Single Player bugs and crashes v38 plus (SVN) - After the 20th of February 2018

Every about 10 Minutes I get a CTD which is not happening after re-load. It seems to happen at so simple things like moving a unit. Maybe it is because of the really huge map with a lot of cities and units or it could be another reason. I add 2 MiniDumps here, if I can help in another way please ask.
 

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@Toffer90 ,

I was under the impression that the Mod's .dds files were now supposed to by 64 vs 128 size now. Is this correct? I thought I remembered that the 128 size can cause problems.

I found this file while updating from the SVN today. JavaBorobudurShieldOvalWoodA1Gloss_128.dds.

When the files were being transferred to my play copy this file stopped the transfer for over 3 seconds. I actually paused the transfer to copy it down. I have been noticing for a long time that the transfer rate drops to less than 100kb/s for many of the .dds files while all other files the mod contains transfer in the 10's of Mb/s rate.

I have been told this is coincidental. I do not believe this because it is an ongoing pattern for a long time now. If it was coincidental other files like the .cpp or .xml, etc. would also upon occasion drop down to this low rate. This one actually stopped the transfer for over 3 secs.

EDIT: In this file I have found that 2 of the .dds files in it are 128 x 128. The other 2 are 64 x 64. You actually have 2 files each with same name but 1 is 64 x 64 and the other is 128 x 128
\Assets\Modules\My_Mods\New_Cultures\Art\unique\Javanese\Taruma_Warrior

I'm thought that it was determined that these 128 x 128 .dds files can cause CTDs.

EDIT12: \SVN 10007\Assets\Modules\My_Mods\New_Cultures\Art\unique\Abbasid\Barud_Warrior
has a .dds that has a 256 x 128 file named cannon_ancient_chinese.dds.

There are more in this New_Cultures folder. :(
 
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SVN10005 + Toffer90 Overhaul + raxo2222 No Latitude Limits For Buildings + TPEHEP Vertical Solar system

I'm getting this error every turn.
RM2GBvp.png
It may be bug in @Toffer90 modmod
 
Look at the date. If it's semi accurate for the Era it's Pre v38. Post v38 Ancient can start any time between 20,000BC and 10,000BC. I'm almost out of the Medieval Era and it's still 1700+BC. I have AI in the game that are already in Ren and Industrial Eras. The Calendar being "accurate" is not important any more.Just quoting what Toffer has to say about it.
Calendar is not highest priority.
@Toffer90 adjusts calendar to game, not game to calendar.
That is he prefers using Excel for calculations and making changes to amount of turns per step and size of steps instead of changing global/era/speed/map/handicap tech cost modifiers.
I guess adjusting game to calendar was easier for you.
 
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Thanks for clarification.



I am afraid this is the case. I do not know xml but I have some experience with html so I can partially understand it. I have found the CIV4SpecialistInfos.xml file and I have found an entry:

Code:
            <Type>SPECIALIST_NOBLE</Type>
            <Description>TXT_KEY_SPECIALIST_NOBLE</Description>
[...]
            <GreatPeopleUnitClass>UNITCLASS_ARTIST</GreatPeopleUnitClass>
            <iGreatPeopleRateChange>3</iGreatPeopleRateChange>

I guess GreatPeopleUnitClass should be NONE or so (I will manually change that and check the game).

S.

Edit: yes, it works. After I have changed it to NONE (not UNITCLASS_NONE) the odds for GA started to slowly decrease: a few turns and they have dropped from 49% to 43%. So accumulated points remain but the new ones seem to be calculated correctly.
Ok cool. That's how the coding should work and I agree that this specialist should be colorless as well.
 
Every about 10 Minutes I get a CTD which is not happening after re-load. It seems to happen at so simple things like moving a unit. Maybe it is because of the really huge map with a lot of cities and units or it could be another reason. I add 2 MiniDumps here, if I can help in another way please ask.
I'll try to take a look. Is this after my commit last night?
 
I was under the impression that the Mod's .dds files were now supposed to by 64 vs 128 size now. Is this correct? I thought I remembered that the 128 size can cause problems.
The game can handle pretty much any resolution dds files, there are some specific stuff that has rules though, e.g. buttons needs to be 64x64 as far as I've heard. I haven't heard about any other rules like that.

We have all kinds of dds resolutions in the mod already, e.g. 256x32 ▬ 4x4 ▬ 128x16 ▬ 1024x1024 ▬ etc.
Leaderhead images are 352x452
Event images are a mix of 256x256 and 352x256

Vanilla BtS also had all kinds of resolution on its dds files.

The transfer pause you are experiencing is probably just an oddity in the transfer codes handling of images like dds files and how they technically needs to be transferred as one large chunk and can't be transferred bit by bit as many small packages.
 
@Thunderbrd it seems like unit/building/project costs needs same treatment as techs - they are overflowing as techs used to overflow.
Projects and world Wonders are starting to overflow in Modern era.
Normal buildings overflow later.
I'm using Eternity + Upscaled cost options.
I bet this is because of antirounding protection, that increases their cost 100x before processing and then comes back 100x after processing.
 
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SVN 10007: Nest Thief not buildable with Parrots - is that intended?
Its more of oversight - I think it is @Dancing Hoskuld territory.
Wild bird is wild bird.

By the way there is tiny graphical bug:
PC Klasies River Caves icon has golden star instead of purple star.
 
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@Thunderbrd it seems like unit/building/project costs needs same treatment as techs - they are overflowing as techs used to overflow.
Projects and world Wonders are starting to overflow in Modern era.
Normal buildings overflow later.
I'm using Eternity + Upscaled cost options.
I bet this is because of antirounding protection, that increases their cost 100x before processing and then comes back 100x after processing.
K. Easy fix.
SVN 10007: Nest Thief not buildable with Parrots - is that intended?
Can anyone actually eat parrot eggs as a substantial resource?
 
Can anyone actually eat parrot eggs as a substantial resource?
People in Tropics maybe?
Maybe for this building parrots should represent tropical birds in general?
This building goes obsolete at poultry domestication.
 
Extremely inconsequential, but SVN 9943, popping a tribal village that gives me a Rifleman displays TXT_KEY_GOODY_RIFLEMAN
 
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