v27 and above - Single Player Bug/Crashes report thread

Status
Not open for further replies.
DID you change a few things around, because i dont remember having put back in the :gold: slider?

I just use the bug options, dont mess with xml stuff. Im wrong or the priests assembling when have many of them?

I dont understand what you wanna say "have put back the gold slider"
 
FINALLY pinned this down (it was a SLOW process!). It was down to some changes made in a combatMod update in rev 4203. Fix will be on the SVN shortly.

Awesome! I can confirm that the CTD's are cured... Great work! Glad I could help with the bug reports. My programming skills are limited to some VB hack work so bug reports are about the most useful thing you can expect from me. :p
 
Can't progress past this point. Game crashes every time I end turn. Haven't updated SVN since V27 release I think. I can try updating but I dislike getting random changes halfway through a game, particularly potentially unstable ones. Please let me know what the problem is and whether you can progress or not. Thanks.

It's not your version. I tried the game yesterday with SVN4329 (from Friday) and it crashed on the next turn for me as well.

If you look at your post with the save, it's been d/l'd 10 times now which means at least several ppl are looking at it.

Did the zip contain the Minidump too?

He didn't but I did it for him (well, mine anyway). Scratch that, I guess he did (that's what I get for extracting a zip to an nonempty folder; I didn't see it until now among the other files I had there). In any event, I still have mine uploaded as well.
 

Attachments

  • MiniDumpothergamersave.7z
    10.1 KB · Views: 38
@ Koshling:

OK i found "another" way that the so called arrows work, like a workaround.
All you need to do is "click" on the city you want (where the name is) and it takes you to the "fast" only building stuff screen and NOT the Main City Screen. That way you can do a fast scan of the buildings etc using the 2 arrows L/R, makes it 10 times easier (IMHO). If that helps for now???


Old request:
http://forums.civfanatics.com/showpost.php?p=12010850&postcount=314
 
@ Koshling:

OK i found "another" way that the so called arrows work, like a workaround.
All you need to do is "click" on the city you want (where the name is) and it takes you to the "fast" only building stuff screen and NOT the Main City Screen. That way you can do a fast scan of the buildings etc using the 2 arrows L/R, makes it 10 times easier (IMHO). If that helps for now???


Old request:
http://forums.civfanatics.com/showpost.php?p=12010850&postcount=314

Yes, I understand what needs changing, i's just that I am prioritizing CTDs first.
 
Yes, I understand what needs changing, i's just that I am prioritizing CTDs first.

OK no problem, then, i was giving as much info as i could , no biggy as stated before, and again many many thx.;)
 
Can't progress past this point. Game crashes every time I end turn. Haven't updated SVN since V27 release I think. I can try updating but I dislike getting random changes halfway through a game, particularly potentially unstable ones. Please let me know what the problem is and whether you can progress or not. Thanks.

I have reproduced this under the debugger, and it's going o be very hard to pin down (since it doesn't happen in our code, or in code called by our code). Most likely it'll turn out to be graphical asset issue, but it may well take me several days of work to pin it down.
 

I have seen the same problem with Great Generals, I keep meaning to have a look and see what has changed in that bit of code but have not gotten round to it yet. It is the specialist section and I really should get to it since we need more specailists.

The indigo resource plantation are too big, its better aesthetically reduces the size in 25%..

:confused:It is the same plantation as every other one, because there is only one plantation graphic defined. Is it possible to post a picture of what you mean?
 
@ls612

Now that you changed for two new world sizes, i believe these need to be changed also:

Python:

CvMapGeneratorUtil.py :

Spoiler :
Code:
sizevalues = {
			WorldSizeTypes.WORLDSIZE_DUEL:      (3,2,1,2),
			WorldSizeTypes.WORLDSIZE_TINY:      (3,2,1,2),
			WorldSizeTypes.WORLDSIZE_SMALL:     (3,2,1,2),
			WorldSizeTypes.WORLDSIZE_STANDARD:  (4,2,1,2),
			WorldSizeTypes.WORLDSIZE_LARGE:     (4,2,1,2),
			WorldSizeTypes.WORLDSIZE_HUGE:      (5,2,1,2),
			WorldSizeTypes.WORLDSIZE_GIANT:     (5,2,1,2),
			WorldSizeTypes.WORLDSIZE_GIGANTIC:  (6,2,1,2)

MapScriptTools.py :

Spoiler :
Code:
#------------------------------------------------------------------------
	#                                        dx
	#                                         !
	#             dx                      ...........
	#              !              dy+5+s  .....h.....    . no change
	#        .......|......       dy+4+s  ...hhHhh...    h hilly
	# dy+4   .....hh|h.....       dy+3+s  ..hhH^Hhh..    H hills or peaks
	# dy+3   ...hhHH|Hhh...       dy+2+s  ..hH^^^Hh..    ^ mountainous
	# dy+2   ..hhHH^|HHhh..       dy+1+s  .hHH^M^HHh.    M Mountains probably
	# dy+1   ..hH^^^|^^Hh..               -----------
	# dy     .hH^^MM|M^^Hh.       dy      .hH^^M^^Hh.    s size adjustment
	# dy-1   ..hH^^^|^^Hh..       dy-1    .hHH^M^HHh.      0 duel, tiny, small
	# dy-2   ..hhHH^|HHhh..       dy-2    ..hH^^^Hh..      1 standard
	# dy-3   ...hhHH|Hhh...       dy-3    ..hhH^Hhh..      2 large
	# dy-4   .....hh|h.....       dy-4    ...hhHhh...      3 huge
	#        .......|......       dy-5    .....h.....      4 giant
	#         !    !     !                ...........      5 gigantic
	#       dx-5  dx  dx+5+s               !   !   !
	#                                    dx-4 dx dx+4
	#
	#------------------------------------------------------------------------

Spoiler :
Code:
self.spRange += 2
		if map.getWorldSize() > 2:		# standard+
			if gc.getGame().countCivPlayersEverAlive() < 12:
				self.spRange += 1
		if map.getWorldSize() > 3:		# large+
			if gc.getGame().countCivPlayersEverAlive() < 15:
				self.spRange += 1
		if map.getWorldSize() > 4:		# huge+
			if gc.getGame().countCivPlayersEverAlive() < 18:
				self.spRange += 1
		if map.getWorldSize() > 5:		# giant+
			if gc.getGame().countCivPlayersEverAlive() < 21:
				self.spRange += 1

XML:

CIV4WorldPickerInfos (In every mapscript listed there)

Spoiler :
Code:
<Sizes>
				<Size>1.0</Size> <!-- Random -->
				<Size>0.3</Size> <!-- Duel -->
				<Size>0.6</Size> <!-- Tiny -->
				<Size>0.8</Size> <!-- Small -->
				<Size>1.0</Size> <!-- Standard -->
				<Size>1.4</Size> <!-- Large -->
				<Size>2.0</Size> <!-- Huge -->
				<Size>2.6</Size> <!-- Giant -->
				<Size>3.4</Size> <!-- Gigantic -->
			</Sizes>

I believe thats all of them . . . SO
 
@ls612

Now that you changed for two new world sizes, i believe these need to be changed also:

Python:

CvMapGeneratorUtil.py :

Spoiler :
Code:
sizevalues = {
			WorldSizeTypes.WORLDSIZE_DUEL:      (3,2,1,2),
			WorldSizeTypes.WORLDSIZE_TINY:      (3,2,1,2),
			WorldSizeTypes.WORLDSIZE_SMALL:     (3,2,1,2),
			WorldSizeTypes.WORLDSIZE_STANDARD:  (4,2,1,2),
			WorldSizeTypes.WORLDSIZE_LARGE:     (4,2,1,2),
			WorldSizeTypes.WORLDSIZE_HUGE:      (5,2,1,2),
			WorldSizeTypes.WORLDSIZE_GIANT:     (5,2,1,2),
			WorldSizeTypes.WORLDSIZE_GIGANTIC:  (6,2,1,2)

MapScriptTools.py :

Spoiler :
Code:
#------------------------------------------------------------------------
	#                                        dx
	#                                         !
	#             dx                      ...........
	#              !              dy+5+s  .....h.....    . no change
	#        .......|......       dy+4+s  ...hhHhh...    h hilly
	# dy+4   .....hh|h.....       dy+3+s  ..hhH^Hhh..    H hills or peaks
	# dy+3   ...hhHH|Hhh...       dy+2+s  ..hH^^^Hh..    ^ mountainous
	# dy+2   ..hhHH^|HHhh..       dy+1+s  .hHH^M^HHh.    M Mountains probably
	# dy+1   ..hH^^^|^^Hh..               -----------
	# dy     .hH^^MM|M^^Hh.       dy      .hH^^M^^Hh.    s size adjustment
	# dy-1   ..hH^^^|^^Hh..       dy-1    .hHH^M^HHh.      0 duel, tiny, small
	# dy-2   ..hhHH^|HHhh..       dy-2    ..hH^^^Hh..      1 standard
	# dy-3   ...hhHH|Hhh...       dy-3    ..hhH^Hhh..      2 large
	# dy-4   .....hh|h.....       dy-4    ...hhHhh...      3 huge
	#        .......|......       dy-5    .....h.....      4 giant
	#         !    !     !                ...........      5 gigantic
	#       dx-5  dx  dx+5+s               !   !   !
	#                                    dx-4 dx dx+4
	#
	#------------------------------------------------------------------------

Spoiler :
Code:
self.spRange += 2
		if map.getWorldSize() > 2:		# standard+
			if gc.getGame().countCivPlayersEverAlive() < 12:
				self.spRange += 1
		if map.getWorldSize() > 3:		# large+
			if gc.getGame().countCivPlayersEverAlive() < 15:
				self.spRange += 1
		if map.getWorldSize() > 4:		# huge+
			if gc.getGame().countCivPlayersEverAlive() < 18:
				self.spRange += 1
		if map.getWorldSize() > 5:		# giant+
			if gc.getGame().countCivPlayersEverAlive() < 21:
				self.spRange += 1

XML:

CIV4WorldPickerInfos (In every mapscript listed there)

Spoiler :
Code:
<Sizes>
				<Size>1.0</Size> <!-- Random -->
				<Size>0.3</Size> <!-- Duel -->
				<Size>0.6</Size> <!-- Tiny -->
				<Size>0.8</Size> <!-- Small -->
				<Size>1.0</Size> <!-- Standard -->
				<Size>1.4</Size> <!-- Large -->
				<Size>2.0</Size> <!-- Huge -->
				<Size>2.6</Size> <!-- Giant -->
				<Size>3.4</Size> <!-- Gigantic -->
			</Sizes>

I believe thats all of them . . . SO

OK, thanks, I'll do that. I figured I may have missed something.

Edit: Also, the first one in mapscript tools is a comment, I don't need to change that.
 
I have reproduced this under the debugger, and it's going o be very hard to pin down (since it doesn't happen in our code, or in code called by our code). Most likely it'll turn out to be graphical asset issue, but it may well take me several days of work to pin it down.

Found it. It's a unit asset problem.

@ls612 - something is wrong with the assets for the Brigantine. If you load the attached save (which is Astrohawke's save having switched the human player to the pirate empire, so you can manipulate it's cities) and go to Barataria you'll see that the build queue consists of a Barbary corsair (about to complete) followed by a brigantine.

As soon as the brigantine reaches the top of the build queue a crash ensues (when generating the city graphic or info ellipse or build queue I think). You can cause that to happen immediately in the city screen by just clicking the Barbary corsair off so that the brigantine comes to the top (instant crash ensues).

Not sure exactly what aspect of the assets are wrong (probably whatever is used to generate the mini-graphic that displays in the build queue for the top entry at a guess), but you can probably pin it down by cutting and pasting from another ship (the Barbary corsair say) until you find the element that triggers the issue. It's taken me nearly 6 hours to pin it to this, so I'm going to hand it over now I know it's an asset issue...
 
OK, thanks, I'll do that. I figured I may have missed something.

Edit: Also, the first one in mapscript tools is a comment, I don't need to change that.

That is true, but its just "good" info for those that need to know what is going on, just incase your not around. (I believe you should, no offense because you put both under #7 and there is NO #6.)

Also you left a , out after Enormous

Spoiler :
Code:
			WorldSizeTypes.WORLDSIZE_GIGANTIC:  (6,2,1,2),
			WorldSizeTypes.WORLDSIZE_ENORMOUS:  (6,2,1,2)[COLOR="Red"],[/COLOR]
			WorldSizeTypes.WORLDSIZE_IMMENSE:  	(7,2,1,2)
 
Found it. It's a unit asset problem.

@ls612 - something is wrong with the assets for the Brigantine. If you load the attached save (which is Astrohawke's save having switched the human player to the pirate empire, so you can manipulate it's cities) and go to Barataria you'll see that the build queue consists of a Barbary corsair (about to complete) followed by a brigantine.

As soon as the brigantine reaches the top of the build queue a crash ensues (when generating the city graphic or info ellipse or build queue I think). You can cause that to happen immediately in the city screen by just clicking the Barbary corsair off so that the brigantine comes to the top (instant crash ensues).

Not sure exactly what aspect of the assets are wrong (probably whatever is used to generate the mini-graphic that displays in the build queue for the top entry at a guess), but you can probably pin it down by cutting and pasting from another ship (the Barbary corsair say) until you find the element that triggers the issue. It's taken me nearly 6 hours to pin it to this, so I'm going to hand it over now I know it's an asset issue...

Probably a missing alpha channel. I can fix that tomorrow (out of time for today).
 
I have seen the same problem with Great Generals, I keep meaning to have a look and see what has changed in that bit of code but have not gotten round to it yet. It is the specialist section and I really should get to it since we need more specailists.



:confused:It is the same plantation as every other one, because there is only one plantation graphic defined. Is it possible to post a picture of what you mean?


When the improvement is build, the resource grows and become disproportional with the other resources.

I think if the indigo become 20% small, will be more nice.

a link to a pic:

http://i.imgur.com/xUo5y.jpg?1
 
Check out this screenshot. Look at the inflation percent, 1631640%. (No, I didn't set the XML to that :lol:) I don't know if it actually has any affect. Any ideas?
 

Attachments

  • 2012-11-25_00001.jpg
    2012-11-25_00001.jpg
    203.2 KB · Views: 44
Check out this screenshot. Look at the inflation percent, 1631640%. (No, I didn't set the XML to that :lol:) I don't know if it actually has any affect. Any ideas?

Let me guess - you went into the pedia from the main screen not from a game. If so, all the game variables like game speed and map size have not been set yet so those values are calculated incorrectly.
 
Status
Not open for further replies.
Top Bottom