V24 bug

I didn't even see a file to d/l SO.

I'll try again.

JosEPh

Edit: This is all you get:

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With No D/L link at all.
 
I didn't even see a file to d/l SO.

I'll try again.

JosEPh

Edit: This is all you get:



With No D/L link at all.

It might be that since i am the author, i am the only one authorized for now.

Its only 1 file so here it is for now. . .
 
I'm getting end of turn errors every turn when I use Revolutions=On in custom games. SVN3013/V24. I was not getting these with SVN2983, and they disappear if I turn Revolutions off.

PY:OnPreSave
PY: Revolt - Adjustments for top 2 players
PY: Revolt - Incan Tribe have 1th most power, effect: -3
PY: Revolt - Portuguese Tribe have 2th most power, effect: -2
PY: Revolt - Incan Tribe have 1th highest score, effect: -3
PY: Revolt - Portuguese Tribe have 2th highest score, effect: -2
19:13:59 TRACE: Error in EndGameTurn event handler <function onEndGameTurn at 0x166DBCF0>
19:13:59 TRACE: integer division or modulo by zero
PY:OnUnInit
UnInit Python

Bolded above is the on-screen message

I just love divides by zeros:rolleyes: This one is in the line
Code:
	if( game.getGameTurn()%int(RevUtils.getGameSpeedMod()*10) == 0 ) :

which calls
Code:
def getGameSpeedMod( ) :
		# Ratio of game turns to those of Epic, limited adjustment for extremely short/long differences
		global gameSpeedMod
		if( gameSpeedMod == None ) :
			gamespeed = game.getGameSpeedType()
			gameSpeedMod = gc.getGameSpeedInfo(gamespeed).getGrowthPercent()
			gameSpeedMod += gc.getGameSpeedInfo(gamespeed).getTrainPercent()
			gameSpeedMod += gc.getGameSpeedInfo(gamespeed).getConstructPercent()
			gameSpeedMod = 300.0 / gameSpeedMod
		return gameSpeedMod

Which suggests it is something to do with game speed. What game speed are you using? We have had this problem before, now that I think on it. wonder what we did to fix it that time.
 
I just love divides by zeros:rolleyes: This one is in the line
Code:
	if( game.getGameTurn()%int(RevUtils.getGameSpeedMod()*10) == 0 ) :

which calls
Code:
def getGameSpeedMod( ) :
		# Ratio of game turns to those of Epic, limited adjustment for extremely short/long differences
		global gameSpeedMod
		if( gameSpeedMod == None ) :
			gamespeed = game.getGameSpeedType()
			gameSpeedMod = gc.getGameSpeedInfo(gamespeed).getGrowthPercent()
			gameSpeedMod += gc.getGameSpeedInfo(gamespeed).getTrainPercent()
			gameSpeedMod += gc.getGameSpeedInfo(gamespeed).getConstructPercent()
			gameSpeedMod = 300.0 / gameSpeedMod
		return gameSpeedMod

Which suggests it is something to do with game speed. What game speed are you using? We have had this problem before, now that I think on it. wonder what we did to fix it that time.
The reason for that is clear. The percentages for the slow speeds are very large and add up to far more than 300 so 300 / large number is considerably smaller than one. That turns into 0 if you turn it into an int and then the modulo divides by 0.
 
The reason for that is clear. The percentages for the slow speeds are very large and add up to far more than 300 so 300 / large number is considerably smaller than one. That turns into 0 if you turn it into an int and then the modulo divides by 0.

So what values should I use, or should I just change any zeros to one.?
 
Which suggests it is something to do with game speed. What game speed are you using? We have had this problem before, now that I think on it. wonder what we did to fix it that time.

Eternity. Which explains why it happened after my last "working" copy of the SVN (2983), because I seem to recall that gamespeeds were "tweaked" afterwards.

EDIT---yep, just checked the log and see it happened in #3000.
EDIT2---for some reason the problem went away. The only thing different I did was play a different mod, and then went back to this one. I can no longer reproduce the error, no matter what I do, whereas last night it happened every time. I posted this in the idea tracker site as well, so now I have to edit that.
EDIT3---of course, now it goes back to errors. Reloading a save game, and then starting a new game (or simply playing the saved game) is what seems to make the errors stop. Starting a new game from the menu "cold" is what appears to make the errors occur.
 
Eternity. Which explains why it happened after my last "working" copy of the SVN (2983), because I seem to recall that gamespeeds were "tweaked" afterwards.

EDIT---yep, just checked the log and see it happened in #3000.
EDIT2---for some reason the problem went away. The only thing different I did was play a different mod, and then went back to this one. I can no longer reproduce the error, no matter what I do, whereas last night it happened every time. I posted this in the idea tracker site as well, so now I have to edit that.

Or just make it max(1,<the previous calculation>)
 
Revision 3021 (probably the same error that was reported by dusckr87)

From PythonErr.log

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevEvents", line 121, in onEndGameTurn
ZeroDivisionError: integer division or modulo by zero

This happens at the end of every turn.
 
Revision 3021 (probably the same error that was reported by dusckr87)

From PythonErr.log

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevEvents", line 121, in onEndGameTurn
ZeroDivisionError: integer division or modulo by zero

This happens at the end of every turn.

Just posted a probable fix to the SVN. Are you using the SVN? If not don't worry, but if you are then you are the test subject I need:D:mischief:. If so update and tell me if the problem is fixed or if I have caused any other problem. Thanks.
 
Just posted a probable fix to the SVN. Are you using the SVN? If not don't worry, but if you are then you are the test subject I need:D:mischief:. If so update and tell me if the problem is fixed or if I have caused any other problem. Thanks.

Seems to have worked. The error message is gone. I currently see no other problem.
Thank you!
 
To all modders:

When something like this:

Spoiler :
Code:
		<TerrainInfo>
			<Type>TERRAIN_LUNAR_BASALT</Type>
			<Description>TXT_KEY_TERRAIN_LUNAR_BASALT</Description>
			<Civilopedia>TXT_KEY_TERRAIN_LUNAR_BASALT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_TERRAIN_LUNAR_BASALT</ArtDefineTag>
			<Yields>
				<iYield>0</iYield>
				<iYield>1</iYield>
				<iYield>0</iYield>
			</Yields>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<bWater>0</bWater>
			<bImpassable>0</bImpassable>
			<bFound>1</bFound>
			<bFoundCoast>0</bFoundCoast>
			<bFoundFreshWater>0</bFoundFreshWater>
			<iMovement>2</iMovement>
			<iSeeFrom>1</iSeeFrom>
			<iSeeThrough>1</iSeeThrough>
			<iBuildModifier>0</iBuildModifier>
			<iDefense>0</iDefense>
			<Button>Art/Interface[B][U]\Interface[/U][/B]\Buttons\WorldBuilder\lunarbasalt.dds</Button>

also

Spoiler :
Code:
MissingArt: Art/Interface\Buttons\WorldBuilder\lunarbarren.dds
   Used: fury terrain/civ4terraininfos.xml at line 3508


comes up with an error, do you want to take care of it, or would you rather have me take care of it?:confused:
 
To all modders:

When something like this:

Spoiler :
Code:
		<TerrainInfo>
			<Type>TERRAIN_LUNAR_BASALT</Type>
			<Description>TXT_KEY_TERRAIN_LUNAR_BASALT</Description>
			<Civilopedia>TXT_KEY_TERRAIN_LUNAR_BASALT_PEDIA</Civilopedia>
			<ArtDefineTag>ART_DEF_TERRAIN_LUNAR_BASALT</ArtDefineTag>
			<Yields>
				<iYield>0</iYield>
				<iYield>1</iYield>
				<iYield>0</iYield>
			</Yields>
			<RiverYieldChange/>
			<HillsYieldChange/>
			<bWater>0</bWater>
			<bImpassable>0</bImpassable>
			<bFound>1</bFound>
			<bFoundCoast>0</bFoundCoast>
			<bFoundFreshWater>0</bFoundFreshWater>
			<iMovement>2</iMovement>
			<iSeeFrom>1</iSeeFrom>
			<iSeeThrough>1</iSeeThrough>
			<iBuildModifier>0</iBuildModifier>
			<iDefense>0</iDefense>
			<Button>Art/Interface[B][U]\Interface[/U][/B]\Buttons\WorldBuilder\lunarbasalt.dds</Button>

comes up with an error, do you want to take care of it, or would you rather have me take care of it?:confused:

If it causes load errors, fix it. That's my perspective.
 
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