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

@Anq now game crashes on map generation and loading saves.
You left that out - is it intentional? You deleted line above bracket in CvInfos
Code:
{
        int iNum = pClassInfo->getNumBuildingHappinessModifiers();
        m_aBuildingHappinessModifiers.resize(iNum);
        for (int i=0; i<iNum; i++)
        {
            m_aBuildingHappinessModifiers[i].iModifier = pClassInfo->m_aBuildingHappinessModifiers[i].iModifier;
            GC.copyNonDefaultDelayedResolution((int*)&(m_aBuildingHappinessModifiers[i].eBuilding), (int*)&(pClassInfo->m_aBuildingHappinessModifiers[i].eBuilding));
        }
    }
Sorry, looks like the problem with delayed resolution hit again. The crash happens at the checksum stage.

Yes, one cannot resize before copying the delayed resolution pointer!!!!!

I will write a solution to this.
 
Sorry, looks like the problem with delayed resolution hit again. The crash happens at the checksum stage.

Yes, you cannot resize before copying the delayed resolution pointer!!!!!
Well it was repeatable crash, why you didn't load save or generate map as test?
 
Well it was repeatable crash, why you didn't load save or generate map as test?
It was a simple line change (leaving the brackets alone is fine), other than itself has the DR pointers involved. I didn't recall the danger with handling these pointers, so I thought I could easily commit it.
 
It was a simple line change (leaving the brackets alone is fine), other than itself has the DR pointers involved. I didn't recall the danger with handling these pointers, so I thought I could easily commit it.
Now you will remember to generate map or load save just in case before committing :p
 
See, I am a filthy, filthy casual. In my entire history of Civ games back to 1 I have never gone above Chieftain, and in 4 especially I have a habit of messing with things. So the main game wasn't just random-seeded; in order to get a halfway decent starting position, I regenerated the map multiple times and then gave up and went into Worldbuilder to at least make sure there was stone in my city radius.
It really shouldn't break if you did that, stuff should still work fine.

It was a simple line change (leaving the brackets alone is fine), other than itself has the DR pointers involved. I didn't recall the danger with handling these pointers, so I thought I could easily commit it.
There is no reason to not ALWAYS do a few simple checks before commit. These should include: new game, load old save game, save game then reload it. (I learn these the hard way of course!)
 
@Anq while you are at it, can you update SVN and check why moving slavery specialists to core causes crash?
I moved slavery to core. I'm using DLL from earlier revision.
Crash happens on processing turn.
There shouldn't be any difference between module and core....

I added save with minidump.
 

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@Anq while you are at it, can you update SVN and check why moving slavery specialists to core causes crash?
I moved slavery to core. I'm using DLL from earlier revision.
Crash happens on processing turn.
There shouldn't be any difference between module and core....

I added save with minidump.
OK. I've just at this moment figured out how to fix the code from my last commit. I'll look into the issue after I push the fix to the server.
 
Today I made an update of the SVN and got the last two days SVN`s.
Now I have ugly black textures in some places on the map.

Edit: After 2x save and reload all is allright,nevermind.
 

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The current yields display is not right. The hover over shows 2:food: and 4:hammers: but the yield shows two loves, 2 slices of bread and the number 5. A loaf usually represents 5 slices iirc.
 

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The current yields display is not right. The hover over shows 2:food: and 4:hammers: but the yield shows two loves, 2 slices of bread and the number 5. A loaf usually represents 5 slices iirc.
Upload save - I don't see that in new game.

That is they are displaying correctly for me.
 
The current yields display is not right. The hover over shows 2:food: and 4:hammers: but the yield shows two loves, 2 slices of bread and the number 5. A loaf usually represents 5 slices iirc.
Yeah,messed up. Looks like we need to go back to the original method of display. That's just way to crowded on the screen.
 
OK. I've just at this moment figured out how to fix the code from my last commit. I'll look into the issue after I push the fix to the server.
@Anq @billw2015 or @alberts2 can you look at this save crash, that happens during EoT?
No idea why moving slavery to core could do that.
This is very advanced save.

Yeah,messed up. Looks like we need to go back to the original method of display. That's just way to crowded on the screen.
It looks like display bug for me.
 
@Anq @billw2015 or @alberts2 can you look at this save crash, that happens during EoT?
No idea why moving slavery to core could do that.
This is very advanced save.
It didn't crash for me :undecide: I ran your game through a release and a debug dll and it didn't want to crash for me. Seems like something affects Windows 7 only... And your mini dump earlier could not trace to any source code...

I'm not familiar with slavery and specialists that moved from module to core, maybe the problem really is in there, but somehow Windows 10 would tolerate it.
 
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It didn't crash for me :undecide: I ran your game through a release and a debug dll and it didn't want to crash for me. Seems like something affects Windows 7 only... And your mini dump earlier could not trace to any source code...
Ah so looks like its esoteric Windows 7 memory management problem again :p
 
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