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

std::vector (and some other containers, e.g. array, deque, list, queue) has no member find function, std::find is the only option here. Basically if a container has its own find function then use it, as it will have the best chance to leverage its knowledge about the internal structure for better performance, otherwise use std::find. However there are faster alternatives to std::find in a vector if it is known to be sorted: binary search.
Awesome... good to know thank you.

Thank you as well for finding and correcting the problem initially here.
 
raxo2222, why r u moving art files from modular to core, , get with TB on this, thx .. .
He did. Its part of the plan being discussed. So long as this is done correctly i can then easily pack them afterwards to improve download size of release. Rax is usually pretty accurate with what he does but after we are done we will still let there be a bit of test time to find any mistakes.
 
changes to C2C options ingame are not getting saved
If you meant in scenarios, then yeah scenarios never saved your option selection.

If you meant BUG options or options when generating map then you need to start as administrator.
 
Does anyone have any idea how rivers appear duller with the new Terrain.fpk? I compare it with previous version and the files in /art/terrain/routes/rivers aren't changed at all.
Appears that white river banks don't show, and the color matches the texture in allrivers.dds.
I guess it's some bitmap mask that's missing or altered. Look at the river heads and in the lower picture they are unblended.

2019-07-10.png
 
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changes to C2C options ingame are not getting saved
Yeah it's been like that for a while. I'm not sure why.

Does anyone have any idea how rivers appear duller with the new Terrain.fpk? I compare it with previous version and the files in /art/terrain/routes/rivers aren't changed at all.
Appears that white river banks don't show, and the color matches the texture in allrivers.dds.
I guess it's some bitmap mask that's missing or altered. Look at the river heads and in the lower picture they are unblended.

View attachment 529212
I don't know how it was changed by packing it, but it looks better imo.
 
I don't know how it was changed by packing it, but it looks better imo.
I think I've found the answer. Terrain1.fpk has a larger and complete set of images in /art/terrain/routes/rivers, and it seems the three files packed in Terrain.fpk were meant to be overridden by Terrain1.fpk. Terrain1.fpk contains an allrivers.dds image that looks like the right one. Since repacking Terrain.fpk updates the modification date it makes the game render that lower picture. I guess it may be ok to exclude these files from Terrain.fpk?

I prefer the upper picture with whitish river banks and fading river heads.
 
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Does anyone have any idea how rivers appear duller with the new Terrain.fpk? I compare it with previous version and the files in /art/terrain/routes/rivers aren't changed at all.
Appears that white river banks don't show, and the color matches the texture in allrivers.dds.
I guess it's some bitmap mask that's missing or altered. Look at the river heads and in the lower picture they are unblended.

View attachment 529212
I redid the river art back in 2015. Link
Added stronger normal map texture and reduced the fading, as well as darkened the texture in general.
If it was not there before the recent packing then my river art probably was wrongly packed at the v37 or v38 release.
Rivers look 100% better, nice!!!
8821

-Added new river and floodplain art.
-Removed some unused textures.
 
revision: 10637, GEM 27 civs mod
when camels will come up?
I have both, Scavenging and Camel domestication, and in Sahara and Saudi Arabia there are some fields showing Camels, so there should be some live somewhere, but no where is one, had a look by Worldbuilder and no living camel exists.
 
revision: 10637, GEM 27 civs mod
when camels will come up?
I have both, Scavenging and Camel domestication, and in Sahara and Saudi Arabia there are some fields showing Camels, so there should be some live somewhere, but no where is one, had a look by Worldbuilder and no living camel exists.
We the C2C Team do Not take care of player made scenarios or maps. PM Fermongu with your problems and complaints for that WB map, please. Post in that thread what you are finding.
 
We the C2C Team do Not take care of player made scenarios or maps. PM Fermongu with your problems and complaints for that WB map, please. Post in that thread what you are finding.
it looks not like a mod issue, there all looks fine with camel souces, but none spawns.

Edit:
sample:
BeginPlot
x=44,y=48
BonusType=BONUS_CAMEL
FeatureType=FEATURE_OASIS, FeatureVariety=0
TerrainType=TERRAIN_DUNES
PlotType=2

but ingame there is no camel
 
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Again if the GEM map you are using is having problems address your complaints to that specific thread the Scenario/ Map Sub forum, please.

Caveman2Cosmos is Not having a problem placing camel resources nor spawning wild camels. Try C2C_World and see for your self.

EDIT: If you can show thru screenshots and a save that No Camels are spawned on the C2C_World map then by all means report it here to the Bug thread. Otherwise scenarios and WB maps are the responsibility of those that made them.
 
@Dreifels

Again if the GEM map you are using is having problems address your complaints to that specific thread the Scenario/ Map Sub forum, please.
Caveman2Cosmos is Not having a problem placing camel resources nor spawning wild camels. Try C2C_World and see for your self.

Joe is correct.

For spawning to work properly on a scenario, it should have it's own spawnfile. If not, at least the tip of Alaska should be at position (0,0) on the map. Even then spawning will not be as anticipated, depending on the map design.

Camel spawns at Longitude (-60/+60), assuming Alaska at (0).

Unfortunately some GEM maps were (+60) out, Europe was at (0,0) not Alaska. So you may find camels in say China.

I changed my SEM/LEM maps to reflect this. But never got round to producing my own spawnfile. So that is a compromise but still not perfect.
 
Yeah it's been like that for a while. I'm not sure why.


I don't know how it was changed by packing it, but it looks better imo.

last time it happened was 1 year ago. some file had become read only and changing it fixed the issue
 
It would be save to use with a std::vector but it should not be used with std::set or std::map.

std::vector (and some other containers, e.g. array, deque, list, queue) has no member find function, std::find is the only option here. Basically if a container has its own find function then use it, as it will have the best chance to leverage its knowledge about the internal structure for better performance, otherwise use std::find. However there are faster alternatives to std::find in a vector if it is known to be sorted: binary search.

Guys, I took some time to look into this a lot further and just want to thank the dickens for you both for your insights on this subject. It finally makes some sense to me now. Still have many questions further (which I'll ask after some further study on my own) but this has awakened a deeper understanding on the frontiers of my knowledge. Thank you again!

On review, I remember why I added some. Not all of them. I'll watch out for this being a problem in the source it was being derived from... in which it probably wasn't a problem in that application because it was using a vector storage in the example.
 
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