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Thread: CTP2 Apolyton Edition: Revision 1013 (25-Jul-2009)

  1. #61
    Martin Gühmann
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    Quote Originally Posted by Boban-2 View Post
    OK, but when I try to upload a saved game file, I've got this message: "Invalid file"?!?! The file is ordinary CTP2 file, without extension, and about 1.4MB lenght.
    Just put it into a zip or rar archive, then you can attach it, and it has the advantage that it is also smaller.

    -Martin
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  2. #62
    Boban-2
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    Quote Originally Posted by Martin Gühmann View Post
    Just put it into a zip or rar archive, then you can attach it, and it has the advantage that it is also smaller.

    -Martin
    Already tried. In that case I have a file which "exceeds the forum's limit of 488.3 KB for this filetype". Lenght of ZIP file is about 1.1 MB.
    Maybe to split it? Or send to you by e-mail?

  3. #63
    Martin Gühmann
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    Quote Originally Posted by Boban-2 View Post
    Already tried. In that case I have a file which "exceeds the forum's limit of 488.3 KB for this filetype". Lenght of ZIP file is about 1.1 MB.
    Maybe to split it? Or send to you by e-mail?
    You may use WinRar, with it you can make smaller archieves, but I doubt that you can squeeze it enough to attach it as one piece. But with WinRar you can split the file. Alternatively, you can use a program called Splitter.

    -Martin
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    mcraze
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    So when will the next revision come out? I'm pretty sure that the building queue bug was fixed (CTD not only when loading queues but when trying to clear them) - but it's very annoying as in one hour I had like 5 CTDs and keep getting them. So playing the 1013 build is very uncomfortable.

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    Boban-2
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    Quote Originally Posted by Martin Gühmann View Post
    You may use WinRar, with it you can make smaller archieves, but I doubt that you can squeeze it enough to attach it as one piece. But with WinRar you can split the file. Alternatively, you can use a program called Splitter.

    -Martin
    OK, let's try. Attached "crash.txt" and game saved "Arthur-Celt-1949AD" (in 3 RAR files).
    Attached Files Attached Files

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    Kreo
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    Thumbs up

    Quote Originally Posted by Boban-2 View Post
    OK, let's try. Attached "crash.txt" and game saved "Arthur-Celt-1949AD" (in 3 RAR files).
    Hi guys, I'm regulary checking this site and I'm proud that you are still working on CTP2! I would like to help and contribute on it somehow, do you think that it is possible to make work scenarios in the newest apolyton edition? (I'm glad you made samurai, but mainly Alexander the Great is interesting, and both punic wars too).If you think it is possible and real to make them work, I would like to help you somehow with it.

    So what you think? is it real or it would make too much work to running Alexander and Punic wars on Apolyton? because if it is realizable, just a little, I would love to help with progress on it!

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    Kreo
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    Scenarios work

    Now I tried to make work two Scenarios: Alexander's campaign and Ultima.Both worked quite fine, and not too much modifications were need, but that crash when the enemy turn is freezes completely destroyed my game.

    So I think when the new version of Apolyton without those key crashes will be uploaded, I will make some Scenarios (and test that of course) to work under them.Especially both punic wars, but modify these files now has no sense when those crashes are still there.

    Anyway, the new AI looks good, finally one computer nation is able to conquer another, so with those "cheats" like free upgrade for AI and no gold per unit for AI it could be really challenge one day!

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    MisterEd
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    Hangup

    Playing CTP2 AE v1013, and my game hung up on turn 378. It didn't CTD, just hung up processing the AI commands, so I never got my next turn. It happens right after you answer the Minoians about sharing maps. Yes or no answer doesn't matter, it still hangs, although I don't know if the share map event is the trigger, its just the last action I take as the player before the hang up. Attached is the saved gamed. BTW--this project is really awesome. I have always liked CTP2 best of all the civ games, and your work here has made it even better.
    Attached Files Attached Files

  9. #69
    Boban-2
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    Quote Originally Posted by MisterEd View Post
    Playing CTP2 AE v1013, and my game hung up on turn 378. It didn't CTD, just hung up processing the AI commands, so I never got my next turn...
    MisterEd, I've tried your game and got the hang at the same place. The problem is inherited from original version of the game, and it's about visibility of AI troops. Hang happens when Crete is occupying Ireland's town Glencullen (near your town Letoon). What I've noticed:
    1. If you move your troops of 12 infantries 1 step left so you CAN SEE Glencullen - there is NO hang!
    2. If you move your troops of 12 infantries 1-2 step right so you CAN'T SEE Crete's army of 3 tanks - there is NO hang!
    Conclusion:
    You MUSTN'T SEE AI's troops which are going to OCCUPY some sity, IF you CAN'T SEE that city!
    Martin, help! Why is it happen??

  10. #70
    MisterEd
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    Boban-2, thanks so much for the investigation. Did you select "cheat mode" so that you could see everything going on? I didn't even think about doing that until I read your reply. Again, thanks much.

  11. #71
    Boban-2
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    Quote Originally Posted by MisterEd View Post
    Boban-2, thanks so much for the investigation. Did you select "cheat mode" so that you could see everything going on? I didn't even think about doing that until I read your reply. Again, thanks much.
    Of course I turned on "cheat mode", and then "Fog of War" - OFF (just for investigation purpose ).

  12. #72
    MisterEd
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    CTD

    Been continuing my game, since Boban-2 was so kind to tell me how to avoid the hangup (thanks again btw). Have been tear assing around the world destroying all the other civs, just finished off the Yamato, and when I end my turn I hear that Cyber Ninja sound and get a CTD. The Yamato have several Cyber Ninjas in Italian territory, but I believe the Italians play first after me. They also have a number of those Cyber Ninjas roaming around. Anyway, here is the crash log and the saved game.
    Attached Files Attached Files

  13. #73
    Martin Gühmann
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    Quote Originally Posted by Boban-2 View Post
    Martin, help! Why is it happen??
    Good question, I don't know. When I tested it the game ran through. But instead another turn later I had nothing to research. I have no problems with the latest build, but it is in the 1013 revision, and it doesn't matter whether I compile it with VC6 or with VC9 and it doesn't matter whether I use the debug or release version. At least this way I can track it down and fix it. For the other crashes you reported here concerning the unmodded game I have the same problems, nothing crashes on my computer.

    Probably I just fix what I have found release what we have.

    -Martin
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  14. #74
    Boban-2
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    Quote Originally Posted by MisterEd View Post
    ... just finished off the Yamato, and when I end my turn I hear that Cyber Ninja sound and get a CTD. The Yamato have several Cyber Ninjas in Italian territory, but I believe the Italians play first after me. They also have a number of those Cyber Ninjas roaming around. Anyway, here is the crash log and the saved game.
    MisterEd, I've played your game and had no crash at all!
    But it took a lot of time just for one turn! How can you play? Do you have (as I have) "Show Enemy Moves ON"?

    Martin, a several posts ago I've mentioned about "Space Plane" error. I am sure something is wrong with that! Beside crash, I noticed miscalculation in AI's Queue with building Space Plane. I don't know how, but AI can build Space Plane very quickly. For example, in his building list is wroten 35 turns for Space Plane. But in queue, I can see just 2 turns till end of building (and I am sure that AI JUST put, in THIS turn, Space Plane in queue). When I remove and put again Space Plane in his queue, information is correct - 35 turns. Is there some cheating algorithm in AI's intelect?

  15. #75
    MisterEd
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    Quote Originally Posted by Boban-2 View Post
    MisterEd, I've played your game and had no crash at all!
    But it took a lot of time just for one turn! How can you play? Do you have (as I have) "Show Enemy Moves ON"?
    Dang, that's weird. It still crashes on me. Martin suggested changing the compatibility mode, but the game won't even start if I run it in XP or 98 compatibility mode.

    I agree it takes for ever. I do have "Show Enemy Moves ON," and since I have the GlobeSat at this point, that complicates the problem. Guess I turn those off at this point, but I usually just get up and go do something else for a minute or 2.

  16. #76
    Martin Gühmann
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    Quote Originally Posted by MisterEd View Post
    Dang, that's weird. It still crashes on me. Martin suggested changing the compatibility mode, but the game won't even start if I run it in XP or 98 compatibility mode.
    Well, it isn't WindowsXP or whatever. It's rather something with the display civ flag option, it crashes if it tries to display a flag of a unit whose civ has just been killed. So hide civ flags and you can play on. Anyway in the next version this will be fixed.

    Your hang is called by showing enemy movements, when unit animations are on. Unlike your other problem so far I have no clue where the thing goes wrong since the game does not crash, but stops processing the AI, and gives the control back to you, except that you can't end your turn.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

  17. #77
    MisterEd
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    Hey Martin, given all the work ya'll have done over the last 6 months, do you have any plans to release a new version of CTP2 AE?

  18. #78
    Martin Gühmann
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    Quote Originally Posted by MisterEd View Post
    Hey Martin, given all the work ya'll have done over the last 6 months, do you have any plans to release a new version of CTP2 AE?
    Yes, I should now have everything what I wanted to have in, the graphics double buffering, that little map give fix, and some of the bugs you have reported here.

    Well, I want fix your hang even if I can now reproduce it. In fact it is pretty difficult to find the piece of code where it goes wrong. The other problem is that the game crashes when you leave it. Fortunately, you should have saved your game before. But of course this isn't fine, and maybe it disappears if I compile it with VC++6 instead with VC++9.

    Well, and I have to update the readme.

    And
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  19. #79
    MisterEd
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    Quote Originally Posted by Martin Gühmann View Post
    Well, I want fix your hang even if I can now reproduce it.
    That makes me a little reluctanct to report this new one. Here's the crash.txt, and attached in the Autosave file. I can't save it in a normal save file or it crashes also. Its been doing that for over 300 turns.

    Version 2009-07-25
    0x004f35e8 [?IsExplored@Vision@@QBE_NVMapPoint@@@Z + 0x58]
    0x004be324 [?IsExplored@Player@@QBE_NABVMapPoint@@@Z + 0x14]
    0x00642daa [?FindStraightPath@UnitAstar@@QAE_NABVMapPoint@@0AA VPath@@AA_N1AAM_NHAAH@Z + 0xba]
    0x00643c02 [?FindPath@UnitAstar@@QAE_NVArmy@@HIIABVMapPoint@@H 1AAVPath@@AA_N2AAM_N55HAAHAB_N55@Z + 0x2e2]
    0x00640fb3 [?FindPath@RobotAstar2@@QAE_NABW4PathType@1@ABVArmy @@ABIABVMapPoint@@3AB_NABHABMAAVPath@@AAM@Z + 0x153]
    0x007e73c2 [?FindPathToBoard@Agent@@QAE_NABIABVMapPoint@@AB_NA AVPath@@@Z + 0x1e2]
    0x007e3f89 [?GotoTransportTaskSolution@Goal@@AAE_NPAVAgent@@0A AVMapPoint@@@Z + 0x369]
    0x007e5891 [?LoadTransporters@Goal@@AAE_NPAVAgent@@@Z + 0x1b1]
    0x007e4991 [?GotoGoalTaskSolution@Goal@@AAE_NPAVAgent@@ABVMapP oint@@@Z + 0x6d1]
    0x007e2655 [?Execute_Task@Goal@@QAE?AW4GOAL_RESULT@@XZ + 0x325]
    0x007db16d [?Match_Resources@Scheduler@@QAEX_N@Z + 0x16d]
    0x007fb409 [?GEVHookCallback@CtpAi_ProcessMatchesEvent@@EAE?AW 4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGam eEventArgList@@@Z + 0xb9]
    0x00580407 [?Activate@GameEventHook@@QBE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@HAAH@Z + 0x37]
    0x00580dc8 [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@HAAH@Z + 0x28]
    0x0057eeed [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x2d]
    0x0040c301 [?Process@CivApp@@QAEHXZ + 0x201]
    0x00406f14 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x394]
    0x00406975 [WinMain@16 + 0x65]
    0x0080a09c [WinMainCRTStartup + 0x134]
    0x760dd0e9 [__onexitbegin + 0x7570ad91]
    0x772419bb [__onexitbegin + 0x7686f663]
    0x7724198e [__onexitbegin + 0x7686f636]
    Attached Files Attached Files

  20. #80
    Boban-2
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    Quote Originally Posted by MisterEd View Post
    That makes me a little reluctanct to report this new one. Here's the crash.txt, and attached in the Autosave file. I can't save it in a normal save file or it crashes also. Its been doing that for over 300 turns.
    MisterEd, I've tried your Autosave file, and have had no crash or hang. Yes, I've had several SLIC errors, which I ignored. And noticed that SLIC errors are somehow connected with Teleevangelist: before any action of any Teleevangelist there is a SLIC error.

    Boban

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    MisterEd
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    Quote Originally Posted by Boban-2 View Post
    MisterEd, I've tried your Autosave file, and have had no crash or hang.
    Boban--thanks for checking. Its probably just something in my system. I tried the compatibility settings like Martin suggested, but I could not get the game to run at all. I'd hate for Martin to spend all his time chasing down something that is unique to my setup, although I'm at a loss to guess what it is. I pretty much just bought this machine off the shelf and started using it. I havent put anything exotic on it.

  22. #82
    Martin Gühmann
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    Boban-2, I assume play the game in a different language. This causes slic errors, you can get rid of them by reloading slic.

    MisterEd, forget about compatibility mode, the bugs you reported only appear if you use certain userprofile options, which you used and I didn't use.

    For the bugs you have reported, I don't know whether I have addressed all of them, the hang caused by city conquest of another civilization may be gone, because I changed something how the hidden tiles are displayed.

    Anyway, I didn't bother to fix this stuff, actually it was time for a new Apolyton Edition. If you and anyone else have anything to report whether old or new, please do so here.

    - Martin
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