting the unit on auto-hunt mode.

Encountered this strangeness just now, look at the turns to heal number. :eek: http://cloud-4.steampowered.com/ugc/39733976316495234/08A206E1E0BE05F6CA474955F76D6364B3D06CAE/

Some testing on this end and a resulting inability to replicate that problem with turns to heal suggests that it might be due to the bug that was fixed in that release having existed in the game at one time. Does that number clear up after a round? Is that the only unit suffering the problem?

EDIT:Scratch that... I've found where I think the issue is (by looking into why the healing mission is missing) and am sorting it out now.

Ok... should be fixed on the SVN at this point.
 
i got to 64bit machine (win 7) and game run slow but without problems.

so i rechecked with debugger on 32bit and got this :

on this game close itself.
Spoiler :

Count: 1
Exception #: 0XE06D7363
Stack:

WARNING: Stack unwind information not available. Following frames may be wrong.
KERNELBASE!RaiseException
MSVCR71!CxxThrowException
MSVCP71!std::_Nomemory
Civ4BeyondSword!initCvPythonExtensions
Civ4BeyondSword!initCvPythonExtensions
Civ4BeyondSword!initCvPythonExtensions
MSVCR71!_crtLCMapStringA
MSVCR71!_crtLCMapStringA
MSVCR71!malloc
Civ4BeyondSword!initCvPythonExtensions
Civ4BeyondSword!initCvPythonExtensions
Civ4BeyondSword!initCvPythonExtensions
Civ4BeyondSword!initCvPythonExtensions
Civ4BeyondSword!initCvPythonExtensions
Civ4BeyondSword!initCvPythonExtensions
Civ4BeyondSword
Civ4BeyondSword


and these
Spoiler :

Count: 1
Exception #: 0XC0000005
Stack:
WARNING: Stack unwind information not available. Following frames may be wrong.
Civ4BeyondSword
Civ4BeyondSword
python24!PyWrapper_New
Count: 2
Exception #: 0XE06D7363
Stack:

WARNING: Stack unwind information not available. Following frames may be wrong.
KERNELBASE!RaiseException
MSVCR71!CxxThrowException
CvGameCoreDLL!xercesc_3_1::DecimalDatatypeValidator::checkContent
CvGameCoreDLL!xercesc_3_1::DecimalDatatypeValidator::checkContent
CvGameCoreDLL!xercesc_3_1::DateTimeValidator::validate
CvGameCoreDLL!xercesc_3_1::UnionDatatypeValidator::validate
CvGameCoreDLL!xercesc_3_1::IGXMLScanner::scanStartTagNS
CvGameCoreDLL!xercesc_3_1::IGXMLScanner::scanContent
CvGameCoreDLL!xercesc_3_1::IGXMLScanner::scanDocument
CvGameCoreDLL!xercesc_3_1::XMLScanner::scanDocument
CvGameCoreDLL!xercesc_3_1::XMLScanner::scanDocument
CvGameCoreDLL!xercesc_3_1::AbstractDOMParser::parse
CvGameCoreDLL!CvXMLLoadUtility::LoadCivXml
CvGameCoreDLL!CvXMLLoadUtility::LoadGlobalClassInfo<CvMapSwitchInfo>
CvGameCoreDLL!CvXMLLoadUtility::LoadPreMenuGlobals
Civ4BeyondSword
ntdll!wcsnicmp
ntdll!wcsnicmp
kernel32!HeapFree
MSVCR71!free
Civ4BeyondSword
Civ4BeyondSword
MSVCP71!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::basic_string<char,std::char_traits<char>,std::allocator<char> >
Civ4BeyondSword
Civ4BeyondSword
Civ4BeyondSword!initCvPythonExtensions
kernel32!BaseThreadInitThunk
ntdll!RtlInitializeExceptionChain
ntdll!RtlInitializeExceptionChain
Count: 546
Exception #: 0XE06D7363
Stack:

WARNING: Stack unwind information not available. Following frames may be wrong.
KERNELBASE!RaiseException
MSVCR71!CxxThrowException
CvGameCoreDLL!xercesc_3_1::XMLAbstractDoubleFloat::init
CvGameCoreDLL!xercesc_3_1::XMLFloat::XMLFloat
CvGameCoreDLL!xercesc_3_1::FloatDatatypeValidator::checkContent
CvGameCoreDLL!xercesc_3_1::DateTimeValidator::validate
CvGameCoreDLL!xercesc_3_1::UnionDatatypeValidator::validate
CvGameCoreDLL!xercesc_3_1::IGXMLScanner::scanStartTagNS
CvGameCoreDLL!xercesc_3_1::IGXMLScanner::scanContent
CvGameCoreDLL!xercesc_3_1::IGXMLScanner::scanDocument
CvGameCoreDLL!xercesc_3_1::XMLScanner::scanDocument
CvGameCoreDLL!xercesc_3_1::XMLScanner::scanDocument
CvGameCoreDLL!xercesc_3_1::AbstractDOMParser::parse
CvGameCoreDLL!CvXMLLoadUtility::LoadCivXml
CvGameCoreDLL!CvXMLLoadUtility::LoadGlobalClassInfo<CvArtInfoBuilding>
CvGameCoreDLL!CvXMLLoadUtility::SetGlobalArtDefines
Civ4BeyondSword
ntdll!wcsnicmp
ntdll!wcsnicmp
kernel32!HeapFree
MSVCR71!free
Civ4BeyondSword
Civ4BeyondSword
MSVCP71!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::basic_string<char,std::char_traits<char>,std::allocator<char> >
Civ4BeyondSword
Civ4BeyondSword
Civ4BeyondSword!initCvPythonExtensions
kernel32!BaseThreadInitThunk
ntdll!RtlInitializeExceptionChain
ntdll!RtlInitializeExceptionChain
Count: 268
Exception #: 0XE06D7363
Stack:

WARNING: Stack unwind information not available. Following frames may be wrong.
KERNELBASE!RaiseException
MSVCR71!CxxThrowException
CvGameCoreDLL!xercesc_3_1::DecimalDatatypeValidator::checkContent
CvGameCoreDLL!xercesc_3_1::DecimalDatatypeValidator::checkContent
CvGameCoreDLL!xercesc_3_1::DateTimeValidator::validate
CvGameCoreDLL!xercesc_3_1::UnionDatatypeValidator::validate
CvGameCoreDLL!xercesc_3_1::IGXMLScanner::scanStartTagNS
CvGameCoreDLL!xercesc_3_1::IGXMLScanner::scanContent
CvGameCoreDLL!xercesc_3_1::IGXMLScanner::scanDocument
CvGameCoreDLL!xercesc_3_1::XMLScanner::scanDocument
CvGameCoreDLL!xercesc_3_1::XMLScanner::scanDocument
CvGameCoreDLL!xercesc_3_1::AbstractDOMParser::parse
CvGameCoreDLL!CvXMLLoadUtility::LoadCivXml
CvGameCoreDLL!CvXMLLoadUtility::LoadGlobalClassInfo<CvArtInfoBuilding>
CvGameCoreDLL!CvXMLLoadUtility::SetGlobalArtDefines
Civ4BeyondSword
ntdll!wcsnicmp
ntdll!wcsnicmp
kernel32!HeapFree
MSVCR71!free
Civ4BeyondSword
Civ4BeyondSword
MSVCP71!std::basic_string<char,std::char_traits<char>,std::allocator<char> >::basic_string<char,std::char_traits<char>,std::allocator<char> >
Civ4BeyondSword
Civ4BeyondSword
Civ4BeyondSword!initCvPythonExtensions
kernel32!BaseThreadInitThunk
ntdll!RtlInitializeExceptionChain
ntdll!RtlInitializeExceptionChain


so is game supposed to work on win7 32bit?
real memory allocation dont surpassed 1gb, and even looking at working set + shared memory - it is only 2 gb not 3 or even lose to that.
 
@Masaykh, DH & Alberts2:
8127
Fix Elephant Worker - can now build plant pickers
Fix Subdued Tapir Help text
Remove some comments from the Main Screen python. All to do with the removed RoM Resource display which does not work well with the number of resources we have in C2C.
Any chance that last bit there could have something to do with the problem masaykh is reporting? Is that error coming from the most recent revision?
 
Okie. Just trying to problem solve. Nothing he posted makes any sense to me since I've never been shown how to read those reports and gain meaning from them.
 
I am having the same problem. If I remember correctly there is a limit on the number of FPK files and the size of those files. Have we added a new one recently? Or has one in particular gotten too big?
 
There is no new FPK in repository.
Biggest one is units_sparth.FPK which has ~227Mbs and works ok
Other ones big ones are Units1.FPK (168MBs) and Units2.FPK (132Mbs).

Looking on SO screens looks like old version of C2C (old culture flag buttons).
Edit: checked newest SVN and looks someone unpack/pack old HydroAndTB.FPK file without updating it. If I know whats was changed I can redon this because I have old (working) fpk.
 
Is the new reduction in Education per population supposed to go to massive negative values (and effectively reduce the gain from myths and other science sources that are supposed to symbolise the "explosion" of science during the enolithic age)?
Because it does. My save went from having a positive education to a negatvie one, and reducing a +7 science to a -7 science, as well as removing the 2 free Specialists I had in my only 7 pop city.
Lots of Blissful Ignorance Education buildings.

Cheers
 
There is no new FPK in repository.
Biggest one is units_sparth.FPK which has ~227Mbs and works ok
Other ones big ones are Units1.FPK (168MBs) and Units2.FPK (132Mbs).

Looking on SO screens looks like old version of C2C (old culture flag buttons).
Edit: checked newest SVN and looks someone unpack/pack old HydroAndTB.FPK file without updating it. If I know whats was changed I can redon this because I have old (working) fpk.

I am working with the latest SVN and am still seeing many pink buttons. I'll post some later.

Is the new reduction in Education per population supposed to go to massive negative values (and effectively reduce the gain from myths and other science sources that are supposed to symbolise the "explosion" of science during the enolithic age)?
Because it does. My save went from having a positive education to a negatvie one, and reducing a +7 science to a -7 science, as well as removing the 2 free Specialists I had in my only 7 pop city.
Lots of Blissful Ignorance Education buildings.

Cheers

I did not think we had started doing any of the negative science education stuff yet:confused:.

edit If we have started then I would expect huge imbalances while we work it out. Some changes to the Myth, Song and Story buildings may make the education value more constant over time.

Myth, Song and Story background
These represent some of the simplest science and education buildings.

Myths are pseudo National Wonders and provide a free Song building. They also provide +1 science until writing when the science is replaced with +1 culture. They can only be built by animals. There will be three exceptions to this as the Fish, Amphibian and Reptile will have geographical prerequisites and can be built using :hammers:. The other generic/group animal myths will require one of the myths of the animals in the group.

The Song building does not provide anything it could be changed to provide +1 education until literature when the education would be replaced by culture.

The Story buildings become available at Writing and provide +1 education. This goes at Education (tech). The Story building requires the Song of the same animal and can be built by the story teller line, the animal or using :hammers:. The :hammers: cost seems a bit low at the moment.​
 
There is no new FPK in repository.
Biggest one is units_sparth.FPK which has ~227Mbs and works ok
Other ones big ones are Units1.FPK (168MBs) and Units2.FPK (132Mbs).

Looking on SO screens looks like old version of C2C (old culture flag buttons).
Edit: checked newest SVN and looks someone unpack/pack old HydroAndTB.FPK file without updating it. If I know whats was changed I can redon this because I have old (working) fpk.
Sorry... didn't realize anyone had made any updates to that file. Hydro was supposed to let me know if he made any adjustments there. Anyone else who manipulates that FPK should also let us both know explicitly.

@Sparth: if you have a moment to fix it (I don't right now) it was Escape.dds and Establish.dds added to art/buttons/missions.

Is the new reduction in Education per population supposed to go to massive negative values (and effectively reduce the gain from myths and other science sources that are supposed to symbolise the "explosion" of science during the enolithic age)?
Because it does. My save went from having a positive education to a negatvie one, and reducing a +7 science to a -7 science, as well as removing the 2 free Specialists I had in my only 7 pop city.
Lots of Blissful Ignorance Education buildings.

Cheers
Short answer is yes. This should solve the 'glut' of gold, research, production etc. It's never been intended that there would be no drag on the education values and it's been a problem with game balance that there hasn't been. Furthermore, from a historic perspective, it very well should be difficult to get them into the positive, particularly early in the game before more institutionalized education methods are employed. All measures before this should be capable of mitigating the negatives but would take a fortune in storytellers to push cities into positive values.

This is just a step in the direction of improving game balance. FYI, the negatives stem from population. It's worse on Nightmare Mode but generally each pop costs 1 education through Noble level then every 2 levels above that another education per population (4 at Deity.)

I'm not against DH's plans which will gradually make things a little easier there... I just got a little sick of the education system doing little but making the game easier. I'd prefer we lean towards it making the game more challenging.

Note: this adds a lot of challenge for games played on levels above Noble as the AI won't struggle with it like you will!

EDIT: Your science went negative? Interesting... Might have to do something about that. Wait... you didn't mean overall... just the science penalty FROM education right?
 
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