v20 bugs and crashes

Player 50 Unit 16409 (TXT_KEY_LEADER_BARBARIAN's Skunk) moving from 72:48 to -2147483647:-2147483647
to where he moved?

This usually means the unit is removed from play and completely normal.


Another CTD with rev 1532, this time about 30 turns into a new game.

View attachment 312126
 
I haven't touched the outcome code at all, so I don't see how. However, once I get done with the current memory analysis I'll update to latest assets (so I'm using the outcome system myself) and try to reproduce these crashes.

@AIAndy/DH - is all the subduing now done by the outcome system and the old Python removed (or at least not called) in the latest SVN?

It is no longer called. I meant to remove it from the SVN but forgot. I will do so now.

some more "log scavenging"

Warning: building 0 is not associated with a CvCityLSystem node; it will not be visible!
building:Art/empty.nif does not contain a node called SHADOW. Its shadow, if present, will be corrupt!
Warning: Node Leaf_2x1 has no generic art matching constraint 180.000000
this warnings is normal ? i have many of them...

They are not a "real" problem. However we should see if we can get rid of them. Basically we are not displaying any building art to keep the memory usage low and turn speed up. Needs a building graphics person to do this.

i have CTD,,,with some strange log message

Player 50 Unit 16409 (TXT_KEY_LEADER_BARBARIAN's Skunk) moving from 72:48 to -2147483647:-2147483647
to where he moved?

created new game - same situation...

Player 1 Unit 8193 (TXT_KEY_LEADER_CHIEF_SLEEPY_EYE's Stone Thrower) moving from 73:49 to 72:48
i changed to english only civ version for clean testing purpose.. but why this "text place holder" here?

will attach save if needed

Usually the TXT_KEY_ messages are because those text strings have not been defined. They should not be there.

messages like this :
info type not found
info type NONE not found
in xml.log is ok?

Those errors don't usually cause a problem since the dll has defaults to use in their stead. They are also very hard to find and fix, since sometimes NONE is fine.

"Band of Homo sapiens sapiens" it is typo? or made for purpose?

That is the current correct English naming.
 
Same issue I have seen multiple times now: Crash in the city loop to find the closest city called by the outcome system.
I suspect now that CvOutcome::execute somehow achieves to overwrite a good part of its own stack.

Are you checking for the no city option. I had that problem with subdue animals before. An animal would attack before the civ had any cities.
 
Are you checking for the no city option. I had that problem with subdue animals before. An animal would attack before the civ had any cities.
There is at least one city of the player in the cases I have seen.
But with no city the city loop should return NULL right away which would have been dealt with on the higher levels.
 
There is at least one city of the player in the cases I have seen.
But with no city the city loop should return NULL right away which would have been dealt with on the higher levels.

I have spent about 4 hours on this, drilling down to assembly level, and I still only have a hokey theory. Specifically I (eventually) discovered that ANY change I made caused the problem to go away, and that it never occured in my DEBUG build. I then rebuilt with the original source as it was at the last DLL push to SVN, and THAT also worked fine (full release build)! Now, on the day I pushed all my changes (and the DLL) to the SVN I had been screwing around with different sets of source files, renaming from one version to another. I **suspect** I had managed to mangle the relative timestamps between some source and my object files, and that I didn't do a fully clean rebuild when I created the DLL that I eventually pushed to SVN. That would mean it was just a build error due to some stale object files, which is consistent with what I have seen today (i.e. - that now I rebuild everything, even with the same source it all seems to work).

@AIAndy - you may be able to immediately disprove my theory. Yesterday you noted that the crash occured for you in the release but not in a debug build. The question is - did you build your OWN release build, or was that observation based on the release DLL in the SVN? Obviously if it was your own release build that would blow my theory out of the water...

Anyway, regardless of the above, I now cannot generate a failure. I am currently running a lengthy auto-run session from SO's save game state that was originally reliably showing the issue. If that continues for 100 turns without showing any problems then I will push another DLL to the SVN. This one will actually alo contain some other changes, but that's not (directly at least) relevant to this crash.
 
If that continues for 100 turns without showing any problems then I will push another DLL to the SVN. This one will actually alo contain some other changes, but that's not (directly at least) relevant to this crash.

I also did a 100 fully automate auto-control and withOUT any errors, nice job.;)
 
Spoiler XML key TXT_KEY_STATUS_DUMP_TURN not found :
XML key TXT_KEY_STATUS_DUMP_TURN not found
XML key TXT_KEY_STATUS_DUMP_PLAYER_NAME not found
XML key TXT_KEY_STATUS_DUMP_LEADER_CIV not found
 
With rev 1537 (and I missed 1538 by about 5 mins ) I've played 15 turns without crash in the older game :goodjob:
 
@AIAndy - you may be able to immediately disprove my theory. Yesterday you noted that the crash occured for you in the release but not in a debug build. The question is - did you build your OWN release build, or was that observation based on the release DLL in the SVN? Obviously if it was your own release build that would blow my theory out of the water...
I have not been able to reproduce it with a DLL that I compiled myself, only with the release one from the SVN.
But I have encountered it on many cases with the release DLL.

So your theory is probably correct.
 
Disregard for the moment, can't seem to get this to happen again

UPDATE:

There is something strange going on in my game. Look at the screenshot. These yields from corporations can't be right.

View attachment 312196


Edit: Rev 1539
 
Zebra Cuirassier have Horse Trainer instead of Zebra Trainer as requirement.
Sorry if this was already reported/fixed.
Edit: I am still on v19 and not v20
 
Disregard for the moment, can't seem to get this to happen again

UPDATE:

There is something strange going on in my game. Look at the screenshot. These yields from corporations can't be right.

View attachment 312196


Edit: Rev 1539

Save game please, and I'll take a look and see if I can figure out the cause
 
Save game please, and I'll take a look and see if I can figure out the cause

Will post one when I'm sure this didn't happened due to an error of myself. After running another asset rebuild the amount is back to normal and hasn't jumped back up in about 30-40 turns. I will take a look at earlier saves for a pair of not happened/happened.
 
I think I figured out what went wrong on my side:

-I updated my SVN this morning to version 1537 (which had new buildings by hydro but not the new resources and the link between them).

-Ran fine with the modifier recalc on load game for about 15 turns until I noticed +555 food from Malwart after corp spread to new city.

-Saved and updated SVN again to 1539 (which I had seen shortly after a few turns of play) but forgot to actually update the C2C mod folder.

-Loaded, recalc modifiers, ran 25 turns but didn't realize I was still on 1537 until the boni from corps were astronomical again.

-Updated C2C to 1539 proper, modifier recalc and since then no problem with the boni from corps for the last 50 turns.


When loading older 1537 saves with 1539 build (not that I plan to do this) the recalc modifiers popup does not appear and the boni from corps are still multiplying. Savegame attached, just in case.

View attachment 312240
 
Zebra Cuirassier have Horse Trainer instead of Zebra Trainer as requirement.
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.
 
Hi! I have a question! I open MyGames\BeyondtheSword Civilization.ini file and change some lines there so that my default mod to open is caveman2cosmos and autosaves to be made every single turn. When I launch the game everything is ok. But when I quit the game and enter again BtS is launched and none of my changes are kept in Civilization.ini file. It is so annoying! What can I do to fix it?
 
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