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

AGAIN getting alot of errors after "peppers" updated info???????

[312730.968] info type 'BUILDINGCLASS_NOMAD_SKYSCRAPER' not found, Current XML file is: xml\GameInfo\CIV4CivicInfos.xml
[312770.656] info type 'BUILDINGCLASS_AI_INVESTMENT' not found, Current XML file is: xml\GameInfo\CIV4CivicInfos.xml
[312774.734] info type 'BUILDINGCLASS_AI_LAWYER' not found, Current XML file is: xml\GameInfo\CIV4CivicInfos.xml
[312775.218] info type 'BUILDINGCLASS_AI_POLICE_FORCE' not found, Current XML file is: xml\GameInfo\CIV4CivicInfos.xml
[312775.515] info type 'BUILDINGCLASS_UNIVERSAL_LIBRARY' not found, Current XML file is: xml\GameInfo\CIV4CivicInfos.xml
[312775.718] info type 'BUILDINGCLASS_ENCYCLOPEDIA_GALACTICA' not found, Current XML file is: xml\GameInfo\CIV4CivicInfos.xml
[312777.796] info type 'BUILDINGCLASS_SYNTHETIC_MEAT_BIOREACTOR' not found, Current XML file is: xml\GameInfo\CIV4CivicInfos.xml
[312778.343] info type 'BUILDINGCLASS_FOOD_MANUFACTURING_DISTRICT' not found, Current XML file is: xml\GameInfo\CIV4CivicInfos.xml
 
Looks like Pepper added a lot of building classes without adding a corresponding building, the buildingclass reference a "default building", when the game has searched every buildinginfo xml in the mod for that building and not found it it throws an error.
It mention the slavery xml because that is the last buildinginfo xml it looked through.

@pepper2000 : please use the debugger before commiting.

@pepper2000: Did you fix the issues introduced at svn 9640?
 
OK guys, I think I got it fixed now. Sorry that I didn't catch this earlier, and thanks for having me do it so I could see better what the problem was. From now on I will always check in debug mode before doing an SVN update.

AGAIN getting alot of errors after "peppers" updated info???????

This comes from an update to civics. The new civics interact with some buildings that I added in SVN 9640, so if you disabled that module, there will be an XML error. Should I modularize the civics as well?
 
Should I modularize the civics as well?
I hope not. But you will need T-brd or Toffer or even Dancing Hoskuld to give you a definitive answer.
 
The new civics interact with some buildings that I added in SVN 9640, so if you disabled that module, there will be an XML error. Should I modularize the civics as well?
DH would be the best to explain the right way to go about keeping things modular. I could probably figure it out but trying to explain what you should do is a little difficult.

In short, it would rely on modularized editing of the existing civics in the core by civics in your module. You'd put the civics in your module but you'd only include the XML tags that change (or the full civic if it's a new one that's not in the core at all) when your module is on.

Maybe that's explanation enough? I dunno.
 
This comes from an update to civics. The new civics interact with some buildings that I added in SVN 9640, so if you disabled that module, there will be an XML error. Should I modularize the civics as well?
It is bad practice to let something in core referece something in a module. Modules are meant to be removable without the game throwing any errors.
Self-contained is the keyword.
Take a look at vokayra module and see how he modularized civics so they reference modularized buildings.
 
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@DH: Can u pls check ur validator and see what building this is (RED BLOB), i must be from a recent building (sometime last month or so), i tried to find it when it shows up, but forgot that buildings move around in the city, so it doesnt mean it was built at that time u see it??? its not peppers because i changed the modular to 0: pic 1

I noticed it to. I think but am not 100% sure it is from Whisperrer's new buildings one at least "Fist", I think, has an error in its building graphics or XML to the building graphics. It is showing up as a red blob in the city build queue.

It is bad practice to let something in core referece something in a module. Modules are meant to be removable without the game throwing any errors.
Self-contained is the keyword.
Take a look at vokayra module and see how he modularized civics so they reference modularized buildings.
Indeed you are supposed to do it the other way round. Modules can change core.

If you find yourself needing to change or reference something that is in a module you should put that bit of the code into the module not the core. It does make things a bit messy.
 
think but am not 100% sure it is from Whisperrer's new buildings one at least "Fist", I think, has an error in its building graphics or XML to the building graphics. It is showing up as a red blob in the city build queue.
If we did something wrong there we need to be told what mistake was made. It looked correct to me but it could be that I just don't know a mistake to look out for.
 
If we did something wrong there we need to be told what mistake was made. It looked correct to me but it could be that I just don't know a mistake to look out for.
I have not played for over two weeks or had my computer on for 10 days. I am just updating my machine or at least all the software. 1 day to go before it is finished if I don't get on the internet for other stuff :lol:.

Red blob usually means something wrong in the building art definition XML such that the actual art is not where the XML says it is. The button part is right but the building is not, it is missing or the path or name is wrong OR there is a space in the path or file name. The latter is mostly a problem with BULL which is included as part of the version of BUG C2C uses.

I'll have a look once I get insync with the latest SVN version.

edit it is obvious to someone who has made the mistake before ;)
Code:
        <BuildingArtInfo>
            <Type>ART_DEF_BUILDING_ANCIENT_WAY_OF_THE_FIST</Type>
            <LSystem>LSYSTEM_2x4</LSystem>
            <bAnimated>0</bAnimated>
            <fScale>1.75</fScale>
            <fInterfaceScale>0.34</fInterfaceScale>
            <NIF/>
            <KFM/>
            <Button>Art/Buttons/Buildings/WayOfTheFistBuilding.dds</Button>
        </BuildingArtInfo>
This says that there is a graphic and it should be adjusted or scaled in this way but then does not provide the graphic.

Easiest fix
Code:
        <BuildingArtInfo>
            <Type>ART_DEF_BUILDING_ANCIENT_WAY_OF_THE_FIST</Type>
            <LSystem/
            <bAnimated/>
            <fScale/>
            <fInterfaceScale/>
            <NIF/>
            <KFM/>
            <Button>Art/Buttons/Buildings/WayOfTheFistBuilding.dds</Button>
        </BuildingArtInfo>

It needs to be done for all those buildings. This works in C2C but I would do it a different way in other mods.
 
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OK, I see an easy way to fix that issues with civics. But it will be a day or two before I can get to it (away from Windows machine again).
 
I have not played for over two weeks or had my computer on for 10 days. I am just updating my machine or at least all the software. 1 day to go before it is finished if I don't get on the internet for other stuff :lol:.

Red blob usually means something wrong in the building art definition XML such that the actual art is not where the XML says it is. The button part is right but the building is not, it is missing or the path or name is wrong OR there is a space in the path or file name. The latter is mostly a problem with BULL which is included as part of the version of BUG C2C uses.

I'll have a look once I get insync with the latest SVN version.

edit it is obvious to someone who has made the mistake before ;)
Code:
        <BuildingArtInfo>
            <Type>ART_DEF_BUILDING_ANCIENT_WAY_OF_THE_FIST</Type>
            <LSystem>LSYSTEM_2x4</LSystem>
            <bAnimated>0</bAnimated>
            <fScale>1.75</fScale>
            <fInterfaceScale>0.34</fInterfaceScale>
            <NIF/>
            <KFM/>
            <Button>Art/Buttons/Buildings/WayOfTheFistBuilding.dds</Button>
        </BuildingArtInfo>
This says that there is a graphic and it should be adjusted or scaled in this way but then does not provide the graphic.

Easiest fix
Code:
        <BuildingArtInfo>
            <Type>ART_DEF_BUILDING_ANCIENT_WAY_OF_THE_FIST</Type>
            <LSystem/
            <bAnimated/>
            <fScale/>
            <fInterfaceScale/>
            <NIF/>
            <KFM/>
            <Button>Art/Buttons/Buildings/WayOfTheFistBuilding.dds</Button>
        </BuildingArtInfo>

It needs to be done for all those buildings. This works in C2C but I would do it a different way in other mods.
K. Thanks. We'll resolve soon.
 
There are elephant resources on my continent (which extends from pole to pole, but isn't very wide), but I have never seen a wild elephant spawn. Thus I can not get the myth of elephants, thus I can not build Tamed elephants. This is very frustrating. I'm tempted to cheat and add a subdued elephant or the myth building, but don't want to see the rest of map.
 
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There are elephant resources on my continent (which extends from pole to pole, but isn't very wide), but I have never seen a wild elephant spawn. Thus I can not get the myth of elephants, thus I can not build Tamed elephants. This is very frustrating. I'm tempted to cheat and add a subdued elephant or the myth building, but don't want to see the rest of map.
I have been trying to figure out a way for you to get the Myth if you have a vicinity (or actually any) herd resource. So far I have not come up with an idea that works and still lets you build the myth with a subdued animal. At the moment it is one or the other only.

I may be on the trail of a possible solution but it requires a new XML file and some Python.
 
There are elephant resources on my continent (which extends from pole to pole, but isn't very wide), but I have never seen a wild elephant spawn. Thus I can not get the myth of elephants, thus I can not build Tamed elephants. This is very frustrating. I'm tempted to cheat and add a subdued elephant or the myth building, but don't want to see the rest of map.

I just think you have Bad Luck. One of my recent games had 5 wild elephants in an area near a elephant resource. I eventually and very carefully got 1 of them subdued to build a herd.

If you over hunt and over scout the spawn area they don't show up very often. But if you find an Elephant resource, Stay away for awhile and then quickly check if any wild ones are about. If not stay away some more. Too many "hunter" typeds sitting on Hills with extended sight really cuts down on the spawn.

I've also found horse spawns that were not touched/scouted for awhile with up to 6 wild horses sitting on the resource.

Also I don't play on crowded maps, large with 8 AI and Start everywhere. Or huge with 10 AI Start Everywhere. That Old World start screws up the spawns cause it places too many AI too close together.
 
I'm tempted to cheat and add a subdued elephant or the myth building, but don't want to see the rest of map.

Easly done. Zoom in as far as you can, where you want to place the unit. Cover the minimap area with a piece of paper, so you do not see the rest of the map. Enter WB add your unit then exit.
 
Staying away doesnt help with the other AI hunters and all the damn Barb and Neander units including their own hunters. I thought I read somewhere that some animals only spawn in certain long/lat.

Thanks Harrier, I might try that.

Oh I think I may have found another possible minor bug. There is a vulture stuck on an active vulcano tile and he never moves.
 
Oh I think I may have found another possible minor bug. There is a vulture stuck on an active vulcano tile and he never moves.
Probably not a bug. The vulture probably can't move to the other tiles because they aren't his biome type. AKA, many animals have a list of what types of tiles they won't move into for whatever reason, be it a feature, terrain, lattitude etc... There are SOME units that can go after him there but they are rare of course.
 
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