v20 bugs and crashes

Important info regarding graphics CTDs

It so happens that using the last save SO posted for me to look at, I can 100% reliably reproduce a graphics crash, by revealing the entire map (ctrl-Z in cheat mode), and zooming it out.

However, if I change the value of the SHOW_BUILDINGS_LEVEL global define I added yesterday to 0 (no building art) it totally goes away, and I can't get it to crash at all. This has two implications:

1) Using a lower setting (0 for sure, 1 probably is ok) for SHOW_BUILDINGS_LEVEL should be a good workaround for anyone experiencing these issues.

2) It means it is definately caused by building art. Over the next few days I'll try to pin it down to a specific building or buildings, but doing so will be very tedious.

I think there should be 0, 1, 2, and 3, where the 0, and 1are the same as right now, the 2 means that wonders and city defenses are shown but nothing else, and the 3 is the same as the 2 right now. Would that be doable?
 
I think there should be 0, 1, 2, and 3, where the 0, and 1are the same as right now, the 2 means that wonders and city defenses are shown but nothing else, and the 3 is the same as the 2 right now. Would that be doable?

Yes, I can certainly do that.

It is my hope that I'll be able to pin down the actual guilty buuilding(s) and get them fixed though, so eventually we hopefully won't need this at all (apart from the memory saving aspect I guess)
 
Yes, I can certainly do that.

It is my hope that I'll be able to pin down the actual guilty buuilding(s) and get them fixed though, so eventually we hopefully won't need this at all (apart from the memory saving aspect I guess)

The memory saving part is what I'm thinking about. I just like though seeing walls/palisades/planetary shields on the map though:).
 
Yes, I can certainly do that.

It is my hope that I'll be able to pin down the actual guilty buuilding(s) and get them fixed though, so eventually we hopefully won't need this at all (apart from the memory saving aspect I guess)
Check also this to narrow down which buildings should be considered as potentially guilty:
http://forums.civfanatics.com/showpost.php?p=11233032&postcount=160

I still intend to extract the stats of when and how many were built for each building from that save.
 
Anything on this yet? (post 241)

OK i "finally" can get past the next turn (with the new SVN), withOUT a crash


EDIT:

Oh well so much for that , now i have a WfoC:
 
When you do an update of the SVN you need to make sure you take note of the deletes as well as te updates and additions. The mammals and other folders were merged in to the core areas quite some time ago.

I downloaded the game in v19, and updating with tortoise since then. I suppose i will have to download when a new version is out. I thought the tortoise delete all changes, but perhaps it doesnt delete folders.
 
I downloaded the game in v19, and updating with tortoise since then. I suppose i will have to download when a new version is out. I thought the tortoise delete all changes, but perhaps it doesnt delete folders.

I think you have to download everything from scratch (through the SVN) when first setting up the SVN. I don't think it will recognize the v19 stand alone download.
 
I downloaded the game in v19, and updating with tortoise since then. I suppose i will have to download when a new version is out. I thought the tortoise delete all changes, but perhaps it doesnt delete folders.
SVN updates DO handle deletes. But if you use exporting, you have to delete the target folder first (although you should probably keep the user settings folder).
Personally, I still prefer to have the local copy of the SVN right in the mods folder which means that SVN updating handles all deletions.
 
I think i dont explain me well, I downloaded the full v19 version of the game, installed tortoise and configured like sais in the post, with the option SVN update, i have been playing the same game and updating it all days since the begining, no v20 download or something like that, updates all days, and that forder wasnt removed. Now i have deleted it myself all works fine.

I have only one C2C version and is the one i update and play with in the mods folder.
 
I think i dont explain me well, I downloaded the full v19 version of the game, installed tortoise and configured like sais in the post, with the option SVN update, i have been playing the same game and updating it all days since the begining, no v20 download or something like that, updates all days, and that forder wasnt removed. Now i have deleted it myself all works fine.

I have only one C2C version and is the one i update and play with in the mods folder.
Then the folder was probably from the V19 version and the first checkout you did with the SVN got a version that already had it removed so it never removed the folder while updating.

So the lesson is: If you switch to the SVN, delete the C2C folder before checking out.
 
I was doing so well, went out of the game, did stuff, loaded up C2C and reloaded to my last game and poof CTD upon the next turn! :(

Have a minidump.

I need to know what version you were running to read the minidump. It doesn't match the latest SVN version...
 
I think there should be 0, 1, 2, and 3, where the 0, and 1are the same as right now, the 2 means that wonders and city defenses are shown but nothing else, and the 3 is the same as the 2 right now. Would that be doable?

Agreed. I would like that too.


On a totally different note: Has anyone else noticed something wrong with Great Farmer and with Workers?

My current Great Farmer can't place ANY bonuses ANYwhere. It's my third GF and the first two could place on several places, now suddenly this one can't where I could have done it with the others before.
The only three things that might, as I see it, have anything to do with this are:
1. A Dye resource popped up on it's own in my area.
2. Did a rebuild of modifiers.
3. Great Farmer has been capped so only two bonuses can be placed.
Though that doesn't explain why the first Great Farmer I had couldn't place bonuses on some plots I knew (had been in WB) didn't have any resources.

A Papaya Plantation was overrun by Locusts. Now I can't build a Plantation there anymore. I can use normal workers to build a Plant Gatherer but Buffalo Workers can't build anything except roads on the plot. Which is weird as they are the exact same Buffalo Workers I used to build the plantation there in the first place.

There are a few other weird behaviors in the game; creation XP is off, some buildings that replace others add their new bonus instead of replacing the old, some culture heroes could only be built in some cities and not in others, (and the bug with multiplied resources is in full effect, even after modification rebuild)-this I was wrong about, some buildings gave extra is all.

Going to reload the game to see if these issues fix themselves and will post an update later, with a save game and my settings.

Cheers


Update:

Great Farmer can place resources after recalculation of assets.
Workers on my Papaya field have still not corrected themselves.
XP gain for units went off a bit more in some, but not all, cities.
Some Replacing Buildings still add their bonus rather than replace.
Can't check the heroes one yet as I've already built all I had access too.

Let me know if you want a save after the rebuild to check on these things. I'll keep it handy.

Cheers

2nd update:
I was wrong about the fruit gathering stuff on my papaya, not even normal Workers can build that, it was a Seed Camp they could build. Which is weird as I'm way into Renaissance.

Cheers
 
Do not know if these are bugs :-

A) With Build 1683 I can build both Grass Huts and Igloo in my City ( coastal built on hill / lush but with 1 tile at extremity of City Area classed as Tundra ).Majority of tiles normal land tiles , forest , grassland etc so would not expect to be allowed to build the Igloo.

b) A hill adjacent to the Sea but 100% land has spawned Sea Lion and Seal resource.

DavidR
 
Agreed. I would like that too.


On a totally different note: Has anyone else noticed something wrong with Great Farmer and with Workers?

My current Great Farmer can't place ANY bonuses ANYwhere. It's my third GF and the first two could place on several places, now suddenly this one can't where I could have done it with the others before.
The only three things that might, as I see it, have anything to do with this are:
1. A Dye resource popped up on it's own in my area.
2. Did a rebuild of modifiers.
3. Great Farmer has been capped so only two bonuses can be placed.
Though that doesn't explain why the first Great Farmer I had couldn't place bonuses on some plots I knew (had been in WB) didn't have any resources.

A Papaya Plantation was overrun by Locusts. Now I can't build a Plantation there anymore. I can use normal workers to build a Plant Gatherer but Buffalo Workers can't build anything except roads on the plot. Which is weird as they are the exact same Buffalo Workers I used to build the plantation there in the first place.

There are a few other weird behaviors in the game; creation XP is off, some buildings that replace others add their new bonus instead of replacing the old, some culture heroes could only be built in some cities and not in others, (and the bug with multiplied resources is in full effect, even after modification rebuild)-this I was wrong about, some buildings gave extra is all.

Going to reload the game to see if these issues fix themselves and will post an update later, with a save game and my settings.

Cheers


Update:

Great Farmer can place resources after recalculation of assets.
Workers on my Papaya field have still not corrected themselves.
XP gain for units went off a bit more in some, but not all, cities.
Some Replacing Buildings still add their bonus rather than replace.
Can't check the heroes one yet as I've already built all I had access too.

Let me know if you want a save after the rebuild to check on these things. I'll keep it handy.

Cheers

2nd update:
I was wrong about the fruit gathering stuff on my papaya, not even normal Workers can build that, it was a Seed Camp they could build. Which is weird as I'm way into Renaissance.

Cheers

Yeh, post the save game please, and I'll add this to the list o things to look at.
 
Ok, let me know the stats when you get them. I was planning to narrow it down by binary chop on the I'd space, but starter information will help.
Here is the table with the information about which buildings were built when and how many. I have already removed all the buildings without NIF.
The suspicious ones are those that are built a lot in 1000-1500 (the last two columns) but first built before 600.
 

Attachments

I have had a similar problem to BlueGenie with caravan units not being able to provide hammers to build buildings.

b) A hill adjacent to the Sea but 100% land has spawned Sea Lion and Seal resource.

DavidR

In C2C Sea Lion and Seal are a land resource. Some other mods have them as a sea resource.
 
Save file in attachment. I've also added the files I've modified so that if you check you can check it with the same assets I have as well as on normal settings.
The mod is C2C, like the SVN, and not Caveman2Cosmos.
I also deleted the Neanderthal folder.

The buildings that I checked for adding rather than replacing are the admin buildings. Most of my cities have more free specialists than they should have because of this.

Cheers
 
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