V24 Bugs/crashes reporting thread

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I thought we disabled that function a long time ago, becuase it caused some issues? Or am I just hallucinating. :confused:

No it is working fine. Maybe you are thinking of the Interfaith project, also one of The_J's which spread all religions to your when you built it. That one was removed.

Yeah i dont like it either, i thought it was already gone?

I dislike
- population limits on buildings
- crime, flamabillity etc

Can we get rid of them also.

@StrategyOnly, you have the final say it is your mod after all. Do you want it removed?
 
No it is working fine. Maybe you are thinking of the Interfaith project, also one of The_J's which spread all religions to your when you built it. That one was removed.

Duh, I was thinking of way back when the first three religions were spread to ALL civs, not just those with the faith as their favorite religion.:rolleyes:
 
This is a hotseat game, svn 3103 (I think, same as my previous glitch). I think this is the same problem as the single player graphics glitch before-in a particular viewport that is not the first used moving units don't appear to uncover territory correctly. In this case it was the second player's VP (which I presume to be different given the delay when turns change). It was more of an issue for a player than the units I had automated in the previous example, so I had to try correcting it. Turning viewports off didn't change the appearance of the game once loaded (the row of tiles next to the stone thrower were still blacked out) but on moving the unit, they were revealed as they should be.
View attachment 326105

Most unlikely to be the viewports. Tile reveal status is calculated at a lower level, where viewports don't exist. The viewports are just a window at the graphical level.
 
In case the problem is on my end, what I'm seeing here is a tracker surrounded by black tiles and I'm not sure what's going on with the minimap. There's no crash or anything, and refocusing on my capital has given me my tile graphics back the last couple of times it happened. But since it seems to carry over on the save, I figured I'd pass it along and see if you can make anything of it. SVN 3102, I think (ori's volcano adjustment). 48x30,2 VP.
View attachment 326025

Just wanted to confirm this issue. I played this game further without viewports and while the black tiles (SE of my starting position) were not immediately revealed when the save was loaded, they were revealed as units moved around over the next couple turns, though the game still seemed a little confused as to which tiles should be revealed after the first turn.

Edit: Didn't see your previous comment last night as I was in kind of a hurry. I have no guess what the issue could be then, because I've never seen this kind of snag revealing tiles before.
 
I'm having a problem loading the mod. I'm patched to 3.19, have unzipped the mod (v24 from the thread) and patch 2 into the BTS mod folder.

The loading goes fine up (it appears) until it gets to the message "[Caveman2Cosmos] Init XML (uncached)"

At that point, 2 things happen. First, a second loading window appears behind the first with the message "Static Text". Second, I get an error message:

"XML Load Error

Failed Loading XML file xml\text\meteorology_gametexts.xml.[/AspyrBuild/depot/Civ4/Source BTS/Win/FirePlace/FireWorks/Win32/FXml.cpp:140] Error parsing XML file -
File:xml\text\meteorology_gametexts.xml
Reason: (null)
Line: 0,0
Source: (null)"​

If I click OK, it brings me to another error message:

"XML Load Error

LoadXML call failed for xml\text\meteorology_gametexts.xml. Current XML file is xml\text\dsmabell_translationadds.xml"

If I OK out of that it returns me to the first and the two loop like that. If it matters, I'm playing on Mac OS 10.6.

Any idea what the problem is? This mod looks wonderful and I'd love to play it.
 
I've found a weird bug in the F1 screen. Here is what I have seen happening

  • With a unit waiting for orders, press F1 to go to the Domestic Advisor screen.
  • Click on a city in the Domestic Advisor.
  • Normally, you get the Domestic Advisor window with the city build options underneath.
  • But it's not staying there - I am getting a jump to the orders screen for the next UNIT (see attached screenshot).

Any idea what could be causing this? It doesn't jump to a unit if all units for the turn have moved.
 
I'm having a problem loading the mod. I'm patched to 3.19, have unzipped the mod (v24 from the thread) and patch 2 into the BTS mod folder.

The loading goes fine up (it appears) until it gets to the message "[Caveman2Cosmos] Init XML (uncached)"

At that point, 2 things happen. First, a second loading window appears behind the first with the message "Static Text". Second, I get an error message:

"XML Load Error

Failed Loading XML file xml\text\meteorology_gametexts.xml.[/AspyrBuild/depot/Civ4/Source BTS/Win/FirePlace/FireWorks/Win32/FXml.cpp:140] Error parsing XML file -
File:xml\text\meteorology_gametexts.xml
Reason: (null)
Line: 0,0
Source: (null)"​

If I click OK, it brings me to another error message:

"XML Load Error

LoadXML call failed for xml\text\meteorology_gametexts.xml. Current XML file is xml\text\dsmabell_translationadds.xml"

If I OK out of that it returns me to the first and the two loop like that. If it matters, I'm playing on Mac OS 10.6.

Any idea what the problem is? This mod looks wonderful and I'd love to play it.

Welcome to CFC and C2C. This mod has its own dll which means that it can't be played on Mac unless you are running a windows emulator. Are you using such?
 
I get the following error and CTD when the new Druid founding movie is played and I press exit. The Druid sounds aren't working either.

Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 960, in update

  File "CvWonderMovieScreen", line 151, in update

  File "CvWonderMovieScreen", line 120, in playMovie

RuntimeError: unidentifiable C++ exception
ERR: Python function update failed, module CvScreensInterface
Traceback (most recent call last):

  File "CvScreensInterface", line 960, in update

  File "CvWonderMovieScreen", line 151, in update

  File "CvWonderMovieScreen", line 120, in playMovie

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

Anyone know where the module CvScreensInterface is?
K I've found it.

The problem is in CvWonderMovieScreen and may be to do with the sound? Or not. line 120 is the one in the middle starting screen.


Code:
		if self.iMovieType == MOVIE_SCREEN_RELIGION:
			screen.addReligionMovieWidgetGFC( "ReligionMovie", self.szMovieFile, self.X_WINDOW + self.X_MOVIE, self.Y_WINDOW + self.Y_MOVIE, self.W_MOVIE, self.H_MOVIE, WidgetTypes.WIDGET_GENERAL, -1, -1)
			CyInterface().playGeneralSound(gc.getReligionInfo(self.iWonderId).getMovieSound())

Any ideas?
 
I've found a weird bug in the F1 screen. Here is what I have seen happening

  • With a unit waiting for orders, press F1 to go to the Domestic Advisor screen.
  • Click on a city in the Domestic Advisor.
  • Normally, you get the Domestic Advisor window with the city build options underneath.
  • But it's not staying there - I am getting a jump to the orders screen for the next UNIT (see attached screenshot).

Any idea what could be causing this? It doesn't jump to a unit if all units for the turn have moved.

At a guess it's to do with the changes I made to the Python for that advisor for viewports. I'll look into it.
 
I've got another viewports bug here. When the viewport automatically shifted because my unit was near the edge, the whole of the new viewport, including the areas I had not revealed yet, was briefly visible. This is a big cheat. Save attached.
 
I've got another viewports bug here. When the viewport automatically shifted because my unit was near the edge, the whole of the new viewport, including the areas I had not revealed yet, was briefly visible. This is a big cheat. Save attached.

If you mean the way it fades down to black I think you'll find it's just the old tiled from the previous viewport that would have been in view at that relative position within the viewport, so it's not actually revealing anything new (though I'm not totally sure). The fade out is something the game engine does that is beyond our control, though as I say, I'm pretty sure it's ot actually the new unrevealed plots it thinks it's displaying.
 
I've just noticed that when my Civ's borders pop they do not pop quites as I expected. The first two are correct so from radius 1 to radius 2 and radius 2 to radius 3 is fine. The next border pop surprised me as it went from radius 3 to radius 5. Shouldn't it have gone to radius 4?
 
You might have had influence on a tile there, either from fighting or from pillaging.
That can trigger getting a plot despite not "supposed" to have influence there, at least if using realistic culture spread.

Cheers
 
You might have had influence on a tile there, either from fighting or from pillaging.
That can trigger getting a plot despite not "supposed" to have influence there, at least if using realistic culture spread.

Cheers

I'm not using realistic culture spread, it was a standard border pop from an increase in culture, not due to combat at all.
 
If you mean the way it fades down to black I think you'll find it's just the old tiled from the previous viewport that would have been in view at that relative position within the viewport, so it's not actually revealing anything new (though I'm not totally sure). The fade out is something the game engine does that is beyond our control, though as I say, I'm pretty sure it's ot actually the new unrevealed plots it thinks it's displaying.

I did some more experimenting, and I can confirm that it will display the unrevealed tiles for a short time. This only happens when the Viewport auto-shift happens, switching via the Military Advisor works fine. The first screen is right after the shift, and the next two show the progression down to black, and proves that the tiles that should be invisible are revealed for a short time. If there is no way to fix this, this could be a real killer for Viewports.:( I also attached the save those pics originated from.
 
I have found a bug that apparently dates back to RoM: AND. I'm not sure why it hasn't always had RoM: AND and C2C throwing Python errors every time you bring up the tech tree.

The issue is in CvTechChooser.py. There is an array know as "self.aiCurrentState" which is initialized to be an empty list. It is used to track which techs have changed states so as to only update those.

My notes:
Found a bug in CvTechChooser.py: techs that can't be researched by player 0 are not appended to the list of techs to keep track of. But the list is just a list (not a dictionary) and the access later is by using the tech number as an index. Unless all "special" inaccessible techs are at the end of the list, it will try to access elements off the end of the list.
Example: if you had just 3 techs and the 2nd tech was not researchable (tech ID 1, since they start at 0) you'd have an array with 2 elements at indexes 0 and 1 but when accessing it later it would try to use array elements 0 and 2 to look up the two tech that are researchable, going off the end of the list.
Note 1: It only checks player 0 to see if they are not researchable. Not the actual player number for the player looking at the tech tree. This could also be considered a bug.
Note 2: if you ever want to have the unresearchable techs show up, you have to remove the two "if" statements that do the "continue" if the tech is not researchable. As it is, they are never actually added to the screen. (The first of the two is labeled like so: "#Afforess Skip Mountaineering w/o Mountains Mod". The second location is not labeled, it is in updateTechRecords.) These are the culprits that cause the issue in the first place, since with out them the unresearchable techs would not be skipped - but they would show up in the tech tree, which is apparently what was trying to be avoided.

My suggested bugfix:
Instead of appending entries to the self.aiCurrentState array, initialize the array to have the right number of elements first, like so:

self.aiCurrentState = [CIV_TECH_AVAILABLE] * gc.getNumTechInfos()

and then just change the value of the item at the tech's index instead of appending to the list each time.
The initialization would be done near the start of placeTechs, and each "self.aiCurrentState.append(FOO)" to the list in that function is changed to a "self.aiCurrentState = FOO".

I have tried this fix, and it stops the Python errors and in general appears to do the job. It probably corrects the some mistake in updating the tech tree, too, but I haven't actually checked (although I do seem to recall some weirdness in that area).
 
I did some more experimenting, and I can confirm that it will display the unrevealed tiles for a short time. This only happens when the Viewport auto-shift happens, switching via the Military Advisor works fine. The first screen is right after the shift, and the next two show the progression down to black, and proves that the tiles that should be invisible are revealed for a short time. If there is no way to fix this, this could be a real killer for Viewports.:( I also attached the save those pics originated from.

It'll be fixable. Worst case (which would suck admittedly) is that I'd have to have an intermediate transition to totally blank (which would double switching time)
 
CTD again. Minidump along.

Not using latest SVN, rev 3003 I believe.
No Viewport, Dyn Units though.

Cheers
 
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