v20 bugs and crashes

The AI is constantly choosing the idle process when there are better options. In fact I think we can get rid of this process. Anyone have arguements against getting rid of it?

Save game please. It should never choose the idle process over a gold or research process under any circumstances.
 
Oooh, I get to use the Mini-Dump feature.

Game crashed, no warning or anything, just dumped me into windows as I was moving a unit.

Attaching the minidump file.

Cheers
 
Separate issue so posting this in an own post, which is why double posting.

Subdued Mackerel requires Town Hall to build a Fish Pen. If building a City Hall it can no longer build a Fish Pen. Shouldn't it require either or as well as Metropolitan and Capital administration buildings? I think it should and thus it's a bug, albeit a minor one.

Cheers
 
Separate issue so posting this in an own post, which is why double posting.

Subdued Mackerel requires Town Hall to build a Fish Pen. If building a City Hall it can no longer build a Fish Pen. Shouldn't it require either or as well as Metropolitan and Capital administration buildings? I think it should and thus it's a bug, albeit a minor one.

Cheers

This is actually as intended but I am begining to think I may have to change it to what you suggest. It is too micro otherwise.
 
Oooh, I get to use the Mini-Dump feature.

Game crashed, no warning or anything, just dumped me into windows as I was moving a unit.

Attaching the minidump file.

Cheers
Unfortunately it crashes in graphics, not the DLL. Which unit where you moving and where in the game were you (era I mean)?
 
Late classic, moving a stack consisting of a Trireme and a Subdued Mackerel.
Didn't crash again on reload and moving them again though.
Thought I'd share the dump file anyway so you'd be able to take a look and if able to do anything about it fix for others.
Shame nothing more definitive was shown but as it's a non-repeatable error it'll be hard to narrow down more. Could be where I was moving to, or something else in the screen at the time that caused it in conjunction with about anything else.

I must say though that the mod has increased it's memory usage tremendously. Turn times are down but too many MAF's and crashes due to graphics seem to occur, even on smaller maps than usually. Thought I'd try an even smaller map to see if MAF's keep happening then too. If it does then it's not the map size that matters but other factors.

Anyways, Cheers
 
I must say though that the mod has increased it's memory usage tremendously. Turn times are down but too many MAF's and crashes due to graphics seem to occur, even on smaller maps than usually. Thought I'd try an even smaller map to see if MAF's keep happening then too. If it does then it's not the map size that matters but other factors.


Are you using v20 or latest SVN? I have shaved some more emmory off in the latest SVN (relative to v20). It's not huge, but its a few 10s of Mbytes and every little helps.
 
I have investigated the graphics crashes a lot this evening with a savegame that shows the behavior when you wildly click on the minimap.
The savegame is in 1477AD researching Compass.

Killing all units does not change the behavior. It still crashes fast. So I think we can rule out units as a major source of the problem.

After removing all cities it does not crash any more.
Removing all buildings does the same.
Removing all world wonders or national wonders does not cause any noticable change in the crashing behavior.

Removing all buildings built after 1000AD means no more crashing but removing only those built after 1009AD I could still get it to crash. There are no new building types finished in that period (that have not been built before).

Removing all buildings that have a building type that is first built after 1000AD still causes crashes. Same for building types that are introduced after 600AD. Doing the same with 400AD still crashes, but not as easy.
That is as far as I got this evening.

So I think there is more than one problem source. Maybe too detailed models.
The culprits we seek are buildings that probably have a model, are first built around 400-600AD (some probably earlier) but mass built in 1000-1500AD.
Judging from some other reports some of them might go obsolete after renaissance.
Another test I just did was just hiding the city entities and that was enough to prevent the scrolling crash while it came back once I made the cities visible again.
So it is probably enough to hide the city entities that are currently not visible (or not important).

We likely have some too high poly or otherwise problematic building models.

@Koshling: Your private message box is full.
 
I must say though that the mod has increased it's memory usage tremendously. Turn times are down but too many MAF's and crashes due to graphics seem to occur, even on smaller maps than usually. Thought I'd try an even smaller map to see if MAF's keep happening then too. If it does then it's not the map size that matters but other factors.
If you have a lot of graphics crashes, try out Alt-Shift-R in the SVN version I just committed. It hides city entities which if it helps you as well could be programmed to hide cities more dynamically.
 
If you have a lot of graphics crashes, try out Alt-Shift-R in the SVN version I just committed. It hides city entities which if it helps you as well could be programmed to hide cities more dynamically.

I will work on this (dynamic hiding based on plot visibility), and similarly for units. Good find.
 
I will work on this (dynamic hiding based on plot visibility), and similarly for units. Good find.
Good, I have the suspicion though that the Civ4 engine does a lot of that for units already (which often are invisible) but not for cities (which are continuously displayed after you have first seen them).
 
If you have a lot of graphics crashes, try out Alt-Shift-R in the SVN version I just committed. It hides city entities which if it helps you as well could be programmed to hide cities more dynamically.

OH MY GOODNESS, i really really really like the NEW look of just the Wonders in the hover over in the cities, :whew::bowdown: It was so clustered before i couldn't take it anymore. I asked about this about 6 months ago, but the answer was just plain NO, but now :clap:

Now if "we" can get the units to do the same thing with the LOOOONG listing of some units, OMG;)
 
So the cause of V19's and v20's graphics random CTDs has been discovered? :woohoo:

Fantastic!

JosEPh :D
 
So the cause of V19's and v20's graphics random CTDs has been discovered? :woohoo:

Fantastic!

JosEPh :D
Not the detailed cause yet. But likely it is some building graphics (or more than one) with the properties I described above.
Still, hiding the cities when the display is not needed will help.
 
Damnit, now I have to break down & actually use the SVN :p Great job modders :)
 
[r1646] Shaft mine can't be placed on Titanium resource (not visible as available option on that plot, even with obsolete/old improvements visibility on), only regular mine. Didn't get to modern mines yet to check about.

Also farms can be placed on Salt Flats (old issue) if another farm exists nearby or fresh water around.
 
[r1646] <snip>

Also farms can be placed on Salt Flats (old issue) if another farm exists nearby or fresh water around.

Why is this a problem?

JosEPh
 
@Koshling, as requested:

one is 1 turn before, and the other is the turn it is happening (also on 2nd one, 2 or 3 turns later it happens again???). Current SVN used.

I ran the second turn (the one where it's supposed to happen) and no workers died or did anything odd that I could see. Where am I supposed to be looking? You have workers all over the place in this game.
 
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