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

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The version number of the minidump is just a good indicator on when the dll was last updated.
I'm sure TB will have a look at it when he gets time, thanks for reporting, every bit helps.
 
I am still getting a reported combat odds of <0.1% chance of raft against kookaburra but I win the fight easily.

edit I have Advance Combat Odds off.
 
@DH/TB: I still thinks it has to do with the damagemodifer i set on those birds...

@TB:
Why is it that every time one goes to main menu from an ongoing game and tries to start a new one that the game CTD during mapgen?

This is what PythonErr.log says:
Code:
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
This is what PythonDbg.log says:
Code:
21:53:48 TRACE: Error in changeWar event handler <function onChangeWar at 0x1EB8DA30>
21:53:48 TRACE: unidentifiable C++ exception
21:53:48 TRACE: Error in changeWar event handler <function onChangeWar at 0x1EB8DA30>
21:53:48 TRACE: unidentifiable C++ exception
21:53:48 TRACE: Error in changeWar event handler <function onChangeWar at 0x1EB8DA30>
21:53:48 TRACE: unidentifiable C++ exception
21:53:48 TRACE: Error in changeWar event handler <function onChangeWar at 0x1EB8DA30>
21:53:48 TRACE: unidentifiable C++ exception
21:53:48 TRACE: Error in changeWar event handler <function onChangeWar at 0x1EB8DA30>
21:53:48 TRACE: unidentifiable C++ exception
21:53:48 TRACE: Error in changeWar event handler <function onChangeWar at 0x1EB8DA30>
21:53:48 TRACE: unidentifiable C++ exception
21:53:48 TRACE: Error in changeWar event handler <function onChangeWar at 0x1EB8DA30>
21:53:48 TRACE: unidentifiable C++ exception
Perhaps it has something to do with all the NPC players declaring war at the game initialization??

Since it's python related, perhaps DH has some insight??


Edit: Hey Sparth what is your next C2C project, I'm curious, the big tech icon stuff you worked on seemed interesting?
 
I am still getting a reported combat odds of <0.1% chance of raft against kookaburra but I win the fight easily.

edit I have Advance Combat Odds off.

Have you tried turning it on and seeing if it changes things?
 
@DH/TB: I still thinks it has to do with the damagemodifer i set on those birds...

@TB:
Why is it that every time one goes to main menu from an ongoing game and tries to start a new one that the game CTD during mapgen?

This is what PythonErr.log says:
Code:
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception
Traceback (most recent call last):
  File "BugEventManager", line 363, in _handleDefaultEvent
  File "TheMotherlandCalls", line 27, in onChangeWar
RuntimeError: unidentifiable C++ exception

Perhaps it has something to do with all the NPC players declaring war at the game initialization??

Since it's python related, perhaps DH has some insight??

It is a Platyping module. It is possible that some of the variables are not being set properly. This is a known problem with playing a game for awhile and then trying to start a new one without exiting first. I can add a check to make sure there are no null values in the parameters.

The file PythonErr.log is empty.

Then there is no Python error or the logging was not set on correctly.
 
This is a known problem with playing a game for awhile and then trying to start a new one without exiting first.
You don't even have to play one turn in the game before going to main menu for the following map generation to fail miserably. Load a game... regret the choice, go to main menu, start a new custom game (I haven't tested play now or scenarios), CTD.
 
You don't even have to play one turn in the game before going to main menu for the following map generation to fail miserably. Load a game... regret the choice, go to main menu, start a new custom game (I haven't tested play now or scenarios), CTD.

Yeah that happens to me all the time . .
 
Have you tried turning it on and seeing if it changes things?

Turning it on displays the correct odds, but it is only that one set of units that have the problem and I don't like advanced odds.

You don't even have to play one turn in the game before going to main menu for the following map generation to fail miserably. Load a game... regret the choice, go to main menu, start a new custom game (I haven't tested play now or scenarios), CTD.

Yeah that happens to me all the time . .

Starting a turn is awhile, the smallest:lol:

The whole thing, dll, exe and python fails to reinitialise its variables leaving them with the values they had in the game you just left. It is poor programming but there is not much we can do about it.
 
You don't even have to play one turn in the game before going to main menu for the following map generation to fail miserably. Load a game... regret the choice, go to main menu, start a new custom game (I haven't tested play now or scenarios), CTD.

After it CTD's Then you try again and it will work. Clears something somewhere like the Cache by doing the 2nd try.

JosEPh
 
Was playing great then hit EoT and poof, CTD

savedgame and mini in zip

The cause of this crash is very complex and somewhat confusing. I've had to take some deep though time on this one and I still haven't yet come up with the answer I'm looking for. Sorry for the delay. I'm trying to figure out if the crash is a data issue or if it's a matter of a graphic flaw on Neanderthal cities. What's happening is the city is being revealed by a unit and is being made visible but in the process it's causing a crash in the exe.

It MIGHT be possible that there's something unavoidably bad about allowing NPCs past barbs to have cities - a mysterious exe based graphic issue. That would be unfortunate imo but not completely mod shattering as we could go about such NPC outposts in a unique way entirely. Some recent discussion has taken place on that subject already.
 
Turning it on displays the correct odds, but it is only that one set of units that have the problem and I don't like advanced odds.
Ok, well that at least tells me the nature of the problem and why I've not been able to replicate it. I'll have to look for how the odds display differs between advanced odds and non-advanced odds settings. Knowing the math is right on one but not on the other suggests the other is pulling the wrong variable!

If it's pulling its info from the same source hunters are to determine whether to attack or not it could begin to create some answers there as well but that's possibly wishful thinking.

After it CTD's Then you try again and it will work. Clears something somewhere like the Cache by doing the 2nd try.
Or simply do it right the first time and always exit to desktop and re-initialize the mod before trying to load or start a new game. That will clear the erroneously held data.
 
<snip>


Or simply do it right the first time and always exit to desktop and re-initialize the mod before trying to load or start a new game. That will clear the erroneously held data.

Re-initialize: By going thru the Main Civ IV BtS start screen Or by your C2C short cut, which one or either?

JosEPh
 
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