Single Player bugs and crashes v43 plus (SVN) - After January 2023

@Argroww U started a Game in the Trans era? and u could play it?
No, not actually tried it as every game I've ever played has always been from the start. Tonight I might give it a try, start a new game in the Nano era, see what happens

However I know that in V42 or possibly one of the older versions I have been able to progress much further with higher amounts of money in the "bank". A rare CTD might happen, but usually not repeatable.

@Thunderbrd I'll confess to being surprised that the later eras haven't been playtested much and thus may not work as intended given how long the mod has been around for. On the other hand irrelevant of how powerful my laptop is turn speed by those eras is regularly painfully slow which suggests computing power makes little difference and playtesting in that stage of the game would be a nightmare.

Never finished a game irrelevant of mod version as historically by the time I was getting close a new official version was released and I started again to see what was added.

Something I was puzzled over that changed in V43 I think. I'm sure older versions forced you to build probes and such to be able to build the space themed wonders, but now as long as I meet other pre-reqs I can build them, making several of the early space units kinda useless. And those early space units often served to make the gap between early space exploration and being able to build cislunar and lunar settlements less stretched.

The annoying thing about this bug that's halted my current game is the AI was fairly close to being able to make cislunar+ settlements and I was curious to see how it would handle it.
 
I simply don't understand why ALL values that can become astronomical aren't already made Double.
That's not such a big number of values, so it won't affect total memory consumption in any significant sense, compared to crowds of AI units, for example.
I really hate these stupid overflows caused by too small allowed values in a game that spans into Matrix Mutliverse, lol.
It's not enough. Overflows are still going to eventually happen even going that high.
 
No, not actually tried it as every game I've ever played has always been from the start. Tonight I might give it a try, start a new game in the Nano era, see what happens

However I know that in V42 or possibly one of the older versions I have been able to progress much further with higher amounts of money in the "bank". A rare CTD might happen, but usually not repeatable.

@Thunderbrd I'll confess to being surprised that the later eras haven't been playtested much and thus may not work as intended given how long the mod has been around for. On the other hand irrelevant of how powerful my laptop is turn speed by those eras is regularly painfully slow which suggests computing power makes little difference and playtesting in that stage of the game would be a nightmare.

Never finished a game irrelevant of mod version as historically by the time I was getting close a new official version was released and I started again to see what was added.

Something I was puzzled over that changed in V43 I think. I'm sure older versions forced you to build probes and such to be able to build the space themed wonders, but now as long as I meet other pre-reqs I can build them, making several of the early space units kinda useless. And those early space units often served to make the gap between early space exploration and being able to build cislunar and lunar settlements less stretched.

The annoying thing about this bug that's halted my current game is the AI was fairly close to being able to make cislunar+ settlements and I was curious to see how it would handle it.
For most of the time we were developing the mod, the later eras were out of reach due to memory overflow errors. Since then, testing diminished some.
 
@Thunderbrd,
Calvitix has posted a bunch of fixes on Discord. Would you ask him Please, if there will be an SVN update soon?
 
@Thunderbrd,
Calvitix has posted a bunch of fixes on Discord. Would you ask him Please, if there will be an SVN update soon?
yeah they're working on it - he was addressing the infiniturn bugs first but I think tomorrow or soon anyhow.
 
The new SVN update causes an immediate CTD in the next round.
Hi,

I only have the Dev version for the moment, not the SVN. Do you have any log ?, or the initial auto savegame if it is saved ?

Attached the compiled DLL. Could you try replace it ?
 

Attachments

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Hi,

I only have the Dev version for the moment, not the SVN. Do you have any log ?, or the initial auto savegame if it is saved ?

Attached the compiled DLL. Could you try replace it ?
Meanwhile I started the game from the beginning.
Again.
It quit on the third round with the SVN update.
After copying the GameCore you put in, the game doesn't quit yet.
 
Meanwhile I started the game from the beginning.
Again.
It quit on the third round with the SVN update.
After copying the GameCore you put in, the game doesn't quit yet.
I found the same with a saved game - restarted the game with the new files on the SVN and the game crashed to desktop as soon as I clicked "end turn". The new file calvitix posted above seems to have fixed the crash as I have now been able to play several turns so far. Thanks calvitix.
 
I seem to be getting into what appears to be an infinite loop regularly in my game, I'm in the Nanotech era. Not sure what might be causing it, but I'm presuming some kind of decision making process in the scripts. I've left the game running in the bugged state for 15 minutes with no progression and I can still access menus and such when it occurs.

Usually at this point turns are slow to progress (relative to game start), but around 20-30 seconds and I cannot interact with menus during turn processing. This is typically what I consider normal at this point in the mod.

The issue can be worked around by re-loading from the most recent auto-save, but might either occur on the same turn the previous bug occurred on, or a few turns later.

I've attached a save where the bug is occurring and I've found that loading the save in this state doesn't clear the bug.

Hi, I managed to load the save in Debug, and to reactivate the Player.

Could you try it ?

I let the AI play on autoturn until victory in 2000AD, and beyond ~40 turns (with latest DLL) without problems
 

Attachments

I found the same with a saved game - restarted the game with the new files on the SVN and the game crashed to desktop as soon as I clicked "end turn". The new file calvitix posted above seems to have fixed the crash as I have now been able to play several turns so far. Thanks calvitix.

Ok. I unfortunately don't have acces to SVN to push the new file in. Will see with @Murdermesa if he can upload it.
 
By the way, expect some changes in AI behavior. In my last test, I got a size-13 stack of barbarians quite early on, and during the Middle Ages, stacks ranging from 30 to 80 were common.

Have fun !
 
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