v27 and above - Single Player Bug/Crashes report thread

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You have to compress the minidump as well, as it didn't attach to your post.

I see you posted again. I think you have to tell what version you are using as well for it to be useful.

Yes always follow the instructions in post # 1. thx.
 
I can only compress it from 12 mb to 10.8 :sad:

I have attached the mini dump though if thats any use. I can email the save game though.

And that could become an issue in the future (with Multi-Maps especially). Since the forum limit is 10 MB we may have issues debugging huge late-game saves. I'll talk to a moderator about this and see what the options are.
 
And that could become an issue in the future (with Multi-Maps especially). Since the forum limit is 10 MB we may have issues debugging huge late-game saves. I'll talk to a moderator about this and see what the options are.
If moderator don't come trough, one could always just link to mediafire which is a cloud service that provides 50GB with a free account.

I suggest that someone edit in how to do this in post #1 if you have compressed files larger than the forum limit.
 
If moderator don't come trough, one could always just link to mediafire which is a cloud service that provides 50GB with a free account.

I suggest that someone edit in how to do this in post #1 if you have compressed files larger than the forum limit.

I believe its in the FAQs in the main CFC, not to sure, i cant read that much at one time:crazyeye:
 
SVN 4357: Something is broken in the Sevopedia units listing. No unit is listed after the Great Bombard.

Can we please solve this issue before too many commits are added to the SVN? I don't want this ending up like before with the alt-timeline error that did a similar thing.

What caused that was a simple text error is the code. So we need to track down exactly what update caused the problem and then search through those file on where the error is.

For me all i know its somewhere between v4338 and v4357 because that's the time between I last committed and then committed again an had an error.

Of those we have ...

- Dancing Hoskuld = 2 commits
- dsmabell = 1 commit
- Hydromancerx = 2 commits
- ls612 = 5 commits
- Koshling = 3 commits
- strategyonly = 1 commit
- thunderbrd = 2 commits
- Vokarya = 1 commit

Now i we look through the files typically its a unit file that is causing a problem to units.

- Dancing Hoskuld = Has subdued animal unit file. So maybe.
- dsmabell = all game text translations so I am guessing no.
- Hydromancerx = all just building edits so no.
- ls612 = edited the core unit and aviation mods. Maybe but in my tests it came up negative, Unless I missed something.
- Koshling = bunch of files I don't know what they do.
- strategyonly = BUG credit text so no.
- thunderbrd = has some unit files such as messing with the unit schema. So maybe?
- Vokarya = no just edited building files.

So it comes down to DH, ls612 and thunderbrd as the possible culprits. Can you guys please check your files to see if its cause the civpedia to not show all the units. Thanks.
 
Couple of minor errors:

1. The Aggress Promo must have the wrong artdefines, its PINK and not the ReplaceME button??

2. My Galleys cant move in my own territory not even 1 tile, and its a fresh turn start??
SVN 4363, but using Koshlings dll (4354) not the SVN current one . . .

1. It should have the replaceme button. Sorry.
 
I believe you can rule my changes out on that issue (I'm currently working on fixing the other which is proving to be an easy fix (thank god for small favors)). I didn't change any info files and only that sort of change would lead to something like that, UNLESS the problem is related to the text issues I'm fixing now in the dll. I'll take a look at the civopedia on my next debug load test coming right up to see if there's an issue there.
 
I believe you can rule my changes out on that issue (I'm currently working on fixing the other which is proving to be an easy fix (thank god for small favors)). I didn't change any info files and only that sort of change would lead to something like that, UNLESS the problem is related to the text issues I'm fixing now in the dll. I'll take a look at the civopedia on my next debug load test coming right up to see if there's an issue there.

I sent you a PM about the DLL issues that have been happening for a while now.
 
Yes, you did. I also found it rather rude. So I'm keeping my mouth shut on that issue and attempting to be understanding. Trust and believe these bugs are just as (or more) annoying to me as they are emerging in areas I did not believe I'd have given any cause to manifest there (or at least would've displayed a problem in other ways.) Throughout the process of learning the modding craft and running into hiccups along the way, I'm also learning what needs to be fully checked and I'll be starting a test game just to make sure a number of rounds are played as a player on any new adjustments. Beyond that, I'd appreciate at least a modicum of respect and to keep emotional statements about how angry you're getting entirely out of the equation.

Anyhow, apparently, my dll version, now repaired, is able to view all units as well... but I'll check again after I update. There may be some adjustment since then and from what I understand y'all are having the problem with the older dll too so it may be I just don't have the updated files that are causing trouble.

EDIT: with this SVN push I'm making now, along with having tested after updating, I've confirmed I do not have any trouble with units in the pedia. I've also fixed the build and city screen issues.

Again, apologies for these bugs. I'll try to be a bit more careful.
 
Yes, you did. I also found it rather rude. So I'm keeping my mouth shut on that issue and attempting to be understanding. Trust and believe these bugs are just as (or more) annoying to me as they are emerging in areas I did not believe I'd have given any cause to manifest there (or at least would've displayed a problem in other ways.) Throughout the process of learning the modding craft and running into hiccups along the way, I'm also learning what needs to be fully checked and I'll be starting a test game just to make sure a number of rounds are played as a player on any new adjustments. Beyond that, I'd appreciate at least a modicum of respect and to keep emotional statements about how angry you're getting entirely out of the equation.

Anyhow, apparently, my dll version, now repaired, is able to view all units as well... but I'll check again after I update. There may be some adjustment since then and from what I understand y'all are having the problem with the older dll too so it may be I just don't have the updated files that are causing trouble.

I agree with ls612 here. I'm starting to become convinced that the Combat Mod is a disaster in the making because of the number of things that seem to break every time you make a change. I don't even have a clear idea of what you are trying to do and I'm becoming very afraid that what you are actually doing is bad for the future of the mod. The number of things that openly break can't help but make me suspicious of what else might be breaking underneath the surface.

I think it would help if you did much, much more testing on your own version before you push anything to SVN and not make us deal with the aftereffects.
 
Couple of minor errors:

2. My Galleys cant move in my own territory not even 1 tile, and its a fresh turn start??
SVN 4363, but using Koshlings dll (4354) not the SVN current one . . .

Was the last unit you moved a land unit? Sometimes the pathing (or whatever) thinks you are trying to move a land unit onto the sea. Select another unit then select your galley and it should be able to move.
 
I agree with ls612 here. I'm starting to become convinced that the Combat Mod is a disaster in the making because of the number of things that seem to break every time you make a change. I don't even have a clear idea of what you are trying to do and I'm becoming very afraid that what you are actually doing is bad for the future of the mod. The number of things that openly break can't help but make me suspicious of what else might be breaking underneath the surface.

I think it would help if you did much, much more testing on your own version before you push anything to SVN and not make us deal with the aftereffects.

I agree, I've voiced my concerns about the Combat Mod before as well. I've been more Specific in my criticisms, but I have had that 'bad feeling' about the combat mod. It hasn't been even implemented yet and already it's made the SVN unplayable 4 times. I shudder to think of the effects this will have if it gets implemented. The other non-mod breaking changes (but bugged in other ways) have also consumed a lot of Koshling's time, meaning that he's had less time for AI and Multi-Maps.

The advisability of further implementation of the Combat Mod I think should be seriously discussed.
 
Was the last unit you moved a land unit? Sometimes the pathing (or whatever) thinks you are trying to move a land unit onto the sea. Select another unit then select your galley and it should be able to move.

Yeppers that was exactly what was happening, weird, because i even did a "next turn" and they still didnt move, again :crazyeye:
 
Might I ask the both of you if I've ever been so aggressively against you simply doing what YOU do for the mod? In fact, I kinda feel I've been fairly supportive of both of your individual projects so its kinda a slap across the face that you speak out like this.

Everything about the Combat Mod will be optional and some bugs are natural along the way. Yes, some further testing should've been and in the future will be done before committing what seem to be fairly innocent and non-game impacting changes as they could have some unexpected side-effects. And yes, that will be done.

But I'd appreciate it if you could restrain some negativity towards my efforts there. For one thing, I'm not even entirely sure why you feel so against it at all since it won't have any impact on your games as I'm sure you won't have anything to do with it once its done. The SVN glitches are exactly why we have an SVN. You can easily back up from a problem... that's what its for. Its doing its job.

As I go about implementing the combat mod, it won't be necessary for any of its XML to hit the SVN until its completely ready. For this process I will be playtesting it to death.

What you're experiencing from it now is my own learning curve in implementing code setups. I've made some basic common newbie errors and did so in a bit of a rushed fashion since I work full time and feel a huge amount of time pressure to make sure this project gets completed within at least a full year from starting on it (not from you or the community but from myself and knowing how much time I've been taking away from spending with my wife in the process.)

The XML end won't be something you even need to attempt to try if you don't like the basic concept. But you HAVE heard a number of people saying they WANT the things I'm implementing, right? So considering how many DO want these effects, a few opinions against any of it is hardly a deterrent considering its going to be optional anyhow. As for bugs that may emerge... sure... that's possible. They can and will be fixed. If I suspect my work has caused a bug I take it as a priority to try to fix it myself. What gets me is when I don't realize my changes have caused the problem. If I had more time I'd be working to solve any and all bug issues.

Might I also remind that there has been little to no dll modifications made by ANY programmer here that has been implemented without some bugs to solve? I'm surprised you aren't raising the same fuss regarding viewports. But you aren't because it moves us towards what YOU want to see here. Try to keep in mind you're not invested with the only opinions that matter.
 
EDIT: with this SVN push I'm making now, along with having tested after updating, I've confirmed I do not have any trouble with units in the pedia. I've also fixed the build and city screen issues.

Again, apologies for these bugs. I'll try to be a bit more careful.

One thing you must have done then is use an OLD updated dll part, because Koshling put a NEW change to the arrow buttons, and the city screen how they work, and now its BACK to the way it was before he fixed them, sorry:blush::sad: (Pic 1)


@ls612: Now the Brig is a red blob?? (see pic2)
 
V27

Lead is showing up as a 'food' resource, if you pan way back and select view resources then select 'food'.
 
Might I ask the both of you if I've ever been so aggressively against you simply doing what YOU do for the mod? In fact, I kinda feel I've been fairly supportive of both of your individual projects so its kinda a slap across the face that you speak out like this.

If you have a problem with what I'm doing, tell me. I've made changes to things that people didn't like; I reworked Rosetta Stone, I removed the complete road-building of Via Appia and Golden Spike, and I moved the Pocket Monsters stuff off to a modmod where it never comes into play unless you want it.

Furthermore, our stuff is easy to undo; I do mostly XML and a little Python that's only called when a building asks for it. You're working at the heart of the game; the stakes are a lot higher.

Everything about the Combat Mod will be optional and some bugs are natural along the way. Yes, some further testing should've been and in the future will be done before committing what seem to be fairly innocent and non-game impacting changes as they could have some unexpected side-effects. And yes, that will be done.

"Optional"? I have a hard time believing that your code will actually turn itself off if asked and won't act as a snake in the grass. I think it comes down to trust, and I think you've burned too much of it. Are you willing to flat-out sacrifice something if there's enough complaints against it? I mean not just making it an option, but removing it completely?

But I'd appreciate it if you could restrain some negativity towards my efforts there. For one thing, I'm not even entirely sure why you feel so against it at all since it won't have any impact on your games as I'm sure you won't have anything to do with it once its done. The SVN glitches are exactly why we have an SVN. You can easily back up from a problem... that's what its for. Its doing its job.

But we want to play too. I don't like having to wait when the SVN breaks for the problem to be ferreted out and fixed.

Might I also remind that there has been little to no dll modifications made by ANY programmer here that has been implemented without some bugs to solve? I'm surprised you aren't raising the same fuss regarding viewports. But you aren't because it moves us towards what YOU want to see here. Try to keep in mind you're not invested with the only opinions that matter.

Part of the problem for me is that you started too big. My perception is that you kind of burst onto the scene here and said you were going to rewrite the whole combat system from scratch. That's going to raise some hackles.

Also, I don't think you are concerned at all about the ripple effects of what you're proposing. I feel that, to some extent, every change that a modder makes is going to have effects elsewhere. We had to double the cultural thresholds because of how many +:culture: buildings we have. We're still working with civics to get gold right because of all the +:gold: buildings. When someone makes as radical a change to the game rules as you are proposing, it has to have an effect on everything that happens from that point on, and I don't want to feel forced to take that into account.

I've had a few issues with viewports, but viewports aren't nearly as fundamental to the game as what you're trying to do. I don't have to completely readjust my thinking in order to work with viewports. Viewports are, from what I can tell, the only way to get the Civ4 game engine to do some of the things we want to do.

To some extent, it's not just you. I'm starting to get very tired of sweeping proposals to rewrite the rules in the name of some nebulous "realism" that may or may not actually play well as a game. I'm not happy with the current implementation of crime; I feel the growth/decay/diffusion system works for a city simulator that can go through hundreds of iterations, but not for a turn-based game where it's really difficult to feel that the actions you are taking are meaningful when the numbers swing so wildly.
 
V27

Lead is showing up as a 'food' resource, if you pan way back and select view resources then select 'food'.

It could be related to the <BonusClassType> tag. Lead has a <BonusClassType> of BONUSCLASS_GENERAL, which is shared with a lot of other food resources. Do you have any Tin visible? If that shows up as well, I would think that would localize the problem.
 
I have been planing on making sure that the bonus classes are added to and modified because of the number of resources we have in C2C. Hopefully that will fix the problem.
 
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