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

Note: I'm using the lastest version that was posted to one of the threads (too tired to look it up, but thank you to whomever did that) in the last day or so, and am not on the SVN.

1)
I presume this is some sort of setting I'm not familiar with... but when I use subdued animals to build myths or snake charmer I get no sound and the following message: "Audio System: Could not setup 3D system with handheld 5". Never got that before with actual release versions. Also I have no other audio issues (everything else plays correctly and looks correct in the Audio options).

Played some more... The Audio System message I think is occurring on some Tech completion or some other action. I can't pin it down. Does anyone know anything about this?
 
When it comes down to it, I struggled with movement rules because it was originally written in such a restrictively dedicated manner that shortcuts past the way I would THINK we would want to have the code consider it so that other rule options could be introduced - my point being that I was trying to modify an existing structure that was not only complex but clearly not intended to be adjusted to this sort of depth of interaction. I got the sense that it would almost be better to rewrite movement rules from scratch but that the complexity of it left far too much room for much worse error to attempt it.

That said, I'm pretty sure I found some other erroneous spots and corrected them but apparently introduced some new ones. It's a mess indeed. I presume the main problem here with the delay is that there's simply too much evaluating of what can or cannot be seen and interacted with going on because it's taking place more at a unit by unit level rather than a player level. Very frustrating. Initial tests actually showed a speedup after these changes, probably due to some of the things corrected, but I wondered if more complex games, if clocked, would show slowdowns, perhaps dramatic ones, instead. Apparently what I was afraid of was correct. My apologies.

Keep in mind as you look into this though that I was hoping to set us up for more interesting things than simply tunnels - I wanted to make it possible to have a number of individual reasons that units that would be able to see each other and be hostile towards each other could still overlap without combat.

I'am giving up on fixing this because i just can't figure out how to do this right and fast. It's just too expensive because huge numbers of units can be in the game and if they are it slows things down far too much to be worth it. There are to many CvUnit::canCoexistWithEnemyUnit checks in the code but i don't know which ones are really needed.

I just have a few small performance improvements on the way to the svn after that i'am done with that set of issues for the moment.
 
I'am giving up on fixing this because i just can't figure out how to do this right and fast. It's just too expensive because huge numbers of units can be in the game and if they are it slows things down far too much to be worth it. There are to many CvUnit::canCoexistWithEnemyUnit checks in the code but i don't know which ones are really needed.

I just have a few small performance improvements on the way to the svn after that i'am done with that set of issues for the moment.

Yeah, obviously I couldn't think of a better way myself... One could easily get stuck here trying to think of one. Maybe some kind of inspiration will strike. Maybe caching checks against given plots for each unit and resetting the caching for those units that checked against a plot whenever any unit moves in or out of the plot. Something along those lines - though it introduces a danger for multiplay OOS errors.
 
When opening the F1 menu to with the city info i got this error:
Assert Failed

File: CvArtFileMgr.cpp
Line: 108
SVN-Rev: 8524
Expression: false
Message: ArtInfo: 'ART_DEF_MOVIE_RODNOVERY_SHRINE' was not found
 
I'am giving up on fixing this because i just can't figure out how to do this right and fast. It's just too expensive because huge numbers of units can be in the game and if they are it slows things down far too much to be worth it. There are to many CvUnit::canCoexistWithEnemyUnit checks in the code but i don't know which ones are really needed.

I just have a few small performance improvements on the way to the svn after that i'am done with that set of issues for the moment.

Maybe Sparth's idea of increasing unit cost 10x is called for here. (even though my initial reaction is ugh no!) If it reduces the number of units in game by even 20% that would be huge step.

JosEPh
 
Played some more... The Audio System message I think is occurring on some Tech completion or some other action. I can't pin it down. Does anyone know anything about this?

I think I've noticed it with most tamed animals and all female spies and missionaries. I think you'll find it says "HandleID" not "handheld". I don't mean to be picky, but it's possible a potential debugger will be thrown by the reference. I was reading it that way myself for a while. And it's when you 'activate' (ie. click on) them, and maybe their response to orders.
 
with franchise you get burger king and such, and they give not only money, but also food. I Think it's a logical failure, because those don't generate food but generate money only. The total food on the world does not rise because those.

Edit
Genleman's Club gives research points? LOL - what kind of research?
 
Which civilization?

Oops, sorry. I should not post last thing at night. You can forget important info.:blush:

It was the Hittites.
 
SVN: 8559
Complete system freeze - nonresponsive to any keystroke commands - had to hold the power button for computer to reboot

Happened during first EOT of 8559

Message:
Assert Failed

File: CvArtFileMgr.cpp
Line: 108
SVN-Rev 8524
Expression: false
Message: ArtInfo: 'ART_DEF_MOVIE-RODNOVERY_SHRINE' was not found
 
I think I've noticed it with most tamed animals and all female spies and missionaries. I think you'll find it says "HandleID" not "handheld". I don't mean to be picky, but it's possible a potential debugger will be thrown by the reference. I was reading it that way myself for a while. And it's when you 'activate' (ie. click on) them, and maybe their response to orders.

Thank you. Good to know it's not just me, I thought there was something messed up with my audio settings.
 
why I can't do any spy action? even not destroy a bunker with the super spy?
always habe no option.

Edit:
now a city got bribed by Katharina, but it should be impossible because my figures:
Spy points me : Katharina
1020265 : 281503
440 smile : 189 mad
251 green

she's far away and has no points do to any spy action againt me.

Program is cheating
 
This is more of a curiosity:
I was experimenting with different maps and noticed that graphical storms were generated (bug option on 'off') on the Planet Generator map and not on Terra or the Perfect World maps.

Q: Is there a way to use the Terra maps (on c2c or vanilla bts) where everyone doesn't start on the same continent?
 
This is more of a curiosity:
I was experimenting with different maps and noticed that graphical storms were generated (bug option on 'off') on the Planet Generator map and not on Terra or the Perfect World maps.

Q: Is there a way to use the Terra maps (on c2c or vanilla bts) where everyone doesn't start on the same continent?

Why don't you use the PerfectMongoose mapscript?
I myself could never get what I wanted with PlanetGenerator while I always got interesting worlds on PM mapscripts without messing with loads of options. Only downside is that it always generates 2-3 continents.

I don't know the answer to your question and I would love to know the answer too, as the terra mapscript is quite good.
 
I already did an mp3 for Papacy. Has something broken so that it's not playing?
 
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