Single Player bugs and crashes v40 plus (SVN) - After Oct 2019

updated to SVN C2C Revision 11094
and Vram MAF again. In between I see a system in it: having lot of units updated or all cities opened because new building order, VRam load goes over 800 within the turn before "next" processing, By that it happens nearby any turn, if there is such. Graphics Paging doesn't work right early.
What I not understand is, that Pit claims his map it does work fine. This issue should have anyone with that map, or some changes in SVN are that cause this.
 

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Try turning off "show defensive comba"t and "show enemy/friendly moves", it may minimize the vRAM issue for you until someone have time to debug and fix it.
It will stop the camera from moving around during end turn and I suspect there's an issue with paging out graphics during the end turn sequence.
 
Try turning off "show defensive comba"t and "show enemy/friendly moves", it may minimize the vRAM issue for you until someone have time to debug and fix it.
It will stop the camera from moving around during end turn and I suspect there's an issue with paging out graphics during the end turn sequence.
I have all turned off
BTW: any city opening adds VRam usage. If all have finished their building at same time, all will open, like a pipeline. Too much. Here Graphics Paging should step between and load new, but does not. But if a civ dialogue window pops up between, it drops down and then good free Vram. I suspect that the interval when GP checks the free amount is reduced somewhen because CPU load lowering, as often GP check costs lot of CPU and so drops game speed. (or, the alternative suspect: as PID now loads interface and all related much faster, there is no "space" for GP to jump in between. Anyways, old C2C 2 years ago, did work fine with GP, and also AND2 works fine with it)
 
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I haven't updated a game for a while. Like I expected something bad to happen...
After update I now have naval units vanishing when they run out of movement points. Like this:
Spoiler Images :

Note how my War Galley unit lost it's flag and is grayed out.
FPivBYX.jpg


And here it is vanished. It still sits there, but just doesn't show up on game map. I can't select it.
AYixaqc.jpg



Same story with enemy units. They are not shown on game map, but I can attack them.
 
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I haven't updated a game for a while. Like I expected something bad to happen...
After update I now have naval units vanishing when they run out of movement points. Like this:
Spoiler Images :

Note how my War Galley unit lost it's flag and is grayed out.
FPivBYX.jpg


And here it is vanished. It still sits there, but just doesn't show up on game map.
AYixaqc.jpg

Graphic paging is bit wonky in V40.

Update to latest SVN.
https://github.com/caveman2cosmos/Caveman2Cosmos/wiki/Using-SVN

If it still happens, then upload save.
 
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I noticed a curiosity related that may explain the issue:
Before "next turn" I made a save, It is 15,897 KB size (here attached). While processing the turn, wo/o any graphics related movement, as the page is inactive while processing, the Vram (!) rises above 800 MB and the autosave made is 18,224 KB, and then it crashed while processing, after generating the autosav, Vram MAF, (attached here). I cannot understand why Vram usage goes up so much while processing a turn w/o any need to proceed graphics new, as long as I don't scroll on world or get new messages etc, there is no need to to rise Vram usage.
 

Attachments

I noticed a curiosity related that may explain the issue:
Before "next turn" I made a save, It is 15,897 KB size (here attached). While processing the turn, wo/o any graphics related movement, as the page is inactive while processing, the Vram (!) rises above 800 MB and the autosave made is 18,224 KB, and then it crashed while processing, after generating the autosav, Vram MAF, (attached here). I cannot understand why Vram usage goes up so much while processing a turn w/o any need to proceed graphics new, as long as I don't scroll on world or get new messages etc, there is no need to to rise Vram usage.
@billw2015 can try to fix those when he comes back.
Your scenario is 2x Gigantic size by the way (26 000 tiles, when now generated gigantic maps have 13 000 tiles).
Set render quality to medium, and unselect high resolution textures.

In vanilla INI file (CivilizationIV.ini in C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword) there are some memsaving options such as:
Code:
; Set to 1 to page units out when non-visible
DynamicUnitPaging = 1

; Set to 1 to page unit anims out when the unit is non visible
DynamicAnimPaging = 1

; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 1
 
another (next turn) loop
As I said on this issue on discord, it's a recent and common bug we're experiencing. I may look into it but I suspect it's going to be something to do with something bill was working on so he may be better qualified to resolve it. I will try tomorrow just to run it and see if I can figure out a diagnosis though.
 
Some of those cases are old bugs popping up, as other bugs are fixed.
Someone even said, that some bugs were introduced as part of fixing worse bugs.
 
just got this error:

Traceback (most recent call last):
File "CvScreensInterface", line 1073, in forceScreenRedraw
File "CvMainInterface", line 1378, in redraw
File "CvMainInterface", line 4967, in updatePlotHelp
File "PythonToolTip", line 93, in makeTooltip
UnboundLocalError: local variable 'idx0' referenced before assignment
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
 
just got this error:

Traceback (most recent call last):
File "CvScreensInterface", line 1073, in forceScreenRedraw
File "CvMainInterface", line 1378, in redraw
File "CvMainInterface", line 4967, in updatePlotHelp
File "PythonToolTip", line 93, in makeTooltip
UnboundLocalError: local variable 'idx0' referenced before assignment
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
Upload save from before this error happened.
Looks like innocent python error.

@Toffer90 can try to fix it.
 
SVN-11095 update removes many *.bik files from Assets\Art\Movies\wonders. Is it intentional? I don't want them to go! :cry:
 
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