Single Player bugs and crashes v39 plus (SVN) - After the 20th of July 2019

Did someone break traits? Traits have been changed from what they where before, and nothing in the SVN says they have been changed. Now I have bugged traits, and I think save games have been broken because of it. Save is at 10934, Updating past that causes it to break.
 

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Please provide a save. There was a 30 minute period where saves would be broken if you synced then, but the change was reverted quickly, and fixed.
 
Did someone break traits? Traits have been changed from what they where before, and nothing in the SVN says they have been changed. Now I have bugged traits, and I think save games have been broken because of it. Save is at 10934, Updating past that causes it to break.
There was attempt to make trait replacements obey fact, that some religions can be turned off (complex traits speed up some religious techs, that are in modules).
Upload save before update and after update.
 
Did someone break traits? Traits have been changed from what they where before, and nothing in the SVN says they have been changed. Now I have bugged traits, and I think save games have been broken because of it. Save is at 10934, Updating past that causes it to break.
Your screenshot shows uninitialized variable errors - its not error with just traits - looks like SVN 10948 could potentially break game @alberts2
Revert game to SVN 10947.
 
Did someone break traits? Traits have been changed from what they where before, and nothing in the SVN says they have been changed. Now I have bugged traits, and I think save games have been broken because of it. Save is at 10934, Updating past that causes it to break.
It's caused by uninitialized arrays again. CvXMLLoadUtility::InitList was not called in CvTraitInfo::copyNonDefaults on m_ppaiSpecialistYieldChange, for insatnce.

Previously, the new operator memset the array with zero default values, so this problem was hidden.
 
In same save there are errors in yield modifier calculations (screenshot 126) too.
10x increase in production shouldn't be possible in Classical.
I went back to save Before the Change in Civics to start. With Anq's fix, and Re-Calc, I was able to do the 4 Civic changes and Anarchy is now the 4 turns it had been before. The Fix worked with this pre Anarchy save.

I also tried to see if the changes would get the save that I posted out of the 5242496 turns left in Anarchy. Did re-Calc but anarchy continued it's countdown from the overflow number. After 4 turns of anarchy which should have gotten it out normally it was still counting down from that 5 Million number. So these saves are no longer usable. No big loss since I had the save before this all happened.

And the mentioned Smelter Hammer changes are also back to normal.
 
It's caused by uninitialized arrays again. CvXMLLoadUtility::InitList was not called in CvTraitInfo::copyNonDefaults on m_ppaiSpecialistYieldChange, for insatnce.

Previously, the new operator memset the array with zero default values, so this problem was hidden.
I went back to save Before the Change in Civics to start. With Anq's fix, and Re-Calc, I was able to do the 4 Civic changes and Anarchy is now the 4 turns it had been before. The Fix worked with this pre Anarchy save.

I also tried to see if the changes would get the save that I posted out of the 5242496 turns left in Anarchy. Did re-Calc but anarchy continued it's countdown from the overflow number. After 4 turns of anarchy which should have gotten it out normally it was still counting down from that 5 Million number. So these saves are no longer usable. No big loss since I had the save before this all happened.

And the mentioned Smelter Hammer changes are also back to normal.
Ok, Updating to SVN 10947 didn't break anything, so that works.
Looks like that thing @alberts2 removed in 10948 was actually necessary as unitialized things were rendered harmless by that stuff most of time.
 
I have noticed over the past week or so that upon occasion loading a save game the Game will start the loading process and then go back to desk top. But if I retry to Load then it loads just fine. It just did it again after updating to SVN 10951. This time I got a minidump from it.

I have always been able to load on 2nd attempt. And this only happens sporadically.

So Coders for your coding pleasure here is the Minidump. :)
 

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On unrelated note it seems like era icon isn't working for Classical era.
Instead shortened era name is displayed.
It's working just like it should, an era without a button will display an abbreviated version of the era name.
I saw some screenshot from prehistoric era, and its era icon didn't have black background.
It didn't need a background, while the thin chisel sticking out from the stone tablet would not look good in a tiny dds compressed texture without a background. That icon got the background out of necessity.
 
Would you mind if the icons looked like this?

View attachment 532243

View attachment 532244
I wouldn't mind it, but the fire pit looks better without a background, I don't care too much about consistency here, just want the motif to be as big as possible, and there is easily space there for 40x28 icons, even 56x28 if we wanted it.
Those 28x28 with enforced black background doesn't leave much room for the motif.
 
Would you mind if the icons looked like this?

View attachment 532243

View attachment 532244
I wouldn't mind it, but the fire pit looks better without a background, I don't care too much about consistency here, just want the motif to be as big as possible, and there is easily space there for 40x28 icons, even 56x28 if we wanted it.
Those 28x28 with enforced black background doesn't leave much room for the motif.
I like the consistency and think it makes the firepit look better with the background actually. We haven't really used an oval background for anything yet and it makes for a nice, easily recognizable art style for era graphics that makes it unmistakable that you're looking at an era icon, which is cool imo.


@Coding team: great job guys! You can't make an omelet without breaking a few eggs. The best we can do is make the omelet we get in the end taste great and despite the bugs that are being introduced, clearly, they are more a matter of being revealed than being created. My deepest apologies for how many of these end up being mistakes I would never have otherwise known I'd made but I hope I'm not the only culprit at least ;) I feel we're making real and big improvements to the underlying engine. The end player may not realize it but this is major progress here.
 
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