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

And this is why we have the BUG option for it, some will consider the lat/long info distractive and un-needed.
My question is the opposite one:
What would I gain from seeing it?
The only really (really-really) useful application of it would be for scenario mapping, but that's outside of the actual gameplay.
Never mind, though.
 
So that you can know in advance if you can build certain buildings in a city without having to found it first.
As well as having a numerical method of labelling the various plots - a way to more easily count how far something is from another plot point, etc... Not too concerned with 'where am I in relation to the rest of a globe I know nothing about' so much as just having an ability to refer to a plot in written plans.

Everything else is about debugging and making it super easier to debug which I guess is solved by l&l always being on in debug dll runs.

Btw, is debug mode always on when using the debug dll? That would be handy now that we're using some mysterious hotkey thing to turn it on and off rather than chipotle.
 
Btw, is debug mode always on when using the debug dll?
The dll debug mode is actually not activated by default when using the debug dll, using the debug dll does give you a lot of specially compiled code suited for analyzing code flow as it happens through VS, but the dll debug mode will activate a lot of ingame tools that the debug dll does not automatically give you.
The python debug mode is always off by default when launching the game regardless of dll used.
That would be handy now that we're using some mysterious hotkey thing to turn it on and off rather than chipotle.
Chipotle is still something different than the python and dll debug mode, one could call chipotle the cheat mode, but I intend to transfer all chipotle unique stuff into the python or dll debug mode.
Effectively obsoleting and disabling the ini file cheat mode lever.
 
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The dll debug mode is actually not activated by default when using the debug dll, using the debug dll does give you a lot of specially compiled code suited for analyzing code flow as it happens through VS, but the dll debug mode will activate a lot of ingame tools that the debug dll does not automatically give you.
The python debug mode is always off by default when launching the game regardless of dll used.
Chipotle is still something different than the python and dll debug mode, one could call chipotle the cheat mode, but I intend to transfer all chipotle unique stuff into the python or dll debug mode.
Effectively obsoleting and disabling the ini file cheat mode lever.
I forgot there WAS a Cheat Mode in Civ4 in the first place, lol.
If I want to cheat, I either use WB for direct manipulation, or go straight to Cheat Engine and cheat me a number or two, lol.

By the way, this is how I found out that you can't go beyond Level 17 in Leader Traits - the amount switches over to being a NEGATIVE value (in 4 bytes).
I kinda preferred the older "split the required amount into small numbers and millions as two separate values" - I don't think it would cause this "error" there.
 
New old bug:
Golden Spike is still bugged, if your city is the only one on the landmass.
I have other civs overseas, but just my lonely city on the entire Old World, so it freezes the game.
Unless it's so slow that even 5 minutes is not enough for the process to finish, but it rather looks that the code simply gets into an endless loop or whatnot.
This bug was promised to be fixed quite a while ago, by the way.
 
New old bug:
Golden Spike is still bugged, if your city is the only one on the landmass.
I have other civs overseas, but just my lonely city on the entire Old World, so it freezes the game.
Unless it's so slow that even 5 minutes is not enough for the process to finish, but it rather looks that the code simply gets into an endless loop or whatnot.
This bug was promised to be fixed quite a while ago, by the way.
Upload save
 
New old bug:
Golden Spike is still bugged, if your city is the only one on the landmass.
I have other civs overseas, but just my lonely city on the entire Old World, so it freezes the game.
Unless it's so slow that even 5 minutes is not enough for the process to finish, but it rather looks that the code simply gets into an endless loop or whatnot.
This bug was promised to be fixed quite a while ago, by the way.
Must be a different edge case, I can't replicate it, so will need a save.
 
It isn't an infinite loop, I ended turn successfully. Just took really long.
And did what exactly?
How long is "really long"?
I posted the save 15 minutes ago, so it should be around 10 minutes, yes?
WHY, though?

OK, I waited myself, and it did eventually wake up, lol.
And built a railroad to something hidden in Africa, lol.
I don't want to spoil myself, so I won't WB-look where exactly it goes, though.

Thanks for explaining, though, or I'd probably just ignore the wonder for no good reason.
LOL!
 
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At the beginning of the turn, "pours" several dozen technologies.
This is tech overflow bug, which happens once tech cost climbs high enough.
Fix would break saves, so it will be added when we will break saves.
For now select only one tech at time.
 
Do not understand. Is it possible somehow differently? :)

In any case, thanks, "healed" by rolling back to autosave
Nope, you have to select only one tech at once.
That is click on only one tech when researching next one.

Game can store integers only up to 2^31 /100 that is 21 000 000

Some things can't handle it for example selecting multiple techs is broken once techs are more expensive than that.

Also research pacing seems completely off in your game - you should have over 5000 turns in your game as you are in Nanotech.
Also optimal pacing for 8000 turn long GS is tech per 8 turns.
 
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OK, what went wrong (again) in the last SVN update?
Unless it's exactly how difficulty scaling works (my Settler affects their Noble in a crazy way), AI is getting insane handicaps for no visible reason.
Just check the save.

(Side note: This is an attempt at a Trade-Only challenge, where I don't build ANY units whatsoever, lol. But this bug ruined all the fun, damn.)

EDIT:
Tried at Nightmare now.
Same whatever it is.
I'm at x5-10 everyone else's score, as opposed to usually being LOWER than the TOPs.
But AI's power is rather high (though I'm still not building ANY units, lol).
Anyways, can you please take a look and tell me whether this is a bug, or it is due to SVN.
(I replaced the save file with the newer version.)

EDIT after SVN update:
Seems to be fixed, thanks @raxo2222.
:thumbsup:
...
Wow. I'm at the BOTTOM of SCORE, lol.
Well, challenge accepted!!!
(See the fixed save from the new ongoing game, lol.)
 

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newest SVN # 40 CTD, upon next turn . .. 39 didnt work either , but 38 does NOT // /

save and mini in zip crash is SVN 40 and crash 39 is SVN 39, both CTD

have to revert to 38 now .. .
 

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newest SVN # 40 CTD, upon next turn . .. 39 didnt work either , but 38 does NOT // /

save and mini in zip crash is SVN 40 and crash 39 is SVN 39, both CTD

have to revert to 38 now .. .
K, found the reason for the crash, it's a weird one, and even if I revert the change that triggered it, it will start happening again if we ever add a build-up promo-line that adds control points (those used by great commanders); because units that are dying are trying to start a build up before they are proper dead, and while evaluating the value of the different build-up promos and hits the question about control points, it will check how many units are on the same plot as this unit to boost the value of getting more control points, since the unit is dead its plot will be an invalid pointer that points to whatever, causing a crash.

So the real bug is that dying units tries to start a build-up promo between dying and actually being technically removed fully. I'll investigate that further tomorrow.
 
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