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

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I started a new game update 9188. I do not understand why, but all animals have my flag.
Thanks and good job.
Well, that shouldn't happen.
How did you update the mod?
Could you try to use SVN "Clean Up" on your SVN folder, and then export/copy the SVN files to your empty (except for UserSetting folder) mod folder one more time. This might help.
 
I'm strongly opposed to this notion myself.

@TB: Take your time, ignore the nagging, I'm sure we'll get the mod on the right track soon enough.
Sorry for my rant. With bugs piling up and being unable to solve the first one of them yet with as much as I've put into it and the tenuous state of mind I'm in due to things I explained previously (and more) I sorta snapped a bit.

But in the end, I needed to hear what you and others have stated here. So thank you for that!

So these current CTD's cant be fixed?? Because right now i cant even get pass 1/3 of the beginning of the Ancient Era . .
It's hard to say at this point. It's beginning to be envisionable that it may not be possible. However, there are other obvious bug issues taking place that may be so closely related that to fix the more obvious ones is to fix the less obvious ones. Furthermore, ALL I have been able to find time to begin to evaluate so far has been the first of many crash reports. Yours have not been looked at yet because the first one up to bat here has so far been the most elusive bug to reveal any clues that I've seen in a very long time. That one alone may take days to complete analysis on and I may or may not get much in the way of a hint as to what's really the problem.

However... see my reply to toffer below.
We have added a major change to the way things happen in C2C and the solution to turn times is to go back and take something that is working fine out?
You just voiced my opinion quite well my friend. Thank you!
Seems a bit strange to me. Properties are fine as far as I can see; even the few that spread are working OK, so I am with TB on this one. Besides I need 3-5 game level properties and 10-20 player level properties for some of the things I want to do.

The problems we were having with turn times have gone as far as my last game goes. The turn times have been good for me and while I have an SSD I discovered yesterday that I don't use it for Civ IV:crazyeye:
I would've thought things would've sped up quite a bit lately. Glad to hear some reports of success in that area.

As far as i can tell the problems, besides the graphical ones, are all about the number of units in the game. In the early game this is the number of animals but in later games it is the number of normal units. As has been said elsewhere we need to figure out a better way of doing the combat units and as far as the animals are concerned we need a better spawn set up.

The old way of one set of animals which were also barbarians worked but had a few areas which were not the way we wanted them in game. With the three animal nations we are just finding our feet. The two problems I have with the animal option I have tried is that choosing it or not gives extreme results ie there is either 10 animals per plot or only 1 animal per 100 plots. Neither is a good result and we need to look at ways to fix it. I have only been trying the option which has the animals fighting each other or not.
You're right on point here too. This is why I just this last weekend added new tags to Civilization Infos that still need to be worked and defined. See my commit notes but these tags give us the toggles to add or diminish the ratio and frequency of spawns by player so that all on a given team can be manipulated. I THINK this should be enough to enable us to address the balance between options you're pointing at. Toffer helped me with the conceptualizing of the tags but they still need initial definitions now that the game can utilize them. So once again I need someone to help with that.

I agree, lets find our feet before we do anything rash at this point.

Have anyone any idea what may cause the strange city bug shown in this picture?? Why is it that only 1 of the NPC's (barbs) can have cities without bugs when they are set up more or less the same way in xml.
I'm not implying here that animals should have cities in any capacity, they were included in the picture because they are technically in the same boat.
I've not only been wondering about this because I've seen the problem once, I also thought it was the 'graphical error' you had found and fixed a number of commits back. Knowing now that its still taking place strongly suggests THIS may really be the root bug, or an expression of the root bug that I may be able to track down a little better. I've seen hints of this being an issue in the code. Unfortunately I don't know enough about graphic setup issues to know immediately where to start looking into this. @DH: does this stuff start in the python perhaps and could I have missed something that I thought initially SHOULD only apply to barbarians when in-fact it should apply to all NPCs instead?
 

Yes Dreifels We Know!

Here is the problem. You are using Pit's Scenario that Has Not Been Updated to current SVN.

Because it's a Scenario built Prior to the SVN you started with (SVN 9174 DLL) your save game is Not Saveable. It's Done. We Can Not Save It.

Suggestion: Start a New game But Not with 34 AI plus the 6 NPC (for a Total of 40 AI) on a Specialty Gigantic Map that is out dated! Pit's Map has Not been changed to reflect the reduction of Starting AI and now the New NPCs.

The Map is simply overloaded. Pit has made tweaks to it that are no longer compatible with current SVN. Nor has it been updated to new Terrain Graphics and so much more.

@T-Brd,
I have uploaded the MiniDump for Driefels game after it was updated to SVN 9188, If you want to look at it. It is probably of no use. But it's here if you want it.

JosEPh
 
you are confusing me. what "4GB" Patch you have and what is the effective useable ram with it?

The only patch I know is that of http://www.ntcore.com/4gb_patch.php and this is a 3GB patch as it allows to use up to 2.956 GB, all other above is kernel.

That was the same like the former 2GB-break for XP which had done the same.
A patch that give 500 MB only for XP I never seen.

Please take a look at the site again. The 4GB is not just in the name of the patch. Although you need a 64bit system and more than 4GB RAM so that the kernel and other processes can be placed in the region above 4GB.
 
Anything. After the "Clean Up" of the SVN folder and export / copy the SVN files, the problem remains. I then deleted the files in the SVN folder, and I downloaded the game again (SVN 9188). I started a new game and the result is this.
Sorry for the inconvenience and thank you.
 

Attachments

@Dreifels:

Don't get offended by Joes last post, he meant no real offense.
His signature excuses him. ^^

Thanks for the Disclaimer. ;)

JosEPh
 
Anything. After the "Clean Up" of the SVN folder and export / copy the SVN files, the problem remains. I then deleted the files in the SVN folder, and I downloaded the game again (SVN 9188). I started a new game and the result is this.
Sorry for the inconvenience and thank you.

I played 2 turns of your game with no problem. Sorry.

Below is your save game advanced 2 turns. The problem is on your end salvelinus. Perhaps your computer? :dunno:

The SVN is fine and your save plays on my computer (win 10 x64, i7, 2500K 3.2Ghz, 8GB DDR3 1066Mhz ram, with a Nvidia GTX 550 ti vid card with 1 GB DDR3 vid ram).

EDIT: Suggestion clear your cache for Beyond the Sword. This will clear up residual cached items that may no longer be compatible for your newest game. The SVN is not your problem. The Flag issue clearly points to the cache.
Do you know how to find the Cache for Beyond the Sword on your Computer?
EDIT2: If you have win 10 as your OS here is the Path to the cache, Delete All files in the cache before you restart this game or a new game.
Here is the Path: C:\Users\"username here"\AppData\Local\My Games\Beyond the Sword\cache . This is Important to remember especially when we have any more Game breaking SVN updates. You will also need to go into BUG Option screen on your 1st turn of a new game (or Next turn on this game) and reset all your options. Then Double save the game, save and then save again. When it asks you if it's Ok to overwrite click the OK and let it. This sets all your BUG settings to the Options you just set.


JosEPh
 
Can you believe I do not understand. Your computer is basic similar to mine, so I have 8 GB RAM and the Nvidia Geforce GT 630 card, and the 64-bit operating system. You also see the wolf and bison with the Roman flag? Not have been caught, they are wild.
 
Can you believe I do not understand. Your computer is basic similar to mine, so I have 8 GB RAM and the Nvidia Geforce GT 630 card, and the 64-bit operating system. You also see the wolf and bison with the Roman flag? Not have been caught, they are wild.

I did 2 EDITs to my previous post. Please reread and clear that cache. Your game is Playable but your really need to clear out (completely delete all files in the cache folder). This will correct your flag problems And most likely allow you to continue that game.

I'm a slow typist so you may have missed my EDITs. :p

JosEPh :)
 
Can you believe I do not understand. Your computer is basic similar to mine, so I have 8 GB RAM and the Nvidia Geforce GT 630 card, and the 64-bit operating system. You also see the wolf and bison with the Roman flag? Not have been caught, they are wild.

I tested your save as well and there was nothing wrong with the flags...

If Joes tips doesn't help then I don't know what to say...
 
Ok guys. I was the fool. With 10 windows (installed recently) I could not find the right cache to empty. Sorry for the loss of time. Now it's all right.
A million thanks.

You are Welcome. :)

JosEPh
 
@Toffer,

SVN 9189 causes save games to CTD on Initializing BUT, I have found a way to get past it.

If anyone has a game that CTD's after updating to 9189 here is what you need to do.
1. Try loading last save. It will CTD at Initializing.
2. Next Load the 1st savegame you kept for that savegame that CTDs. I always save on turn 0 50,000BC. This save will load.
3. After Initial save Loads go to in game menu and select last Save (the one that CTDs) it will hesitate at Initializing but the proceed to load. (If the Side bar pop up for game Options appears you are in.)
4. Do the Re-Calc.
You should now be able to continue your game.

@T-brd,
Below is my MiniDump for my game after the 9189 update.

@ SO, you may need to do this on your last 2 CTDs to get your games going. I have not tested any of yours yet though to verify.

JosEPh
 
@Toffer,

SVN 9189 causes save games to CTD on Initializing BUT, I have found a way to get past it.

If anyone has a game that CTD's after updating to 9189 here is what you need to do.
1. Try loading last save. It will CTD at Initializing.
2. Next Load the 1st savegame you kept for that savegame that CTDs. I always save on turn 0 50,000BC. This save will load.
3. After Initial save Loads go to in game menu and select last Save (the one that CTDs) it will hesitate at Initializing but the proceed to load. (If the Side bar pop up for game Options appears you are in.)
4. Do the Re-Calc.
You should now be able to continue your game.
Huh, even though it was just a small tweak of some numbers for spawning I did a test run, and my save loaded fine. Perhaps something else is afoot here.
 
Please take a look at the site again. The 4GB is not just in the name of the patch. Although you need a 64bit system and more than 4GB RAM so that the kernel and other processes can be placed in the region above 4GB.

sorry, think this is the wrong thread, but I need to answer.

w 64 bit system does NOT address the XP/32 bit kernel above 4GB, but above 3GB using the space up to 4GB. It moves the kernel etc. from the space 2-3 to 3-4
It makes NOT 4GB free for use oby a 32bit system!

I do not now any setting/tool/fix/patch or whatever, by that an XP 32 bit game - can use adressable RAM above 2956 KB

If You have such, pls post

The difference of a 64 bit system to the 32 bit system is, that Win7 (i.e.) does automatically make the space free and puts all above the 3GB, so that the boot patch of XP no longer is necessable.

All other is same like on a 32 bit system for a 32bit program.

However, the 32 bit program must be able to address above 2GB, it needs to have the flag "can use above 2GB" internal.

As the old BtS original on CD delivered version did not had that flag, there come out a patch for BtS with that flag.

If it has not that flag it can not use the space between 2 and 3 GB anyways.

There never had been a patch or whatever that made 500 MB free only. Windows never had another ram address border than that of 2GB and 3GB, no other step between.

Also, Windows (all versions up to WIn 10) NEVER addressed kernel above 4GB, also not with a patch or whatever.
 
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