v 25, Bugs/Crashes reporting thread

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Oh, good catch. I'll PM Koshling about it, even though he's on vacation he may be able to tell me (or you for that matter) what is wrong. Also, how good are you with c++? We could always use more SDK coders, and if you are good with c++ it would be nice if you were willing to help us more with that.

I was more than 5 years C++ Software developper for Industry, so I'll be able to help. ;)
It's just a question of how much time I can spend. As I said, I'll start to track all the hardcoded english Strings, to finish the translation.

I need some time to understand how the whole DLL works. :crazyeye: But I'll glad to help to debug or develop afterwards.
 
OK, i have been "waiting" for 4 months for a person to ask that question, so thx.

If you see, its really a yes answer, see one was strictly about him and the other one is loosely based off of the movie. If you look at the attached they are different looking, and have different stats. They have different shields, helmets, and one even has a cape.

OK, just seems kinda weird to have 2 units for the same guy.

I'm more concerned about why I can't build (or even seem to have the building show up as an option {greyed out or not}) a trading post on my island cities.
 
Loading the "choose new tech" popup or the techtree takes considerable time. After researching Rudder this popup took about 3 mins to show up.
 
@Vokarya

Had this error on the Alamo:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Alamo", line 22, in onUnitKilled
TypeError: changeCulture() takes at most 3 arguments (4 given)
 
Hm, it seems that the current method is also bugged. The old way was definitely bugged though, so I'll have to look at this some more tomorrow. Sorry.

Here are two screenshots from the same savegme.
SVN3471 loaded first with 3455 dll, then with the 3469 dll.
(Civic upkeep difference comes from the tweaks introduced since svn3455.)
3455: 59+5+634+211+136 = 1045
3469: 59+5+634+403+1266 = 2367

Assuming that in the new inflation system 100% is the 0% in the old system, the bug may be that in the new system the inflation value is already the total expenses value.

Notice that the inflation value should be the total expenses value because 59+5+634+403 = 1101, so the inflation should only be 165 (not 2367).
The calculation of the inflation value is wrong besause it adds 1101 to 1266 while 1266 is already the unit cost, unit supply, city maintenance and civic upkeep WITH inflation.
I hope this helps.
 

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Noticed a few things when playing:
-Goths seem to be missing their cityart style, at least in the Tanshuman era anyway
-Future APC, Walker Artillery and the Mob Car aren't animated, they are just frozen
-Tactical Fusi appears to be bugged, the news ticker at the top of the screen mentions an error
-Fallout seems to destroy Rocky Outcrops(I think that's what they're called) and Oases
-One of the Transhuman techs was labeled TEXT_KEY_GPS2 or something along those lines
Other than that I love the C2C.:goodjob:
 
@Vokarya

Had this error on the Alamo:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "Alamo", line 22, in onUnitKilled
TypeError: changeCulture() takes at most 3 arguments (4 given)

Thanks. I changed that line 22 to
Code:
city.changeCulture(unitStr, false)
and it worked in a test where I set up a Machine Gun to get overrun by a barbarian Nanite Cloud (Nanite Clouds are great for test runs). The new code is on the SVN now.

I wonder what happened - I know the original Python routine worked when I uploaded it, but now it doesn't want to take the player argument.

Let me know if anything else weird happens. I will update with the additional +25% domestic Great General after the freeze.
 
Noticed a few things when playing:
-Goths seem to be missing their cityart style, at least in the Tanshuman era anyway
-Future APC, Walker Artillery and the Mob Car aren't animated, they are just frozen
-Tactical Fusi appears to be bugged, the news ticker at the top of the screen mentions an error
-Fallout seems to destroy Rocky Outcrops(I think that's what they're called) and Oases
-One of the Transhuman techs was labeled TEXT_KEY_GPS2 or something along those lines
Other than that I love the C2C.:goodjob:

1. The TH era needs more art, and is in a state of flux as we prepare for multi-maps, so I don't garantee that it will be balanced.

2. Yeah, I know, but we have no anims for those, so unless one of us (Hydro) learns how to make animations we'll be stuck with unanimated units.

3. Hm, please post your PythonErr log (not PythonErr2).

4. I don't know what would cause that

5. That I know has been fixed on the SVN, we've removed a LOT of TH era techs for V26.
 
I'm very confused at this point on how the new inflation system works. I stepped through Cyrusfan's save, and everything was being properly calculated as far as I could tell, there weren't any screwy values for the inflation calculations. That said, there is definitely something wrong, as everyone now has extreme :gold: issues. I'm stuck at this point. :sad: There's another thing that is confusing me, and that is why on earth the tax calculations are going down to ten decimal places! I suspect that may be behind some of the slowdowns, but I need to do some more investigation. This is very complex and I'm not too good at the SDK stuff yet, so I'm hoping I can fix this soon so we don't have to delay the release, but If I can't figure it out we will have to delay the release until Koshling or AIAndy get back to look at this.

Edit:

Also, looking at JosEPh's savegame, I noticed this. He should only have 12% inflation, not 81, but I can't seem to find why

Edit2: OK, now this is getting really screwy. Looking at the code, the variable m_accruedCostRatioTimes10000 is defined twice, once in the wrapper as -1, and again later on as 10000. If it had been defined as 10000 in the first place, then the original calculation would have been correct, which it certainly wasn't, the debugger showed m_accruedCostRatioTimes10000 as having a value of -1 in the debugger. :confused: The comment above the definition of m_accruedCostRatioTimes10000 by Koshling says that it is set as -1 to maintain savegame compatability, and should be recalculated at the first opportunity, but it obviously wasn't being recalculated.
 
Hey guys, when I start up the Mod, it crashes when it loads up. It worked before and I noticed that it crashes after it loads up Init Audio. My version of the game is 3.1.9.
 
Using SVN 3473 and over the last few versions Joan of Arc and Barbarossa were not working correctly. What I mean is Joan had no animation, she just sort of floats across the map and she has no abilities, I can't fortify her in a city, border patrol, etc. Barbarossa had the same problems except he moved but his actions seemed like he was acting like a worker.
 
Hey guys, when I start up the Mod, it crashes when it loads up. It worked before and I noticed that it crashes after it loads up Init Audio. My version of the game is 3.1.9.

Did you change the "main" folder to just Caveman2Cosmos?
 
Did you change the "main" folder to just Caveman2Cosmos?

You mean the file name in the mod folder within the C drive? (C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos)
The name of the folder is Caveman2Cosmos.
I'm sorry if i'm not being clear here.
 
You mean the file name in the mod folder within the C drive? (C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Caveman2Cosmos)
The name of the folder is Caveman2Cosmos.
I'm sorry if i'm not being clear here.

Whats your PC specs?
 
PC specs are:

-8 Gb of Ram
-AMD Athlon II X3 425 Processor 2.70 GHz
-Windows 7 64 bit

Is there is anything else that you needed to know?

BTW, I'm using using v25 of C2C.

OK try this then, go into your My Documents/My Games/Beyond the Sword/CustomAssets (delete everything inside this folder). Then try again.
 
PC specs are:

-8 Gb of Ram
-AMD Athlon II X3 425 Processor 2.70 GHz
-Windows 7 64 bit

Is there is anything else that you needed to know?

BTW, I'm using using v25 of C2C.

I think a good vcard with nice its own memory (over 1G) would help greatly...
I have X980 with more ram than my first ever hard drive and used to have 460 1GB ... before C2C optimization I couldn't play modern era on gigantic
maps and became acquainted with MAFs CTD and the rest of the gang .... but after switching to 560Ti 2Gb situation seemed to improve .... but still with that setup I was expecting to be able to play a game from 2005 ;)..... did anybody calculated ratio of increased content and playability to BTS vanilla? It mast be significant factor... I like stats!
 
Latest changes (Rev 3473) cause the game to freeze on loading a save game or creating a new one.
Reverting to Revision 3471 solves this problem.

I suspect the python fix for The Alamo, the changes on the culture for athletic field respective playing field are simple xml-changes and should normally not cause a freeze.
 
Latest changes (Rev 3473) cause the game to freeze on loading a save game or creating a new one.
Reverting to Revision 3471 solves this problem.

I suspect the python fix for The Alamo, the changes on the culture for athletic field respective playing field are simple xml-changes and should normally not cause a freeze.

I didn't notice any problems with latest revisions up to 3475.... everything loads normally and there is no freeze whatsovewer...... turn time is another thing
 
Latest changes (Rev 3473) cause the game to freeze on loading a save game or creating a new one.
Reverting to Revision 3471 solves this problem.

I suspect the python fix for The Alamo, the changes on the culture for athletic field respective playing field are simple xml-changes and should normally not cause a freeze.

Usually when something like that happens, it might be that you need to do a re-boot, then try again.
 
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