Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

Status
Not open for further replies.
repeatable CTD, latest SVN

mini and save in zip . .

Took a look at the mini and I do have a clue what's taking place but will require running the debug evaluation to figure out exactly how to best address it. Will take a few hours.
 
repeatable CTD, latest SVN

mini and save in zip . .

Oddly enough, with the debug dll the turn goes through.

Therefore I could not confirm what was taking place in the minidump and the dump doesn't make it completely clear how the problem manifests since the hover information it gives HAS to be incorrect leading up to the critical point. Either that or C++ decided to suddenly change the rules somehow.

I don't think it's giving me an accurate concept of the crash point in this case.

HOWEVER, there were two spots where a multi-threading issue exists. Not having any idea how to resolve those, I'll have to either have Alberts work this or simply suggest to turn off multithreading for this turn if it continues to be a repeatable crash. THAT is quite possibly the issue at the heart of the crash.

There ARE other reasons it COULD be crashing but not being able to get the debugger to hit those spots, I can't say what it would be. Another possibility I suppose is that it's a graphic issue and I'm avoiding it when I run through it by having quick attack options and not having the option set to see enemy moves.
 
Took a look at the mini and I do have a clue what's taking place but will require running the debug evaluation to figure out exactly how to best address it. Will take a few hours.

OK, i just tried again and this time it worked, but before it did not it CTD right away, oh well, go figure . . .:crazyeye:
 
Sometimes its like going to the mechanic right? The car is having trouble then you get it to the mechanic and it won't do the thing while its there and then you get it back and have the trouble all over again?

Keep tryin'. Obviously a problem exists somewhere. I was REALLY hoping Alberts would have an answer for the multi-threading bad python issue. It's going to be VERY hard for me to solve that since the multi-threading coding is an ephemeral mystery to me still. Trying to read anything on it is like trying to learn the composition of a brick by pushing said brick into my skull. I'll eventually understand it by figuring out what it's doing and what the variables mean on 'threadsafe' calls and so on. Aka, if history serves, I'll eventually 'just get it'. But it may well take a long time for that to happen since I'm terrified of the capacity to do horribly unsafe things to the code with the slightest tweak there.
 
@DH:
The grave goods buildings don't have button graphics... they be pink on the tech page.

Oh... about that alpha channel issue you've been having, have you considered using DXTBmp to place the alpha channel after you've made the button rather than trying to place the alpha channel in Gimp? I have to use this based on my method - it doesn't get quite as nice resolution usually but sometimes the slight 'fuzzing' can actually be beneficial to the image depending on what the image is. At least it works is the main thing.

If THAT doesn't work then you may be working with a slightly off size on your button template.

EDIT:
I got an assert when loading the debug dll after my last commit and it appears to be due to this:
Code:
			<BuildingClassNeededs>
				<BuildingClassNeeded>
					<BuildingClassType>BUILDINGCLASS_ELITE_HOUSING</BuildingClassType>
					<bNeededInCity>1</bNeededInCity>
				</BuildingClassNeeded>
				<bAutobuild>1</bAutobuild>
			</BuildingClassNeededs>
<bAutobuild>, according to the schema, and I would thus assume the code, is not a nested tag under BuildingClassNeededs. However, I THINK just having it as a tag outside the <BuildingClassNeededs> statement would achieve what you're going for. I'm trying the adjustment and I'll let you know how it plays out.

EDIT: It loads fine by moving bAutobuild out of the nested location. Also, there was a naming error on the type tag for Elite Housing... I've corrected it. No worries then, just make sure that the building you're looking to have autobuild is working as intended to autobuild when it should.
 
@DH:
The grave goods buildings don't have button graphics... they be pink on the tech page.

Oh... about that alpha channel issue you've been having, have you considered using DXTBmp to place the alpha channel after you've made the button rather than trying to place the alpha channel in Gimp? I have to use this based on my method - it doesn't get quite as nice resolution usually but sometimes the slight 'fuzzing' can actually be beneficial to the image depending on what the image is. At least it works is the main thing.

If THAT doesn't work then you may be working with a slightly off size on your button template.

EDIT:
I got an assert when loading the debug dll after my last commit and it appears to be due to this:
Code:
			<BuildingClassNeededs>
				<BuildingClassNeeded>
					<BuildingClassType>BUILDINGCLASS_ELITE_HOUSING</BuildingClassType>
					<bNeededInCity>1</bNeededInCity>
				</BuildingClassNeeded>
				<bAutobuild>1</bAutobuild>
			</BuildingClassNeededs>
<bAutobuild>, according to the schema, and I would thus assume the code, is not a nested tag under BuildingClassNeededs. However, I THINK just having it as a tag outside the <BuildingClassNeededs> statement would achieve what you're going for. I'm trying the adjustment and I'll let you know how it plays out.

EDIT: It loads fine by moving bAutobuild out of the nested location. Also, there was a naming error on the type tag for Elite Housing... I've corrected it. No worries then, just make sure that the building you're looking to have autobuild is working as intended to autobuild when it should.

I don't want to get yet another graphics package.

Buttons must be 64x64 especially for buildings otherwise they cause a CTD in the exe.

I had caught that autobuild error and I thought I had updated the SVN with the fix and the button. Must not have :blush:
 
I don't want to get yet another graphics package.
lol... DXTBmp is far from a 'package'. It's nothing more than a type converter that allows you to take a non- dxt file type and convert it to dxt (and some other art file type conversions) and add an alpha channel along the way. It's about as simple a program as notepad and not much heavier. I can't recall how to get it but you can find a reference to the download here by searching the site for it. The steps I take with it take all of about 15 seconds per art file, during which I'm converting from a pdf to a dxt-3 and adding the alpha channel. A very handy little tool for me and it sounds like one you could use. Otherwise you'd have to review very carefully the rather complex rules to add an alpha channel in gimp which I've found is a nightmare and very difficult to get to work.
 
If you need some buttons then tell me. Its easy for me to do few more buttons because got for this skills/software :)
 
WARNING - there seems to be something very wrong on the SVN now. I did test it twice but when I tried the third and subsequent times it gets stuck in Initialising.

Even when I run in debug no errors are happening - it looks like an unending loop may be happening.

Edit I have narrowed it down to something wrong with the Giraffe units.

edit2 reset giraffe units
 
Hi, after reinstalling everything some models grafics are broken any idear why? Normal deer is now deer rider, aurochs is now knight? Screenshots... i copyed my old modfolder and updated it then with reinstalled SVN... :crazyeye: look screenies in my scenario thread.
 
Hi, after reinstalling everything some models grafics are broken any idear why? Normal deer is now deer rider, aurochs is now knight? Screenshots... i copyed my old modfolder and updated it then with reinstalled SVN... :crazyeye: look screenies in my scenario thread.

Do you have animations turned off?
 
Missing text for buildings TXT_KEY_BUILDING_UNSANCTIONED_BANDITS_HIDEOUT3

Strange... that was NOT missing at one point. Wonder how it got fubbled. Ah well... easily enough fixed.
 
got this error message

[255173.266] info type 'COLOR_HIGHLIGHT' not found, Current XML file is: xml\GameInfo\CIV4EspionageMissionInfo.xml

i waited on the EOT for over 10 minutes, before it was 10 seconds, and i liked that . .(i hope this is the right one?). re-tried it and this time it worked, again weird stuff / / /
 
Status
Not open for further replies.
Back
Top Bottom