[MOD] v41 SVN and GithubDesktop Bugs and Crashes Single player

See thats the enjoyment of this modmod, that these wonderfully creative people that are modders and have modified this C2C modmod. Without these "Geniuses" :grouphug: C2C would just be a boring game, that is why the options are what they are, so its to any persons PERSONAL liking, so have it UR way , the way U want to play it . ..
and to the people that work on this now and in the past:king::queen:, i personally want to thank you, from the bottom of my heart:love:, so again THANKS,,,, SO..:thumbsup::D
Thank you old Friend and Boss for making this mod and asking some of us to ride along all these years. Love you and God bless.
 
Okay game is now seriously broken. In the screenshot is a subdued armadillo. But if you try to do Anything with it it becomes unresponsive.

Also if you move from city to city the lag for the next city to come up is bad and then you have to wait for the screen to fill in the details of the surrounding tiles in the map view. Eventually the game becomes slower and slower in responding.

I have tried Re-clac before playing. I have tried Re-calc after a turn. Soon the game just crawls and becomes more and more unresponsive.

I did update Git this morning around 9AM CDST. I am using FinalRelease option thru Git.

City of Seattle has the subdued Armadillo which kicked off this bizarre behaviour.

EDIT: Tried to capture the messages at Top center of Map because TXT_KEY_ yada yada is showing up as well.

And In every city I have to rebuild the Forge and Mining Camp among other buildings like Temple of AN every turn! In every City that had them already built. Yikes!!!

@raxo2222 , what ever you did to Graphic Paging Must be reverted.
 

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EDIT: Tried to capture the messages at Top center of Map because TXT_KEY_ yada yada is showing up as well.

And In every city I have to rebuild the Forge and Mining Camp among other buildings like Temple of AN every turn! In every City that had them already built. Yikes!!!

@raxo2222 , what ever you did to Graphic Paging Must be reverted.
Reverted paging changes.

As for other stuff its likely obsoletion overhaul bugs, done after v41.2 release
 
Yeah, there may be some irregularities from that major change to how building obsoleting is handled.
I will be keeping a close eye on bug reports with that change in mind.
Got python error, also there is 0 turns to Town Well in Los Angeles (last Joseph save)
Spoiler :

Traceback (most recent call last):

File "CvScreensInterface", line 473, in handleInput

File "CvMainInterface", line 5515, in handleInput

AttributeError: CvMainInterface instance has no attribute 'bFreshQueue'
ERR: Python function handleInput failed, module CvScreensInterface


Click on process.

Clicked on one of subdued animals.
Spoiler :

ASSERT FAILED
==============================================================================================================================================================================
File: d:\modstuff\caveman2cosmos_git\sources\CvPlayerAI.h
Line: 84
Expression: ePlayer >= 0
==============================================================================================================================================================================
MESSAGE:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Index value (-1) is expected to be >= 0
==============================================================================================================================================================================
PYTHON CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
CvScreensInterface.py (512): forceScreenRedraw
CvMainInterface.py (1342): redraw
CvMainInterface.py (2080): updateSelectionButtons
==============================================================================================================================================================================
DLL CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
git\sources\cvplayerai.h (84): CvPlayerAI::getPlayer
git\sources\cvunit.cpp (20490): CvUnit::getTeam
git\sources\cvoutcome.cpp (352): CvOutcome::isPossible
git\sources\cvoutcomelist.cpp (273): CvOutcomeList::buildDisplayString
git\sources\cvoutcomemission.cpp (175): CvOutcomeMission::buildDisplayString
git\sources\cvdllwidgetdata.cpp (3526): CvDLLWidgetData::parseActionHelp
git\sources\cvdllwidgetdata.cpp (126): CvDLLWidgetData::parseHelp
04D98A33 (CvGameCoreDLL): (filename not available): __security_error_handler
89DB7158 (module-name not available): (filename not available): (function-name not available)
0489792F (CvGameCoreDLL): (filename not available): CvDLLEntity::removeEntity
FFFF3768 (module-name not available): (filename not available): (function-name not available)

========================================

ERR: Python function handleInput failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 512, in forceScreenRedraw

File "CvMainInterface", line 1342, in redraw

File "CvMainInterface", line 2080, in updateSelectionButtons

RuntimeError: unidentifiable C++ exception

So selecting subdued animals causes severe python errors in assert DLL - this is why game slows down on final release when clicking on subdued animals.
 
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Clicked on one of subdued animals.
Spoiler :

ASSERT FAILED
==============================================================================================================================================================================
File: d:\modstuff\caveman2cosmos_git\sources\CvPlayerAI.h
Line: 84
Expression: ePlayer >= 0
==============================================================================================================================================================================
MESSAGE:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Index value (-1) is expected to be >= 0
==============================================================================================================================================================================
PYTHON CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
CvScreensInterface.py (512): forceScreenRedraw
CvMainInterface.py (1342): redraw
CvMainInterface.py (2080): updateSelectionButtons
==============================================================================================================================================================================
DLL CALLSTACK:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
git\sources\cvplayerai.h (84): CvPlayerAI::getPlayer
git\sources\cvunit.cpp (20490): CvUnit::getTeam
git\sources\cvoutcome.cpp (352): CvOutcome::isPossible
git\sources\cvoutcomelist.cpp (273): CvOutcomeList::buildDisplayString
git\sources\cvoutcomemission.cpp (175): CvOutcomeMission::buildDisplayString
git\sources\cvdllwidgetdata.cpp (3526): CvDLLWidgetData::parseActionHelp
git\sources\cvdllwidgetdata.cpp (126): CvDLLWidgetData::parseHelp
04D98A33 (CvGameCoreDLL): (filename not available): __security_error_handler
89DB7158 (module-name not available): (filename not available): (function-name not available)
0489792F (CvGameCoreDLL): (filename not available): CvDLLEntity::removeEntity
FFFF3768 (module-name not available): (filename not available): (function-name not available)

========================================

ERR: Python function handleInput failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 512, in forceScreenRedraw

File "CvMainInterface", line 1342, in redraw

File "CvMainInterface", line 2080, in updateSelectionButtons

RuntimeError: unidentifiable C++ exception

So selecting subdued animals causes severe python errors in assert DLL - this is why game slows down on final release when clicking on subdued animals.
Happens with any units that have missions with outcome defined, not just subdued animals, selected unit is owned by player -1 when it tries to build the helptext for the unit action buttons for the currently selected unit.
Very strange error.

P.S. fixed the process selection error just now.
 
Happens with any units that have missions with outcome defined, not just subdued animals, selected unit is owned by player -1 when it tries to build the helptext for the unit action buttons for the currently selected unit.
Very strange error.
Suddenly it became much more severe....
 
11302 - 1st turn 24 seconds,,, 2nd turn 25 seconds,,, 3rd turn 85 seconds. . .and more each turn . .


also after quite a few turns i get a stall ,, , can click on ANY unit/animals BUT cant move ANYONE at all, have to restart, no matter what. . .this is even with 11301 in use. . .
 
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Matt fixed it, this problem was never on SVN though. I know Joe (@JosEPh_II ) use latest git, so the completely broken-ness you reported should be gone now on latest git.
Just saw it on GitDesktop and Updated. Prior to this I had to delete all saves from 3-15-2021 thru today. Lost 50+ turns in 1 game and 40+ in the other.

I started a save game from each of my 2 games that were saved on 3-14-2021. Played several turns each.

Now that I Updated with MattCa's fix will start each one from the latest save to see how it goes.

Thanks to you all. :)
 
Matt fixed it, this problem was never on SVN though. I know Joe (@JosEPh_II ) use latest git, so the completely broken-ness you reported should be gone now on latest git.

how about the turns times that r soooooo excessive??
 
how about the turns times that r soooooo excessive??
Turn Barbs fully OFF.
I've posted my current save somewhere a short time ago.
It has the surrounding map packed with cities, but it still causes almost no visible turn time lag.
Barbs, though, tend to build HORDES of pointless units - and THAT causes an awful turn time lag.
So, until AI is fixed (cause it wasn't that way in the past), we need to play WITHOUT Barbs.
Not that I'd miss them too much, lol.
 
Turn Barbs fully OFF.
I've posted my current save somewhere a short time ago.
It has the surrounding map packed with cities, but it still causes almost no visible turn time lag.
Barbs, though, tend to build HORDES of pointless units - and THAT causes an awful turn time lag.
So, until AI is fixed (cause it wasn't that way in the past), we need to play WITHOUT Barbs.
Not that I'd miss them too much, lol.
nah, i am fine with the Barbs infact i actually like it better that way .. , and my prob is not the barbs anyways, not many on my map //

I'm not sure that this is a recent new problem, improving turn times is something to work on in general anyhow, so we'll get at it at some point.
look at the post i made at 12:44, page 22
 
nah, i am fine with the Barbs infact i actually like it better that way .. , and my prob is not the barbs anyways, not many on my map //
Mmm... It might be Neandethals specifically, I guess. It's them who built HORDES upon HORDES i my previous game (that lagged).
I probably should have turned Barbs ON, but keep Neanders OFF.
I'm really too lazy to test this again from scratch, since my current game is going fine and feels interesting.
And it doesn't lag whatsoever, lol, despite most civs having grown quite a lot already.
 
look at the post i made at 12:44, page 22
Thing is, for me page 22 has no post by you made at 12:44, because the time shown is always local time for the one watching.
How many hours after Norway are you?

Do you mean this one from 6:44?
▬▬
upload_2021-3-17_14-50-47.png
▬▬▬
https://forums.civfanatics.com/thre...es-single-player.664830/page-22#post-16050681
▬▬▬
That post doesn't show extreme turn times, and both 11302 and 11301 had turn times above 80 seconds, neither had turn times above 85 seconds.
 
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