v20 bugs and crashes

In v19 I posted multiple minidumps that I was told were All most likely graphical unit problems. While playing my current v20 game I have finally spotted an Unsubdued Giraffe. I have made a screenshot because it's front legs are rather oddly angles and seemingly disjointed from it's body.

In the v19 game that I eventually had to abandon my neighbor Israel (which got changed mid stream by an SO update to the SVN to America), had multiple giraffe archers. Even these models had problems as the rider was seated inside the giraffe's body. So it may be possible that the "bad" graphic unit is the giraffe and it's derivatives. These units were still in the Industrial Era of that v19 game which on Epic speed was during the 1800-2021AD timeframe. I stopped playing at the last date as I was having to have to save twice a turn to continue playing.

I Hope this ugly monster does Not rear it's head again in the latter stages of v20. :religion:

JosEPh
 
I know this is just fixed.
I just want to know if adding horse and or stable to mounted unique units would be a good idea?
As for the current version, i can build mounted national units throughout my empire while i still need horses in city vicinity for the "normal" mounted ones.

I would have thought so. A Horse Trainer building at last or equivalent.

In v19 I posted multiple minidumps that I was told were All most likely graphical unit problems. While playing my current v20 game I have finally spotted an Unsubdued Giraffe. I have made a screenshot because it's front legs are rather oddly angles and seemingly disjointed from it's body.

In the v19 game that I eventually had to abandon my neighbor Israel (which got changed mid stream by an SO update to the SVN to America), had multiple giraffe archers. Even these models had problems as the rider was seated inside the giraffe's body. So it may be possible that the "bad" graphic unit is the giraffe and it's derivatives. These units were still in the Industrial Era of that v19 game which on Epic speed was during the 1800-2021AD timeframe. I stopped playing at the last date as I was having to have to save twice a turn to continue playing.

I Hope this ugly monster does Not rear it's head again in the latter stages of v20. :religion:

JosEPh

It is the animating of the unit that is the problem, It is using the horse animation which does strange things to the legs. The same thing happens for the camels and cattle. I probably need to look at what animations we are using and see if there are better ones.

You can turn giraffes off, but it is a two part process at the moment. I need to talk to AIAndy about adding the dependency stuff to the spawn XML.
 
Ok, it seems that increasing corp boni have something to do with declaring war and increasing amounts of resources counted.

This happens to me in revision 1539:
Load up the savegame, look at the number behind any resource in the city screen, declare war on the Holy Roman Empire and take a look at the numbers again. Every turn after that the numbers grow bigger. And it affects the AI too. While playing along with this save 2 AIs get constant +30-50 on their score every round which usually only happens when pop increases.
2 screenshots before/after declaring war and savegame attached.

View attachment 312346 View attachment 312347


View attachment 312348
 
Ok, it seems that increasing corp boni have something to do with declaring war and increasing amounts of resources counted.

This happens to me in revision 1539:
Load up the savegame, look at the number behind any resource in the city screen, declare war on the Holy Roman Empire and take a look at the numbers again. Every turn after that the numbers grow bigger. And it affects the AI too. While playing along with this save 2 AIs get constant +30-50 on their score every round which usually only happens when pop increases.
2 screenshots before/after declaring war and savegame attached.

View attachment 312346 View attachment 312347


View attachment 312348

Thanks for the save games. I'll take a look.
 
@Koshling

Can you tell why it a WfOC, it was taking around 20 seconds, great. But then after midway though Classical Era, it dropped to over 1 1/2 minutes, now its over 5 minutes?

This a Gigantic Map but only 6 civs, and now with all the animals and NEW Barbarian cities i thinks its too much for Civ4?

Just trying to see if my assessment is correct or not?
 
@Koshling

Can you tell why it a WfOC, it was taking around 20 seconds, great. But then after midway though Classical Era, it dropped to over 1 1/2 minutes, now its over 5 minutes?

This a Gigantic Map but only 6 civs, and now with all the animals and NEW Barbarian cities i thinks its too much for Civ4?

Just trying to see if my assessment is correct or not?

I will take a look.
 
Many messages like this :
Warning: building 513 is not associated with a CvCityLSystem node; it will not be visible!
And corrupt shadows..so i suppose better to play with shadows turned OFF.

Many failed to load texture, including this : RESMGR: Texture //sim2.dds failed to load

New to me sound errors, like this :

[3133.108] ERR: FSharedSoundData::Load: Could not read file Modules/DancingHoskuld/SubdueAnimals/Sounds/Buildings/Carnival.
[3133.108] WRN: Dynamic resident sound could not be loaded, GlobalId: 1767
[3133.108] WRN: FSound::DoLoad: Sound Modules/DancingHoskuld/SubdueAnimals/Sounds/Buildings/Carnival could acquire a loaded buffer.
[3133.108] WRN: FAudioManager::DoSound(): Could not load scriptId 1117./n


in attachment
 

Attachments

Posting here at Joseph's suggestion.

I just formatted and reinstalled civ 4, and then tried c2c. Liking it a lot. but here's the bug.

I am now unable to save my custom domestic advisor windows, both with version 19 and with version 20 of the mod. Before I used RoM vanilla 2.9.2 and it worked fine, but I do not remember doing anything to the "main game", so to speak, so I am posting here hoping to get some advice.

Under BUG mod options, advisors screen, I have domestic advisor -> customizable checked, large large both, and also zoom to city details checked.

Now, let's say I create a new page, rename it, populate it with the colums I want, and then save it. The next time I reload the game, it will have disappeared.

Now another small thing that MIGHT help. If I exit to main screen and then reload the game, then the custom views do stay. But once I exit the game entirely and then reload, they do not.

Basically, it's as if the game does add the custom views to the files loaded into memory, but does not save them to the hard drive. Once I exit the game, the files are unloaded from memory, and obviously the custom views for the domestic dvisor screen are lost.
 

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OK with "current" SVN i get this python error??

Traceback (most recent call last):

File "CvScreensInterface", line 998, in forceScreenRedraw

File "CvMainInterface", line 1472, in redraw

File "CvMainInterface", line 6074, in updateHelpStrings

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

i get about 25 of them all the same:sad:
 
@strategyonly
I have this errors too. and my units (all combat and not) have 0.0 / 1 movement, but i can make 1 move .... your units have moves?

And one more :
i started new game - elephant riding can be researched on start of game. it is mistake?
 
OK with "current" SVN i get this python error??

Traceback (most recent call last):

File "CvScreensInterface", line 998, in forceScreenRedraw

File "CvMainInterface", line 1472, in redraw

File "CvMainInterface", line 6074, in updateHelpStrings

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface

i get about 25 of them all the same:sad:

Infact NOW cant even play one turn anymore:mad:
Most likely thing is that the mouseover help change caused that.
Not sure why though so please check if it disappears if you revert to one or two revisions back.

EDIT: Found and fixed.
 
I will take a look.

OK with NEW dll tht AIAndy did, the turn times went from what it was to under two minutes:crazyeye: Still way too much but DANG better.:):rolleyes:

Just a thought maybe it was something in the python that was hanging it up so long??
 
OK with NEW dll tht AIAndy did, the turn times went from what it was to under two minutes:crazyeye: Still way too much but DANG better.:):rolleyes:

Just a thought maybe it was something in the python that was hanging it up so long??
That is very weird as the only change was in the help text for units which should not be code that is executed when you are not moving around your mouse over units.

@Hydro: Any minidump generated?
 
That is very weird as the only change was in the help text for units which should not be code that is executed when you are not moving around your mouse over units.

@Hydro: Any minidump generated?

Hmm:hmm: I then wonder, then AI Animals start fighting within seconds of the click of next turn, but then thats when the wait takes over 1-2 minutes now, alot better than 5-10 like it was? Of course Koshling changes really helped out ALOT.
 
@Dancing Hoskuld
only 1 turn every unit?
it is bug or in purpose?
 
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