v27 and above - Single Player Bug/Crashes report thread

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one of the offending save games is attached. I picked the earliest save game that does not load; hopefully make it easier to find the needle in the haystack by selecting the smallest haystack.

Any help is greatly appreciated and I will be totally indebted to anyone that can solve this.

The map you have at -40000 works fine for me??
 
Wimpy, were do doing anything with build lists like trying to cut and paste from another one? Ran into a very similar CTD at end of loading with similar map size w/viewports enabled. Deleted that build list I had copied over and it loaded.
 
Minor XML bugs:

They have no effect, but there are references to 2 buildings in Modules\Hydro\Tower\Tower_CIV4BuildingInfos.xml that are not actually defined other than in those places (where they have no actual characteristics given other than the ReplaceBuildings and crime property adjustment):
BUILDING_BOULEVARD_CIRCLE (of BUILDINGCLASS_WALLS) and
BUILDING_KOTEL (of BUILDINGCLASS_HIGH_WALLS)
These both have a type dependency set, via bTypeDependency, but there is nothing of those types defined anywhere in the mod (including not-laoded modules) so they are not actually loaded. Besides which, they are set up like UBs, using building classes of existing buildings, and there are no UBs in the mod either. So all they do is put junk in a log that is only written when using a debug version of the DLL. (So not much of an issue, really.)

There are matching typos in 3 files:
Modules\DancingHoskuld\Custom_Religions\Shinto\Shinto_CIV4EffectInfos.xml
Modules\DancingHoskuld\Custom_Religions\Sikh\Sikh_CIV4EffectInfos.xml
Modules\DancingHoskuld\Custom_Religions\Tengri\Tengri_CIV4EffectInfos.xml
In each these files there is a path in a definition that starts "Ast/Effects" instead of "Art/Effects". With these corrected, you should see the religion symbol emitted briefly above the city when a missionary spreads one of these religions, like the others do (or, at least, some of them do). I think. I have not actually tried it since fixing them in R2R.
 
Minor XML bugs:

They have no effect, but there are references to 2 buildings in Modules\Hydro\Tower\Tower_CIV4BuildingInfos.xml that are not actually defined other than in those places (where they have no actual characteristics given other than the ReplaceBuildings and crime property adjustment):
BUILDING_BOULEVARD_CIRCLE (of BUILDINGCLASS_WALLS) and
BUILDING_KOTEL (of BUILDINGCLASS_HIGH_WALLS)
These both have a type dependency set, via bTypeDependency, but there is nothing of those types defined anywhere in the mod (including not-laoded modules) so they are not actually loaded. Besides which, they are set up like UBs, using building classes of existing buildings, and there are no UBs in the mod either. So all they do is put junk in a log that is only written when using a debug version of the DLL. (So not much of an issue, really.)

There are matching typos in 3 files:
Modules\DancingHoskuld\Custom_Religions\Shinto\Shinto_CIV4EffectInfos.xml
Modules\DancingHoskuld\Custom_Religions\Sikh\Sikh_CIV4EffectInfos.xml
Modules\DancingHoskuld\Custom_Religions\Tengri\Tengri_CIV4EffectInfos.xml
In each these files there is a path in a definition that starts "Ast/Effects" instead of "Art/Effects". With these corrected, you should see the religion symbol emitted briefly above the city when a missionary spreads one of these religions, like the others do (or, at least, some of them do). I think. I have not actually tried it since fixing them in R2R.

Since Hydro is around, i will let him do his tower stuff, BUT DH do you want me to fix the religion stuff, no biggy, because i know your away on vacation?
 
Minor XML bugs:

They have no effect, but there are references to 2 buildings in Modules\Hydro\Tower\Tower_CIV4BuildingInfos.xml that are not actually defined other than in those places (where they have no actual characteristics given other than the ReplaceBuildings and crime property adjustment):
BUILDING_BOULEVARD_CIRCLE (of BUILDINGCLASS_WALLS) and
BUILDING_KOTEL (of BUILDINGCLASS_HIGH_WALLS)
These both have a type dependency set, via bTypeDependency, but there is nothing of those types defined anywhere in the mod (including not-laoded modules) so they are not actually loaded. Besides which, they are set up like UBs, using building classes of existing buildings, and there are no UBs in the mod either. So all they do is put junk in a log that is only written when using a debug version of the DLL. (So not much of an issue, really.)

Ok I removed the code from the Tower Mod and then put it on the SVN. Thanks for reporting! :goodjob:
 
Have you noticed that in the last couple of SVN versions that the HUD Color file is missing? Along with the Hud readme file from Lemon Merchant the author of the HUD. Do you think this could be the problem?

JosEPh
Hmmm, interesting lead, I may roll back my SVN to 4474 (when this file was first saved) to see if it loads then.


The map you have at -40000 works fine for me??
OK, thanks for loading this. I was unable to load the file you posted so to me this points to a broken C2C install. I'll have a play with my local install step by step.

Wimpy, were do doing anything with build lists like trying to cut and paste from another one? Ran into a very similar CTD at end of loading with similar map size w/viewports enabled. Deleted that build list I had copied over and it loaded.
I was not intentionally doing anything with build lists but I think once I clicked the build list button instead of the adjacent BUG button but did not edit or save anything.
 
The HUD Color Tool thingy has nothing to do with running the mod. It is an external program just for changing the color of the various panels behind all the buttons and text and such. It is not part of the mod and nothing in it is used by the mod. Running it will modify some files that the mod uses, of course (if it didn't, it couldn't change what the colors are).
 
I was unable to load your save as the mod folder was named C2C Release (I knew that at some point that would come back to bite me). I suspect though it may be related to the new Tech Commerce Tags.



Anyway to fix it? My other save game seems to work ok and I have been playing that one since mid october.
 
Wait, it doesn't happen for every game? In that case I'm not so sure what is wrong.

Nope I have 3 games going,

A Giagantic, eternity 40 odd AI game that being going since mid october

A large 10 AI I epic speed game that I have had going since december

And a Huge 10 player 2 human hotseat game going since last week.


Only the 2nd game is broken.
 
@Hydro or ls612:
Do you have an older copy of the Spartacus information in the modules area under my name for Heroes? It is NOT working correctly, since someone changed it to preq Culture Roman only??
 
@Hydro or ls612:
Do you have an older copy of the Spartacus information in the modules area under my name for Heroes? It is NOT working correctly, since someone changed it to preq Culture Roman only??

No, I don't generally save old Versions. You can check out any old SVN version by going into the SVN sub-menu and selecting "Update", then "Update to Revision Number" and write the number.
 
No, I don't generally save old Versions. You can check out any old SVN version by going into the SVN sub-menu and selecting "Update", then "Update to Revision Number" and write the number.

Thats right, I keep forgetting about that darn SVN, PM me can you. thx.
 
I was unable to load your save as the mod folder was named C2C Release (I knew that at some point that would come back to bite me). I suspect though it may be related to the new Tech Commerce Tags.

There is a VERY easy way round tis which I HIGHLY recommend for moderate who may need to load othe people's save games for debugging. Create a directory link to your actual c2c folder named as whatever name you need for the load to work (I have literally twenty or so of these due t having to load people's variously renamed mod saves). This effectively means that windows sees a copy of the mod folder with a different name, but no extra disk space is taken up (they all actually point to the same data).

The command is smething like (google it to be sure):

Mklink /J <desired name> <real folder name>

You will then be able to load the save (though it will still restart c2c to do so unless you edit th mod name in your INI file so it starts as that name)
 
There is a VERY easy way round tis which I HIGHLY recommend for moderate who may need to load othe people's save games for debugging. Create a directory link to your actual c2c folder named as whatever name you need for the load to work (I have literally twenty or so of these due t having to load people's variously renamed mod saves). This effectively means that windows sees a copy of the mod folder with a different name, but no extra disk space is taken up (they all actually point to the same data).

The command is smething like (google it to be sure):

Mklink /J <desired name> <real folder name>

You will then be able to load the save (though it will still restart c2c to do so unless you edit th mod name in your INI file so it starts as that name)

Neat trick. Any chance we can link to that post in the Modders Documentation thread so I can find it again when I need it?
 
OK, thanks for loading this. I was unable to load the file you posted so to me this points to a broken C2C install. I'll have a play with my local install step by step.
I am operational now but I cannot explain what fixed the problem. I'll provide my diagnostics and repair efforts in case it helps someone else.

I had a second symptom in that I could not enter World Builder, even from native BTS. I just re-installed from Civ4, Warlords, BTS ensuring that WB worked after each install. Then I added C2C and did WB from a Dual-sized map. That worked, and I was then able to load my old save games. Everything is back as it was about a week ago. I am playing on Win-7 so I loaded the games in C:\Games and each game is set to compatibility mode Win XP SP3 and to Run as Admin.

So if you're having an unusual problem in C2C go back to BTS and see if the symptom also demonstrates in native BTS. If something does not work in BTS it will not work in C2C, and you should fix the issue in BTS first.
 
Minor XML bugs:

There are matching typos in 3 files:
Modules\DancingHoskuld\Custom_Religions\Shinto\Shinto_CIV4EffectInfos.xml
Modules\DancingHoskuld\Custom_Religions\Sikh\Sikh_CIV4EffectInfos.xml
Modules\DancingHoskuld\Custom_Religions\Tengri\Tengri_CIV4EffectInfos.xml
In each these files there is a path in a definition that starts "Ast/Effects" instead of "Art/Effects". With these corrected, you should see the religion symbol emitted briefly above the city when a missionary spreads one of these religions, like the others do (or, at least, some of them do). I think. I have not actually tried it since fixing them in R2R.

I am back and will fix these shortly.
 
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