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

Sounds like a nasty bug; would be very hard to debug too. Would be easier if we had a save the turn before a unit disappears.

Theory: the bug is that an invisible land unit enters the town without you knowing and in the process destroys all ships; it should not happen, the destroying of the ships I mean.


Oddly that's what it feels like.... if that makes sense. They are in locations that could occur AND it did not occur in either game till invisible units were common

I will keep a ship in each location and save each turn. I'll post it when it happens next but that may be a while.

Update

no vanishing ships yet but "Live from London".... A criminal was just arrested in the city. Not proof of the link but confirmation that invisible units are active in the location.

I won't keep a running commentary on criminal activity in Iron age London but it may be a few hours till I can get a save that is pre a vanish, real life calls
 
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Alright, continued by earlier crash-prone game and am now in a place where it's actually repeatable.

See the attached save game. Just end the turn to crash.
 

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V38 SVN 9425 (but If I'm right its been in a few versions)

Apologies if this is a "feature" but are ships meant to vanish while in port? (theoretically, wooden vessels do wear out but it feels like bug)

I have thought I'm going mad .....But I have ships vanish from my capital or nearby cities in the vicinity. (it may happen in others but I've not observed it.)

So I build them, I use them, I sail them home, leave them alone, then hey presto... gone..... when I go back to use them again. Or I Can simply build them and later on they vanish for good. The time span seems random

I doubted myself at first but it's happened in two games now. One I stopped, due to it occurring but I was using a map set I had never used and hoped it was that (don't ask me how, its map, but it was a variable outside my standard-ish games)

thanks in advance

Sounds like a nasty bug; would be very hard to debug too. Would be easier if we had a save the turn before a unit disappears.

Theory: the bug is that an invisible land unit enters the town without you knowing and in the process destroys all ships; it should not happen, the destroying of the ships I mean.

A few things. I've not doublechecked but it sounds like we're using the latest assets.

1) I recently have been finding that the code has been causing some units to end up in a plot that they aren't recorded by a second tracking system to be at. There are 2 tracking systems to where a unit is and when they fall out of agreement with one another, there's a problem. I recently tried to hotfix the issue by creating a repair mechanic and that COULD have something to do with it. BUT there are 2 problems with this theory. The first is that it seemed to be an issue with surprise defense actions, not something I'd commonly think naval units are getting involved with all that often. And the second issue is that it should be adjusting the unit only one space over so a vanishing where the unit isn't easily found by looking at adjacent plots doesn't make much sense.

2) I've noticed in our MP games that sometimes a ship I have out and about will appear to vanish from my own control. I can't see the ship or select it but it shows me the region it can see still. A round or two later it comes back. This I think is happening when the ship is healing. I wonder if that has anything to do with this.

3) There may be some issues with grouping and transports that I opened a can of worms on a long time ago to try to resolve another complaint regarding player interactions with the loaded units. Is this ONLY applying to ships that have had units loaded on them previously?

4) Toffer's theory was once a problem long ago and may still be so yes, if that's the case then we are doing what we need to do, watching round by round to see if and when naval units suddenly vanish from a city and capturing the save from the end of the round before this happens so I can evaluate through the maze of code where this is taking place exactly. It IS the most likely problem as the move rule adjustments have been a nightmare to account for all situations and some unexpected results may still remain out there.
 
A few things. I've not doublechecked but it sounds like we're using the latest assets.

1) I recently have been finding that the code has been causing some units to end up in a plot that they aren't recorded by a second tracking system to be at. There are 2 tracking systems to where a unit is and when they fall out of agreement with one another, there's a problem. I recently tried to hotfix the issue by creating a repair mechanic and that COULD have something to do with it. BUT there are 2 problems with this theory. The first is that it seemed to be an issue with surprise defense actions, not something I'd commonly think naval units are getting involved with all that often. And the second issue is that it should be adjusting the unit only one space over so a vanishing where the unit isn't easily found by looking at adjacent plots doesn't make much sense.

2) I've noticed in our MP games that sometimes a ship I have out and about will appear to vanish from my own control. I can't see the ship or select it but it shows me the region it can see still. A round or two later it comes back. This I think is happening when the ship is healing. I wonder if that has anything to do with this.

3) There may be some issues with grouping and transports that I opened a can of worms on a long time ago to try to resolve another complaint regarding player interactions with the loaded units. Is this ONLY applying to ships that have had units loaded on them previously?

4) Toffer's theory was once a problem long ago and may still be so yes, if that's the case then we are doing what we need to do, watching round by round to see if and when naval units suddenly vanish from a city and capturing the save from the end of the round before this happens so I can evaluate through the maze of code where this is taking place exactly. It IS the most likely problem as the move rule adjustments have been a nightmare to account for all situations and some unexpected results may still remain out there.


Update 2

I've now hit an inter-turn CTD that I can't get round .The vanishing ship trick hadn't repeated itself before this CTD. The CTD may well be nothing to do with it per se.

I have suspicions, but no proof, that workers have also been vanishing in the same cities affected by the ships issue. They are again cities in range of aggressive NPC with invisible unit capability and a track record of deploying them.

I've been forced to restart a game but will continue to monitor, it will take a while till I can get the game developed enough if this is an invisible unit armed with a wand of wonder, if indeed that is the cause.

Tracking this does somewhat rely on my power of detailed memory but it's unlikely I am unique in experiencing and maybe others will spot it now they are alerted.

Thanks and I will stay on watch!
 
SVN 9426

Repeatable EoT ctd. Just press enter.

Minidump and save.

EDIT.

Crash originally occurred on 9424, then again when updated to 9426.
 

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latest SVN repeatable CTD, this is what i did, changed from the religion i have then i "tried" to convert to Voodoo, then next turn, poof, CTD. . . mini and save in zip . .
 

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Looks like I have a long week of debugging crashes here. Hopefully it's just a few obvious errors. My focus is now entirely on cleaning these up. Thanks for the reports!
 
Looks like I have a long week of debugging crashes here. Hopefully it's just a few obvious errors. My focus is now entirely on cleaning these up. Thanks for the reports!
Looks more than likely u did something in the latest SVN that broke it, just guessing here, since WE have not had and CTd's etc before then . . . but now poof lots . . .

EDIT:
YEPPERs, i just tried the older dll, and it works .. .
 
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Looks like I have a long week of debugging crashes here. Hopefully it's just a few obvious errors. My focus is now entirely on cleaning these up. Thanks for the reports!
Is there any way to roll back to the previous svn?
 
Is there any way to roll back to the previous svn?
yeah. Update to revision#.

I'll figure it out quickly enough. Maybe later today. Problem is it's laundry day and I'm the only code programmer so I can't exactly ask someone else to help here to get it done faster. I tested solidly but its not unusual for a code spot to never get hit in local tests while easily found by the masses. All I can do is promise I'll address it asap.
 
yeah. Update to revision#.

I'll figure it out quickly enough. Maybe later today. Problem is it's laundry day and I'm the only code programmer so I can't exactly ask someone else to help here to get it done faster. I tested solidly but its not unusual for a code spot to never get hit in local tests while easily found by the masses. All I can do is promise I'll address it asap.

Thanks! :)
 
Is there any way to roll back to the previous svn?
No need to roll back, always keep the older dll, someplace, thats what i do incases like this, so heres the last dll . . that works ..
 

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Still crashing with that dll.
Did u save under the "new" dll, or use the save before the crash ?? must use the save BEFORE the crash . . to use this dll i sent . .
 
SVN version 9423

Click next turn and game crash every time.
I couldn't get this to crash. I'll need to see your options.

EDIT: reading deeper, this must be that graphic issue we were talking about. I'll put this on the back burner until the other crashes are explored further because I have a few ways to look deeper at this thanks to Joe's efforts. But I want to see if I can resolve anything that isn't based on this unit graphic issue (that's easily circumvented by turning off combat animations) first.
 
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Got a bunch of crashes. Not on exactly the same turn, but sooner or later within a few turns.

Have not had this kind of crash density in older versions. All quick combat options are on, so it shouldn't be animations causing it?
Not crashing for me.
 
Alright, continued by earlier crash-prone game and am now in a place where it's actually repeatable.

See the attached save game. Just end the turn to crash.
Now this... this has a string of various crash and inf loop errors discovered throughout some AI stuff I was working on recently. Not all that surprising really. I've cleared the path to the next turn but there were a few bad AI's I need to repair before I call it finalized. With luck, this will accomplish the fix for a good number of crashes being experienced here. Hopefully by the end of tomorrow or tuesday I should have this sewn up.
 
@TB/anyone

i have now tried over 10 times to get this "Monument" to be built in any of my cities and it IS in the build area, BUT once it is "supposed" to be build the next turn, it RE-appears AGAIN in the "build" area, each and everytime, anyone know the the heck is going on, and why does it show up if it cant be built??
 

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  • Monument.JPG
    Monument.JPG
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