v20 bugs and crashes

DH seems to be in the process of dividing the resources into map based ones and all others, provided by buildings.
At least that's what i assume after reading the MLF where are two modules resource_map and resource_other.
But in the modules folder there's only a resource folder.
I added loading resource as present in the modules folder and it runs fine, build 1609.
 
The promotion "Sphinx" has been forgotten with the new Hunter type units. If Recon units are included then so should Hunter units. In my opinion.

Cheers
 
Well, the game is running now.
Current SVN is on a 25 turn AI mission and they still do fine.

I tried Koshling's suggestions.
V20 dll with current assets does not even loed the save.
Current dll with v20 assets loads the game but crashes as before, creating no minidump; so no files to provide.
The game still randomly ctD, in most cases after two turns, sometimes after one turn; time frame between crashes range from 10 minutes to 17 minutes.

As the game runs fine in autoplay i assume the bug to be in the interface since in autoplay it's never used.

That supports the diagnosis from your previous mini dumps, that it is a graphical issue. However, if it happens with v20 assets, it cannot be due to a recent (asset) change, so chances are you are tripping over some pre-existing bug (whether it be in the assets in how they define some graphic, or in the game engine). All I can suggest is that you look for a specific pattern of what your interaction with the UI involves at the times of crashes...
 
That supports the diagnosis from your previous mini dumps, that it is a graphical issue. However, if it happens with v20 assets, it cannot be due to a recent (asset) change, so chances are you are tripping over some pre-existing bug (whether it be in the assets in how they define some graphic, or in the game engine). All I can suggest is that you look for a specific pattern of what your interaction with the UI involves at the times of crashes...
Maybe the problematic model or models start to appear in the era which the game has progressed to in the last days.
 
DH seems to be in the process of dividing the resources into map based ones and all others, provided by buildings.
At least that's what i assume after reading the MLF where are two modules resource_map and resource_other.
But in the modules folder there's only a resource folder.
I added loading resource as present in the modules folder and it runs fine, build 1609.

Good catch, he must be separating them, and just left out the regular resource MLF in the mean time, thx.
 
Sorry to double post but, i noticed that the workers are now, just walking right into enemy (barbarian) territory and getting picked off one by one??

Are they not recognizing the new animals or something?
 
Sorry to double post but, i noticed that the workers are now, just walking right into enemy (barbarian) territory and getting picked off one by one??

Are they not recognizing the new animals or something?

It's a bug for sure. Give me a save game that illustrates it (one wheer end-turn has a worker do this) and I'll fix it.
 
I had a CTD so decided to have a look at anyfunmod and lost all my saves. :sigh: BTW nyfunmod is basically BUG but does have some extra stuff that allows you to load and edit your config files.

Either way I will now have to start a game from scratch since trying to load my last save results in a CTD or laser graphics and CTD. I may try rebooting my machine to clear the graphics card.

I'm trying to test this, but I can't figure out how to create a colony. Pressing F1 in the city screen just brings up the screen which lists my cities (same as it does when you press F1 from the main map). Anyone know how to liberate a colony??
 
@All Sorry, I copied my working MLF rather than just adding platyping to the list.

I'm trying to test this, but I can't figure out how to create a colony. Pressing F1 in the city screen just brings up the screen which lists my cities (same as it does when you press F1 from the main map). Anyone know how to liberate a colony??

If you can create a colony or liberate cities a fist appears at the bottom right of the screen. Press it and up comes a pop up.
 
@All Sorry, I copied my working MLF rather than just adding platyping to the list.



If you can create a colony or liberate cities a fist appears at the bottom right of the screen. Press it and up comes a pop up.

Oh - not seeing a fist for any of my cities in my game - what conditions are required? (I have 2 cities on an island I was trying to do it on). Do you have a save that can create one?
 
IIRC, the cities need to be on another continent and maybe vassals need to be activated since colonies and vassals are gamewise rather close.
 
IIRC, the cities need to be on another continent and maybe vassals need to be activated since colonies and vassals are gamewise rather close.

I checked the code. There are several other more subtle conditions:

1) There has to be another leaderhead not in use that can take over the split (in my game all leaderheads had been used it turns out!). This issue will ease a lot when SO puts back all the optional leaderheads as standard now that we know we can (with static leaderheads)

2) The would be colony has to be costing you money. If the net income from it is positive the colony button is not displayed
 
I was going to include Tsentom1's Sydney opera house but it requires a civic we don't/didn't have. ;)

I hunt out the snow castle it probably has some weird name.

The SnowCastle is actually in the main CIV4BuildingInfos.xml. Look for BUILDING_ICE_HOTEL.
 
Minidumping on load. Not even able to get in-game on SVN from two days ago. Note, this is with a couple asset changes by me, but only in the Modules folder, but that should cause XML errors, not minidumps, and I already fixed the XML errors. :(

Edit: STILL crashes on the newest assets, new Minidump attached.

Edit2: When I remove my modules it doesn't crash anymore, odd...
 
The SnowCastle is actually in the main CIV4BuildingInfos.xml. Look for BUILDING_ICE_HOTEL.

I had that along time ago, if i remember it has some python too, but not for sure that was 2 years ago already.:sad:
 
Minidumping on load. Not even able to get in-game on SVN from two days ago. Note, this is with a couple asset changes by me, but only in the Modules folder, but that should cause XML errors, not minidumps, and I already fixed the XML errors. :(

Edit: STILL crashes on the newest assets, new Minidump attached.

Edit2: When I remove my modules it doesn't crash anymore, odd...

Hi. I've had this problem too. Some modules can't be changed mid-game without causing a crash on loading the saved game.
To be safe keep a copy of your own edited MLF files for your save so you can easily paste them back after an SVN update.

Cheers
 
Hi. I've had this problem too. Some modules can't be changed mid-game without causing a crash on loading the saved game.
To be safe keep a copy of your own edited MLF files for your save so you can easily paste them back after an SVN update.

Cheers

This isn't even on a savegame load, this in on the actual game loading, before I even see the main menu.
 
I had that along time ago, if i remember it has some python too, but not for sure that was 2 years ago already.:sad:

The original version did have Python, to automatically improve the tiles around the city. This version is just +100% gold and +6 GPP. This actually makes more sense to me because the SnowCastle is just a giant tourist attraction.
 
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.
 
Back
Top Bottom