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

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Success - I reset options (remember I played around with different settings) to original {see below} and turned off EFFECTS DISABLED. The game proceeded to Zulus wanting a trade deal. Before it just CTD.


The game option screen shown is what I normally play.

But in trying to solve this problem I had turned on:

Show enemy and friendly moves. To see if it gave me an indication of the area it crashed.

Turning them off (with the effects settings now on) the game continued.

If you need further info - please ask.

Must now - sleep.
Ok, thank you! I don't think I can 'solve this' per se. This would indicate it's our classic animation problem. But I'll look into it anyhow.

EDIT: Man... I cannot get this thing to crash! But what you've said certainly points to another graphic based crash in the combat animation somewhere, which, if I can identify it, I can shut it off.

If it's not terribly important to you to continue THIS particular game, then my goal of going back and figuring out how this graphic problem emerged in the first place after breaking save compatibility, assuming the issue I'm solving by doing that may BE part of the problem, may be a better investment of time into finding a real solution rather than another hole to patch. I know this game is super developed and was probably heart breaking to lose at the time but if you are willing to let it go, I can start working on this save breaking project and that may solve the underlying problem itself but won't save this particular game.
 
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if you are willing to let it go, I can start working on this save breaking project and that may solve the underlying problem itself but won't save this particular game.

As I tried to explain above by changing the "Effects Disabled" option I managed to get past the CTD. I will see how far I can proceed - just out of curiosity.

As for the game itself it is not important. I was just seeing what was available in later era's so not bothered about losing it.

Thanks TB.
 
As I tried to explain above by changing the "Effects Disabled" option I managed to get past the CTD. I will see how far I can proceed - just out of curiosity.

As for the game itself it is not important. I was just seeing what was available in later era's so not bothered about losing it.

Thanks TB.
I tested with it on and off, with the showing of battles and without... I just can't seem to get this puppy to crash. lol Ah, well huh?
 
Have 1 trained dog, that does not have the attack possibility?? Hope i have the correct spot . .

It looks like you took the Armed Guard promotion on your dog, which removes the ability to attack.
yeah, those probably shouldn't be available for dogs. Good point. But it does go to show what that promo line is about. It dedicates the unit to defense only. Generally speaking, this is for units that would guard other units like workers and merchants and other traveling targets for criminals and strike teams. One major goal I HOPE to get to this cycle is giving the AI some knowledge of how to use it. This was going to be a dedicated unit line but I realized the goal could be instead achieved by these promos.
 
The game lags like ass if you play with AI auto play full automation, at lest that is my case.
Interesting. I may need to be reminded how to run on that mode - it IS intensely useful for finishing touch and refinement work on the mod. Delays there can reveal larger delay issues in the AI.

But I must ask, what version are you using here?
 
Pepper's Space Mod (actually Modmod) for C2C is a work in progress. And play results will be different than regular C2C play.

By using it your are basically being a beta tester for that Modmod and not for C2C. We can't fix Modmods. That is up to the author of the Modmod.

JosEPh
 
Pepper's Space Mod (actually Modmod) for C2C is a work in progress. And play results will be different than regular C2C play.

By using it your are basically being a beta tester for that Modmod and not for C2C. We can't fix Modmods. That is up to the author of the Modmod.

JosEPh
Current SVN version, 9331. When ever the game lags out or becomes unplayable. Yes, in the Beginning of the game, when ever its started. Standred, 1vs1 AI, Snail, To see the later ages (Eg Transhuman) without player input, In the game map.
 
The game lags like ass if you play with AI auto play full automation, at lest that is my case.

That's not a lag just the normal turn processing.

Especially if you have the Minimize Ai Turn Time option enabled it looks like the game freezes but it's just doing it's work. Sometimes the graphics aren't refreshing while the game processes a few turns in a row.
 
Changes in Sources/CvPlot.ccp

From C2C v35
if (GC.getDefineINT("ROUTES_UPGRADE"))
{
for (int iI = 0; iI < GC.getNumBuildInfos(); iI++)
{
if (GC.getBuildInfo((BuildTypes)iI).getRoute() == getRouteType())
{
iTime = std::max(1, iTime - GC.getBuildInfo((BuildTypes)iI).getTime());
break;
}
}
}

To Current SVN
if (GC.getDefineINT("ROUTES_UPGRADE"))
{
for (int iI = 0; iI < GC.getNumBuildInfos(); iI++)
{
if (kBuild.getRoute() == getRouteType())
{
iTime = std::max(1, iTime - kBuild.getTime());
break;
}
}
}

Which seem to have gotten changed when
if (isPeak())
got changed to
if (isPeak2(true))

Does anything there have to do with the Route Upgrade costs option?

Cheers
 
Changes in Sources/CvPlot.ccp

From C2C v35
if (GC.getDefineINT("ROUTES_UPGRADE"))
{
for (int iI = 0; iI < GC.getNumBuildInfos(); iI++)
{
if (GC.getBuildInfo((BuildTypes)iI).getRoute() == getRouteType())
{
iTime = std::max(1, iTime - GC.getBuildInfo((BuildTypes)iI).getTime());
break;
}
}
}

To Current SVN
if (GC.getDefineINT("ROUTES_UPGRADE"))
{
for (int iI = 0; iI < GC.getNumBuildInfos(); iI++)
{
if (kBuild.getRoute() == getRouteType())
{
iTime = std::max(1, iTime - kBuild.getTime());
break;
}
}
}

Which seem to have gotten changed when
if (isPeak())
got changed to
if (isPeak2(true))

Does anything there have to do with the Route Upgrade costs option?

Cheers
Well... first of all this is effectively no change at all except to streamline the processing speed a tiny bit. Second, this is all within an IF statement that asks if the Routes Upgrade global option (a boolean) is ON, and if it is, then we give it the amount of turns remaining before 'this' turn is counted before it upgrades. Since there's no functional change in the coding here, if it was working before this it would be working now and if it was not working before this, it would not be working now.
 
Also this may not be caused by my modmods; ive had similar problems in the early versions.
Alberts gave you the answer I believe is accurate.

:
That's not a lag just the normal turn processing.

Especially if you have the Minimize Ai Turn Time option enabled it looks like the game freezes but it's just doing it's work. Sometimes the graphics aren't refreshing while the game processes a few turns in a row.
 
So basically the problem is elsewhere then, in all likelihood somewhere where I can not find it.
Thanks though.

Cheers
 
So basically the problem is elsewhere then, in all likelihood somewhere where I can not find it.
Thanks though.

Cheers
Sure looks like it should be working though. What's the function all that is within? I can take a look for possible logic flaws or disconnections when time permits.
 
@TB

Here is a savedgame that will not load, see attached, dont worry about this until u have time to see whats going on, if it takes a month or 2 thats ok, i can use it anyways . . . thx . . .SO
 

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@TB

Here is a savedgame that will not load, see attached, dont worry about this until u have time to see whats going on, if it takes a month or 2 thats ok, i can use it anyways . . . thx . . .SO
Sadly, at this point, by the time I get around to it, the current assets will break ALL savegames anyhow.
 
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