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

@Toffer90

On that last commit, since i hate writing anything in the SVN Changelog area, that is NOT a change, so did that last commit have a compatibility problem, because i had a CTD right away after updating to ur commit??
It didn't show any signs of that when I tested it.
I mostly changed text entries and that shouldn't cause much reason for CTD, sounds strange.
The only thing was that could cause compatibility issues was that I changed the tag name of lunar manufacturing from
TXT_KEY_TECH_LUNAR_LUNAR_MANUFACTURING to TXT_KEY_TECH_LUNAR_MANUFACTURING.
but it shouldn't CTD from it.
 
It didn't show any signs of that when I tested it.
I mostly changed text entries and that shouldn't cause much reason for CTD, sounds strange.
The only thing was that could cause compatibility issues was that I changed the tag name of lunar manufacturing from
TXT_KEY_TECH_LUNAR_LUNAR_MANUFACTURING to TXT_KEY_TECH_LUNAR_MANUFACTURING.
but it shouldn't CTD from it.
OK, let me try a few turns back, other wise, something happened?? Because i am in a new PreH Era start . . .

EDIT Nope didnt matter, still CTD, let me try the debug, once. .

EDIT: OK i got these errors on the debug and then it just CTD right away . . .
 

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Last edited:
I just updated and now I can't load my save games. New screen I've never seen before and it went so fast I could not read it. But I got no minidump either.
 
It didn't show any signs of that when I tested it.
I mostly changed text entries and that shouldn't cause much reason for CTD, sounds strange.
The only thing was that could cause compatibility issues was that I changed the tag name of lunar manufacturing from
TXT_KEY_TECH_LUNAR_LUNAR_MANUFACTURING to TXT_KEY_TECH_LUNAR_MANUFACTURING.
but it shouldn't CTD from it.

Isn't this like the 1st Save Game Breaking thing we had in v36. Where we changed the "name" of a Tech to match it's description? Sure seems like it.
 
It didn't show any signs of that when I tested it.
I mostly changed text entries and that shouldn't cause much reason for CTD, sounds strange.
The only thing was that could cause compatibility issues was that I changed the tag name of lunar manufacturing from
TXT_KEY_TECH_LUNAR_LUNAR_MANUFACTURING to TXT_KEY_TECH_LUNAR_MANUFACTURING.
but it shouldn't CTD from it.

Isn't this like the 1st Save Game Breaking thing we had in v36. Where we changed the "name" of a Tech to match it's description? Sure seems like it.

OK i just tested and YEPPERs this is what is causing the CTD, cant change any tech because it causes a savegame IN-capability CTD . . .
 
Yeah I reverted to 9478 and I can play again.

It will CTD during the Mod initialization pop up screen with the green bar. About half way thru the bar loading, before map setup. Couldn't catch what the error pop up says cause it's there and then gone again in less than a second, literally boom boom.
 
I posted this also in the SVN thread in case you didn't catch this here. Sorry.
 
Hmm, I'll rename the tech tag back then, I thought this was possible to change without breaking saves completely, I got a bit carried away.
OK ur fix is working, thx .. . sorry if u didnt know about the techs, they are very touchy .. .
 
Indeed they are, in a thoughtless moment I changed one tag, when I saw the second one that was bad I restrained myself knowing it's bad modding form to change tag names recklessly.
I didn't change that first one back because I thought it would only mean that players would loose that late game tech, and would have to reinvent it.
I'm glad I only changed the first of the 10 techs that I noticed were badly named.
 
We oldies, just forgot, lol :old::old::old:
Naw... didn't forget... just decided it wasn't worth holding up the release for any longer considering it had already been nearly a year and a half for v37 to come out and it was nice to release before Christmas as a gift to the fans.
 
Save is in post #443 and how to replicate in post #445 on the previous page of this thread
This did the trick. I stopped trying to guess at what changes I may have made could have caused the problem and just investigated the processing in action and it revealed a mean little bug ... a stupid mistake I've made before, that in this case would cause problems for both AI and Automated units.

Sorry to you and Shoobs and others who may have felt a bit cast aside on this one. This actually was quite important.

Next commit will include the fix.
 
In file "CvPathGenerator.cpp", line 929, it reads: if ( m_adjacentCosts[iIndex].m_bValid = bValid )

Is that valid?
 
This did the trick. I stopped trying to guess at what changes I may have made could have caused the problem and just investigated the processing in action and it revealed a mean little bug ... a stupid mistake I've made before, that in this case would cause problems for both AI and Automated units.

Sorry to you and Shoobs and others who may have felt a bit cast aside on this one. This actually was quite important.

Next commit will include the fix.

You're good! Even things that may not seem relevant or interesting can create a fascinating rabbit hole!
 
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