Single Player bugs and crashes v37 plus (SVN) - After the 24th of December 2016

for some reason, unit movement is not working again, meaning, when a unit has moved ALL of its turns the game does not proceed to the next unit available again . . . save in zip

also when the unit is selected the game will not "release" the unit until u click on another unit also ..

u can check also in my capital, on the modern armor tank when selected for merge it does that, but again wont go to the next unit to do it again . .
 

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Results:
1) At SVN 9734, the "No Traits" Leader reached Sedentary Lifestyle at turn 388 in 5,505 BC (10 techs behind leading AI). Financial Leader reached faster at turn 333 in 8,394 BC (5 techs behind leading AI).
2) At SVN 9751, the "No Traits" Leader reached Sedentary Lifestyle at turn 349 in 6,122 BC (2 techs behind leading AI). Financial Leader reached about the same time at turn 348 in 6,264 BC (1 tech ahead of leading AI).
1. 1st one is in target range to reach Sed Life, 2nd is 2000+ years to early.
2. Both at in the appropriate range for achieving Sed Life, ie Ancient era.

But what is really needed now is When do these games reach Classical Era for next step in evaluation.
 
From a save game in the Industrial era. Here is a list of resources that have no icon and are displayed in a larger font size. I am referring to the City screen resource box.


Barrels
Drugs
Firecrackers
Hats
Kerosene
Lithium
Manganese
Milk
Nets
Saddles
Sausage
Sculptures
Soap
Tablets
Tar
Toys
Woodwind Instruments
Zinc Ore
Between you and Joe that's awesome we're getting the list down. Now we'll have to figure out WHY these aren't working properly. That may come down to code analysis but I wonder if anyone can see some clues. If we open the icon art file, are there any disruptions in the pink pixels that may account for a problem?
 
Between you and Joe that's awesome we're getting the list down. Now we'll have to figure out WHY these aren't working properly. That may come down to code analysis but I wonder if anyone can see some clues. If we open the icon art file, are there any disruptions in the pink pixels that may account for a problem?
Probably because they all have this exact same value in their art xml define:
<FontButtonIndex>199</FontButtonIndex>
They all use button 199
 
Probably because they all have this exact same value in their art xml define:
<FontButtonIndex>199</FontButtonIndex>
They all use button 199
I would think it should be legal to reuse the same icon... if its not then I think we have a coding problem with that. Are there any examples of icons that use the same button as another?

Maybe 199 in particular is borked somehow?
 
I would think it should be legal to reuse the same icon... if its not then I think we have a coding problem with that. Are there any examples of icons that use the same button as another?

Maybe 199 in particular is borked somehow?
Most of those resources do have a unique icon made for them in the Gamefont.tga file, so we should start by assigning them the correct index.
I didn't spot anything wrong with number 199, it looked like a "half life" type wooden crate.
 
Since we are listing resources that have enlarged font and have missing icon in city screen, then I'll list them from my endgame save.
EDIT: same thing can be done in civilopedia when looking trough civilopedia manufactured resources by hovering over buildings providing them.
Icon will be missing in "Provides 1 X (resource icon)" section when hovering over building, that provides them.
Aircraft
Algae
Androids
Barrels
Camel
Carbon Dioxide Ice
Drugs
Ecstasy
Firecrackers
Hats
Heavy Water
Hieracosphinx - Aw damnit pepper it looked like all future resources are intact, when it comes to this bug :p
Jackalope - its peppers animal
Jet Engines
Kerosene
Lithium
Manganese
Meth
Milk
Nets
Nickel Ore
Nok Sculptures
Novus Chemicals
Nutella
Pegasus - another ultrafuturistic manufactured animal
Pencils
Potash
Phoenix - another one
Pyrite
Quilin - another futuristic iconless animal :p
Quetzalcoatl - pepper pls
Rainbow Serpent - 7 cosmic animals for 7 earthly main cultures :p
Sausuge
Saddles
Sculptures
Soap
Tar
Tablets
Toys
Theremin
Typewriters
Unmanned Aircrafts
Vacuum (cleaners :p)
Water Bottles
Woodwind Instruments
Zinc Ore

I bet there is more resources, that went unnoticed, as their producers or themselves went obsolete in earlier eras.
Manufactured bonuses were checked in civiliopedia.

By the way following resources can't be manufactured at all: Crystal Glassware and Skis.
 
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Most of those resources do have a unique icon made for them in the Gamefont.tga file, so we should start by assigning them the correct index.
I didn't spot anything wrong with number 199, it looked like a "half life" type wooden crate.
Are any other resources sharing a particular index or are all others currently using a unique index?
 
Confirmed SVN 9756 has addressed display issues.

Now all I have to do is figure out when and why Research rates for players Not using Tech D nor WFL but also using No Tech advantage have changed (ie increased) with not manipulation from the GSInfos file.
 
Confirmed SVN 9756 has addressed display issues.

Now all I have to do is figure out when and why Research rates for players Not using Tech D nor WFL but also using No Tech advantage have changed (ie increased) with not manipulation from the GSInfos file.
Have you confirmed for certain that the rates differ based on that option? No Tech Advantage shouldn't change anything between two games both without TD or WFL. Would make a huge difference if one game had TD and/or WFL and the other didn't though.

I'm still planning on taking a look but if you can try to look at some of the details, like how long it takes to get the first tech, or perhaps even daring the midgame option switch to see if anything changes about research times, it could be helpful to find any kind of firm confirmation that the option does or does not influence research rates directly.
 
Research without putting any City on lesser research take 2-3 turns on Normal to complete an Ancient or Classical tech now. Games prior to this latest game of Normal (svn 9731start) All research was in the 1 turn range and some turns completed 2 tech in these early Eras. 1000 turns with now ~1,000 techs at the research rate I set back when it was only 924 techs dictates this is the normal rate for Normal GS.

I specifically set this game up to see what affect having the New Option On and No TD or WFL would do to player research.

There is this kicker, I started on an Island (using Toffer's C2C World map). To date 1106AD I have not met a single AI (the default number for a large map was used). So I do not have any AI trade influence either. I have 13 cities on this Island continent now. Cow (especially cow), horse, llama, elephant, camel, donkey, dart frogs, desert tortoise are all present. Along with many of the common animal spawns. Vipers were rare (only 6 seen this whole time).

I do know that I must be close to tech lead because I have founded 2 religions and unless surprised a 3rd very soon. Meso and Judaism with Helenism on the horizon. I missed Tengrii by ~5 turns.
 
Research without putting any City on lesser research take 2-3 turns on Normal to complete an Ancient or Classical tech now. Games prior to this latest game of Normal (svn 9731start) All research was in the 1 turn range and some turns completed 2 tech in these early Eras. 1000 turns with now ~1,000 techs at the research rate I set back when it was only 924 techs dictates this is the normal rate for Normal GS.

I specifically set this game up to see what affect having the New Option On and No TD or WFL would do to player research.

There is this kicker, I started on an Island (using Toffer's C2C World map). To date 1106AD I have not met a single AI (the default number for a large map was used). So I do not have any AI trade influence either. I have 13 cities on this Island continent now. Cow (especially cow), horse, llama, elephant, camel, donkey, dart frogs, desert tortoise are all present. Along with many of the common animal spawns. Vipers were rare (only 6 seen this whole time).

I do know that I must be close to tech lead because I have founded 2 religions and unless surprised a 3rd very soon. Meso and Judaism with Helenism on the horizon. I missed Tengrii by ~5 turns.
That's all good analysis but we need to see if there's a DIRECT correlation that can be proven. I'll have to look at the code of course but what happens to tech research turn times when the options are adjusted in worldbuilder? Does it change anything?
 
Which problem? The icons? Cool :)
Lol, I thought I was fixing the issue, I was only looking in the pedia, where I get the button by using "CvBonusInfo.getChar()", this wasn't working for those bonuses reported here, same issue, different text size and no font icon.
What I changed made it work in the places I display those font icons in the pedia, but when I now entered the game and started looking in the hover overs and bonus list in cities the issue was still there...

I'm a bit boggled about that, the problem was the same in both displays, I would have thought that fixing it for one of them would fix it for both...

I will still update the SVN with what I did as it solved the issue partly.

even stranger, the city bonus list use the same function to get the font Icon GC.getBonusInfo(i).getChar().
 
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for some reason, unit movement is not working again, meaning, when a unit has moved ALL of its turns the game does not proceed to the next unit available again . . . save in zip

also when the unit is selected the game will not "release" the unit until u click on another unit also ..

u can check also in my capital, on the modern armor tank when selected for merge it does that, but again wont go to the next unit to do it again . .
Interesting. At this point I've rolled back every movement change I've recently done so I'm not sure how this is happening. I'll take a direct look though. Anyone else getting this issue? Could it be some kind of BUG option behavior?
 
Are any other resources sharing a particular index or are all others currently using a unique index?
Many othe resources are using the same font icon, that is not the problem here, I mentioned that many of those that didn't work was assigned to 199 because I thought something was wrong with it in the gamefont file.
 
Many othe resources are using the same font icon, that is not the problem here, I mentioned that many of those that didn't work was assigned to 199 because I thought something was wrong with it in the gamefont file.
I just wanted to make sure of that. Now, according to your commit notes, we DO have an invisible barrier here on how many icons we can use?
 
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