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

@Toffer90 or @KaTiON_PT
since you do graphics stuff, can you look at those errors?
Code:
RESMGR: Texture Wheat_farm_base.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture shrine_Water_GLOSS.dds failed to load
RESMGR: Texture Art/Interface/Buttons/Builds/Geothermal_borehole.dds failed to load
RESMGR: Texture plantation2a.dds failed to load
RESMGR: Texture Modules/Custom_Civilizations/Tupi/FlagDECAL_Tupi.dds failed to load
RESMGR: Texture Modules/Custom_Civilizations/Tupi/FlagDECAL_Tupi.dds failed to load
RESMGR: Texture Environmental_Gray2.dds failed to load
RESMGR: Texture bag.dds failed to load
RESMGR: Texture Modules/Custom_Civilizations/Brazil/FlagDECAL_Brazil.dds failed to load
RESMGR: Texture Modules/Custom_Civilizations/Brazil/FlagDECAL_Brazil.dds failed to load
 
With last SVN (10843) it's not possible to build the subdued animals buildings.
In the first save there's a subdued Cobra in the city, the only action possible is to "add the tale to cultural heritage".
Second save game, almost the same problem, this time it's for building the "Snake pit".
 

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With last SVN (10843) it's not possible to build the subdued animals buildings.
In the city there's a subdued Cobra, the only action possible is to "add the tale to cultural heritage".
@billw2015 you made mistake in code somewhere....

Or you built all subdued buildings by that unit in that city.
 
Not an error on my side. I was playing the second save game when I noticed that I couldn't build the Snake Pit. To test the error, I started another game (save 1) and was unable to build anything with the first subdued animal I got.
 
Not an error on my side. I was playing the second save game when I saw that I couldn't build the Snake Pit. To test the error, I started another game and was unable to build anything with the first subdued animal I got.
Well then now he has easy test save to check his error.

According to pedia no unit can build buildings at all.

Revert to SVN 10831, if you want to build buildings with units.

EDIT: You can now update - this bug was fixed.
 
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latest SVN errors:

Traceback (most recent call last):
File "BugEventManager", line 308, in _handleDefaultEvent
File "CvEventManager", line 963, in onCombatResult
NameError: global name 'szWinner' is not defined
 
latest SVN errors:

Traceback (most recent call last):
File "BugEventManager", line 308, in _handleDefaultEvent
File "CvEventManager", line 963, in onCombatResult
NameError: global name 'szWinner' is not defined
@Toffer90 you made some typos here.
 
It may be overflow here, this means save is needed, so alberts2 or Thunderbrd or Anq can fix that.
Total accumulated espionage is in millions.
They can use the save from post 327. I had this problem ever since 10729.
 
They can use the save from post 327. I had this problem ever since 10729.
I have someone else save in Information era, and here some espionage costs are few millions.

So it could be overflow somewhere ruining all other espionage costs.

This save was on Normal GS, so on Eons espionage mission costs are 8x higher if these are scaled by GS.

Integer overflows at ~2 billion (unsigned at 2x more), but Civ4 is being Civ4 these things overflow at ~20 million (city productivity overflows at ~200 000)
 

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I have someone else save in Information era, and here some espionage costs are few millions.

So it could be overflow somewhere ruining all other espionage costs.

This save was on Normal GS, so on Eons espionage mission costs are 8x higher if these are scaled by GS.

Integer overflows at ~2 billion (unsigned at 2x more), but Civ4 is being Civ4 these things overflow at ~20 million (city productivity overflows at ~200 000)
The problem was much more intermittent before I upgraded to the post-v39, post-PPIO version 10729. Before that I had 10528, and every so often I would notice some civs with zero espionage mission costs, but not zeroes all down the screen like this. On 10729 I noticed it immediately iirc (in fact I reported it a week or two ago).

ETA: If they all overflow and become negative, they could then be being rounded 'up' to zero by a reasonableness check... Then again you can see that against some civs I only have a few thousand EP or less
 
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Latest SVN .
Suddenly i am able to "upgrade" Bears to Bear Rider ,even i don`t have that World Wonder built.
That was before the update to latest SVN not possible.
 

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  • Civ4ScreenShot0060.JPG
    Civ4ScreenShot0060.JPG
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Latest SVN .
Suddenly i am able to "upgrade" Bears to Bear Rider ,even i don`t have that World Wonder built.
That was before the update to latest SVN not possible.
Can you build them in all your cities now? Or just that one?
 
Did you recently conquer another city? Perhaps if you have, it had the Bear Rider Trainer bldg and you captured it. Do any other Empires have bear riders too?
 
No.An unkwown Nation build the Animal Trainer Bear.
Also , with Moose ,i can upgrade to Dear Rider , befor the update not possible...

Edit: Added Picture
 

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  • Civ4ScreenShot0062.JPG
    Civ4ScreenShot0062.JPG
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I recall seeing the PrereqOrBuildings-reading code commented out in UnitInfos.cpp, that's the cause.
Yep, deer rider has OR requirements:
Code:
            <PrereqOrBuildings>
                <BuildingType>BUILDING_DEER_TRAINER_EFFECT</BuildingType>
                <BuildingType>BUILDING_DEER_TRAINER</BuildingType>
            </PrereqOrBuildings>
But in game they aren't here.
Spoiler :

Civ4BeyondSword 2019-08-01 14-56-22-25.png

 
Sorry my fault (again), I commented it out with the intention to load it differently but I guess my partial change ended up in my submit.
New Modder growing pains. :mischief::lol:
 
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