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

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Interesting. I won't discount this feedback. I'm just not sure how its working out this way. These areas of the code are so complex one must basically theorize about a lot of what takes place until the deepest of study can take place. I know that the game does process as I explained but there could be some control factors I haven't seen. On that lower stack limit game, were the stacks mobilizing to attack or were they generally tending to stay lurking 'in wait'?

If you have the savegame I posted a page back (or just d\l it), when I had a CTD caused by switching Civic sets, then you can see for your self. The Maori (who declared war on me) have only 1 city (while every other Civ has 10 to 17) and there is a bottleneck that I'm defending. The number of stacks is greatly diminished in that save as by that time I had whittled down 3 or 4. And so far this game has shown a much lower propensity to overbuild the stacks, for reasons already stated.

JosEPh
 
ART_DEF_GREAT_PERSON_MONTALBANO not found??

same for "SHIRLOCK_HOLMES??

this is what was under GP: (but its asking for ART . . .)

<UniqueName>TXT_KEY_GREAT_PERSON_MONTALBANO</UniqueName>
<UniqueName>TXT_KEY_GREAT_PERSON_SHIRLOCK_HOLMES</UniqueName>
 
ART_DEF_GREAT_PERSON_MONTALBANO not found??

same for "SHIRLOCK_HOLMES??

this is what was under GP: (but its asking for ART . . .)

<UniqueName>TXT_KEY_GREAT_PERSON_MONTALBANO</UniqueName>
<UniqueName>TXT_KEY_GREAT_PERSON_SHIRLOCK_HOLMES</UniqueName>

Also this:

[667.468] info type 'BUILDING_CHOQUEQUIRAO' not found, Current XML file is: modules\My_Mods\Pepper2000\Pepper2000_CIV4BuildingInfos.xml

The first part is because of the Great Person mod displays a screen when you get a GP. I forgot.

Second is because Rwn changed BUILDING_CHOQUEQUIRAO to BUILDING_ANDEAN_SHRINE but the text is still Choqu.... Dang I am getting a vision migrain and am having difficulty seeing the screen or even the keyboard at the moment.

edit I am not finding the second anywhere. I'll down load the latest Pepper2000 mod as see if it is in there.
 
crash to desktop on the next turn, its a game where i have used the worldbuilder to give the ai some help by giving them all the cities of the smaller civs a few turns ago in case you are wondering about why some areas barely got defenders.
 

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crash to desktop on the next turn, its a game where i have used the worldbuilder to give the ai some help by giving them all the cities of the smaller civs a few turns ago in case you are wondering about why some areas barely got defenders.

Ok, judging by the minidump, am I right in guessing that your game is up to the point where at least one air unit is in the game by now?

I think we have a major graphic issue crash taking place with the animation(s) of some air units as they perform actions. The crash is not AT the point where 'active defense' is called on for air units to perform for a player, but just after that point in the exe, suggesting something I've seen lurking for a while which is that an air unit or two has some bad anims. I know the Ornithopter does and the scouting animation was turned off entirely to avoid that problem... but if it still has a problem with other animations we're going to have to address it.

While I can always be wrong, my assessment is that this problem is not in the code and cannot be fixed by the code unless we're perfectly cool with me turning off all air animation events which may not even work if python calls any.

For YOUR game, try turning off the bug option for active defense and it may help for now.
 
Did someone change the gamefonts again?? I believe this has to do with the religion Rodnovery???

Yeah... I'll have to compare an old file and update the new one in some spots apparently.
 
Getting this one with the debug dll
Spoiler :
Code:
Assert Failed

File:  CvGlobals.cpp
Line:  5335
SVN-Rev:  9073
Expression:  stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message:  info type '
					' not found, Current XML file is: xml\Units\CIV4UnitInfos.xm
Is something wrong on my end or is it a problem in the SVN?


EDIT: Checked with a fresh SVN, the problem was on my side.
 
If you build a second Palace the old one will not get replaced. This matters because Palace gives 10 commerce (huge) and to some Wonders that require NOT a Palace (like the Palace from Zoroastraism).

dunno if this has been posted before, if yes please disregard
 
If you build a second Palace the old one will not get replaced. This matters because Palace gives 10 commerce (huge) and to some Wonders that require NOT a Palace (like the Palace from Zoroastraism).

dunno if this has been posted before, if yes please disregard

That should not be happening but I think it is a consequence of something that was "fixed" a long time ago. We used to have a building "Tallest Building in the World" it was a wonder but someone else could take it away from you by building one bigger.
 
Turning of active defence allowed the game to continue, the first airplanes where in the game one of the AI's had researched clockpunk.

@Art and animation team: Please note that we need to correct the animations on the Ornithopter! Causing big problems those.
 
Yes I did and I have a fix. I just did not have a chance to upload it yet. All I am doing is reusing the Spy pictures for the default Detective and all the current named detectives.

Do need some real detectives to add in.
 
Yes I did and I have a fix. I just did not have a chance to upload it yet. All I am doing is reusing the Spy pictures for the default Detective and all the current named detectives.

Do need some real detectives to add in.

Get with Sparth, he is good at doing that kind of stuff, btw . . .can u PM me an say what ur working on at the present and what needs the most attention, and i will PM u back with other stuff, ok, thx . . SO
 
Get with Sparth, he is good at doing that kind of stuff, btw . . .can u PM me an say what ur working on at the present and what needs the most attention, and i will PM u back with other stuff, ok, thx . . SO

Im little busy now. Got more time for this in next week.
 
Getting some strange movement "bugs". Just captured a barb city and can not move any of the attacking units into the city Except the Unit that actually did the final battle. But can move the captured mil unit back in. The City has a GG that is "greyed" out. And I suspect this is the cause. Somehow the game "thinks" this GG is Invisible. And I do Not have that Option or any other CM Option On. City is Shabas NE of Ngapuhi. Should be centered upon opening save.

Savegame and Screenshot below. Game started with SVN 9070 and updated to 9078.

JosEPh
 
Just updated to SVN 9084 and after Re-Calc and Non fatal warning about Celtic_Dun being removed clicked EoT and instant CTD, repeatable.

Previous save game in post above is before the SVN update. Both are using CIVPlayer8's new zzNewCivic set placed in My_Mods.

Save and MiniDump below.

JosEPh
 

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