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

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Just in case I did not post this earlier:lol:

lol... That's exactly how this particular project has gone! Love it!

Anyhow, SO's crash point is resolved now.
 
Color on alot of the civ are off?

Polynesian is Purple now , wrong color
barbarian is Green??

i think u might have to put the NEW colors at the bottom of the playercolor file?? some files are very touchy..

EDIT: Fixed see below, thx. Toffer;)
 
Oddly, with the debug dll run I didn't encounter a crash. However, looking at the mini did show me a bug in the combat code, although I cannot say for certainty this was the source of the crash. It looks like it was most likely a graphic issue with a particular unit, an animal if I'm not mistaken, but the error I found was making that a little less obvious than it should've been. So all I can really do is correct that. Bug option differences in our setups could be why I didn't hit the same crash point.

So yeah... this remains a bit interesting.
I upgraded to SVN 9136 and I still have the CTD. I get the CTD with the default BUG options too. I ran the game with the debug dll and I get some Assert Failed errors.

During loading I get a lot of the kind you can see on the first image. I hit the Ignore Once button many times, after a while I just clicked to the Ignore Always button, so I don't know exactly how many and if there is some other kind of error during loading.

After the game loaded I hit the End Turn button and I get the second kind of error three times, the third one two times, the fourth one once, the second one again once, then the game crashes.
 

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I upgraded to SVN 9136 and I still have the CTD. I get the CTD with the default BUG options too. I ran the game with the debug dll and I get some Assert Failed errors.

During loading I get a lot of the kind you can see on the first image. I hit the Ignore Once button many times, after a while I just clicked to the Ignore Always button, so I don't know exactly how many and if there is some other kind of error during loading.

After the game loaded I hit the End Turn button and I get the second kind of error three times, the third one two times, the fourth one once, the second one again once, then the game crashes.

I'm guessing that you are trying to load a save from before rev. 9099.
We are currently in a rare modding period where save game compatibility is being completely broken. Let's call it housecleaning after 10 years of accumulated dust.
 
I'm guessing that you are trying to load a save from before rev. 9099.
We are currently in a rare modding period where save game compatibility is being completely broken. Let's call it housecleaning after 10 years of accumulated dust.
You are guessing wrong. :) I started it with SVN 9127. If you read back a little you can see the history of it.
 
You are guessing wrong. :) I started it with SVN 9127. If you read back a little you can see the history of it.
I just experienced the same on rev. 9134 with a game started on 9134.
By choosing an earlier autosave it worked fine. TB would perhaps like a minidump of this as well...


@TB: This is not the same CTD as Usul13 experienced.
Repeatable CTD, game started on 9134. happens on end of turn.
May not be repeatable without my modmod though, but the mini might be helpful anyway.
 

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I just experienced the same on rev. 9134 with a game started on 9134.
By choosing an earlier autosave it worked fine. TB would perhaps like a minidump of this as well...
I uploaded one, but I'm not sure if it helps. It's the same CTD as my previous one with SVN 9132 and I already uploaded a minidump for that.

The problem is TB can't repeat the CTD but I can so I should give him as much info as I can. The next step should be to debug the game in Visual Studio if I'm not mistaken, but I'm not familiar with Civ4 modding at all, and my C++ knowledge is quite limited.
 

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what is this reckless animals in the options about?? TXT doesnt help, nothing there?? pic 1

EDIT: thought these animals were attackers, but they dont do anything at all, and my Hunter even on kill everything doesnt attack either?? pic 2

infact i just manually tried to kill ALL animals and it just walked on top of him withOUT killing them? not good at all, sorry . . . i need subdued animals or at least kill them?? geez . . . (pic 3)
 
I upgraded to SVN 9136 and I still have the CTD. I get the CTD with the default BUG options too. I ran the game with the debug dll and I get some Assert Failed errors.

During loading I get a lot of the kind you can see on the first image. I hit the Ignore Once button many times, after a while I just clicked to the Ignore Always button, so I don't know exactly how many and if there is some other kind of error during loading.

After the game loaded I hit the End Turn button and I get the second kind of error three times, the third one two times, the fourth one once, the second one again once, then the game crashes.
The minidump you posted earlier suggested it was an art problem with a unit attack. I'm not using combat animations at the moment so I'm probably avoiding the issue. I can test again and turn those on and see if I can figure out which unit is giving a problem.

EDIT: The asserts are currently very common ones that have either yet to be sorted out, more fully investigated, or need some reprogramming to be limited further in the conditions in which they would fire. So far all you posted have proven to not point towards an imminent crash.

EDIT2: Yes... I was avoiding the crash since I had the quick combat options turned on and wasn't hitting any combat animations. Now that this is confirmed it'll take me just a bit longer to identify which unit (of two possible I can narrow it down to) is causing a problem.

I just experienced the same on rev. 9134 with a game started on 9134.
By choosing an earlier autosave it worked fine. TB would perhaps like a minidump of this as well...


@TB: This is not the same CTD as Usul13 experienced.
Repeatable CTD, game started on 9134. happens on end of turn.
May not be repeatable without my modmod though, but the mini might be helpful anyway.
I'll take a look.

I uploaded one, but I'm not sure if it helps. It's the same CTD as my previous one with SVN 9132 and I already uploaded a minidump for that.

The problem is TB can't repeat the CTD but I can so I should give him as much info as I can. The next step should be to debug the game in Visual Studio if I'm not mistaken, but I'm not familiar with Civ4 modding at all, and my C++ knowledge is quite limited.
This mini could be useful. I'll take another look at this one.
what is this reckless animals in the options about?? TXT doesnt help, nothing there?? pic 1
Dang... reference was misnamed eh? I'll fix that today.

The option is intended to make animals act exactly as aggressively as they did before the more recent adjustments. However, you brought up a point in the next statement that may be stopping them from being even capable of being aggressive...

EDIT: thought these animals were attackers, but they dont do anything at all, and my Hunter even on kill everything doesnt attack either?? pic 2
1) The team of the animal is only a slight indicator of likelihood of the animal to attack. The 'team' they are on is more about their place in the food chain. It does not directly influence their aggressive tendencies. That factor is established by animal and Toffer has been working on that based on new tags that haven't been manipulated in the code since proven to function properly.

2) The auto hunt function does have an odds threshold you can set and the higher it is the more reluctant the hunter would be to attack, but I'm thinking there is perhaps an issue in the declaration of war...

infact i just manually tried to kill ALL animals and it just walked on top of him withOUT killing them? not good at all, sorry . . . i need subdued animals or at least kill them?? geez . . . (pic 3)
That's what makes me think there's a problem with declaration of war. I'll try to debug that immediately. If your hunter can see an animal, it should be able to attack it.

EDIT: I THINK it has to do with the Peace Among NPCs option. I just looked at the code for that and it may be possible it was keeping npcs from declaring war on any other nation rather than just each other.
 
I upgraded to SVN 9136 and I still have the CTD. I get the CTD with the default BUG options too. I ran the game with the debug dll and I get some Assert Failed errors.

During loading I get a lot of the kind you can see on the first image. I hit the Ignore Once button many times, after a while I just clicked to the Ignore Always button, so I don't know exactly how many and if there is some other kind of error during loading.

After the game loaded I hit the End Turn button and I get the second kind of error three times, the third one two times, the fourth one once, the second one again once, then the game crashes.
Ok, so apparently we have an issue with the Great White Shark animations. I think it may be the death animation or withdrawal or something. Put him in combat without quick combat options on and it produces a crash.

You can get past this by turning the quick combat options on in the main in-game vanilla options tab but one of our animators will need to take a look at what's going on with this critter.

There MIGHT also be potentially a problem with my <Title> tag on the groupspawnunitcombat tags and it could be setting up this crash in the exe but I don't think so due to the fact that quick combat gets around the issue and if I'm using the quick combat options I get a correct message report about this problem causing battle. If this was actually the source of an issue I'd think I'd not be getting correct text reports either way.
 
I just experienced the same on rev. 9134 with a game started on 9134.
By choosing an earlier autosave it worked fine. TB would perhaps like a minidump of this as well...


@TB: This is not the same CTD as Usul13 experienced.
Repeatable CTD, game started on 9134. happens on end of turn.
May not be repeatable without my modmod though, but the mini might be helpful anyway.

Probably because I'm not loading this with the modmod, I found a load crash point rather than a crash point. However, the mini suggests it WAS the same problem as Usul13 experienced, which was an animation crash (I believe) with the great white shark - though yours could've been any other unit rather than just that one as the mini can't help me to narrow in on which unit it was, only that the crash spot in the code was exactly the same.

EDIT: Was able to work out the crash point on load fine but there's no crash during the processing (at least not without including your modmod.)

Before I take the very lengthy steps to test your modmod files included, do me a favor and turn your quick combat options on in the vanilla in-game options panel. Then see what combat reports you get when you (presumably) make it through the round you're crashing at. Those units mentioned in battle may have some animation issues that are causing the crash you're experiencing.
 
You'll be able to with my next commit. The animal players aren't getting their war declarations in against all PC players as they are supposed to thanks to a bug in the Peace Among NPCs option. I'm confirming the fix right now then I'll be compiling and committing.
 
You'll be able to with my next commit. The animal players aren't getting their war declarations in against all PC players as they are supposed to thanks to a bug in the Peace Among NPCs option. I'm confirming the fix right now then I'll be compiling and committing.

ok, sorry to hound u, how are u feeling today, i hope better!!!:vomit:
 
Still home sick but I'm hoping it'll be the last day out. I'm right on the verge of being ok to work and probably could've but I don't want others getting it either. And some extra sleep helps to get rid of it quicker ;)
 
Still home sick but I'm hoping it'll be the last day out. I'm right on the verge of being ok to work and probably could've but I don't want others getting it either. And some extra sleep helps to get rid of it quicker ;)

[offtopic]I hear ya, try some "Vicks" vapor rub, that always helps . .
 
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