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Med Mod 2 Multiplayer Crash
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It must be one of the (BeginTurn) triggers which directly causes the crash, right?
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And again, just tried commenting these two guys:
HandleEvent(ContactMade) 'DIP_FlagContactMade' pre
HandleEvent(EstablishEmbassy) 'DIP_FlagEmbassyMade' pre
with everything else left in... crashed.
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Well, you can elliminate:
HandleEvent(BeginTurn) 'WDT_BeginGame' pre
After the first turn, this is disabled anyways.
Also, I don't think it's going to be:
HandleEvent(InitDiplomaticState) 'DIP_InitDiploState' pre
HandleEvent(NextDiplomaticState) 'DIP_NextDiploState' pre
These two functions will only ever trigger if you're an AI.
Which leaves the embassy functions. I had a hellova time getting that running. Wouldn't surprise if there was still a bug in it. *sigh*
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Originally posted by J Bytheway
Try it with none of the embassy code and all of the other code and vice versa.
HandleEvent(BeginTurn) 'DIP_EmbassyCheck' pre
HandleEvent(BeginTurn) 'DIP_MainRoutine' post
HandleEvent(BeginTurn) 'DIP_EstabEmb' pre
HandleEvent(InitDiplomaticState) 'DIP_InitDiploState' pre
HandleEvent(NextDiplomaticState) 'DIP_NextDiploState' pre
void_f DIP_EstablishEmbassyFunc(int_t recipient)
HandleEvent(ContactMade) 'DIP_FlagContactMade' pre
HandleEvent(EstablishEmbassy) 'DIP_FlagEmbassyMade' pre
With those 8 guys gone, no crashing.
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What's really surprising is that you're not getting ANY error messages.
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Try it with none of the embassy code and all of the other code and vice versa.
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Ok, in addition to these 4 (which removing by themselves do not cause the crash):
HandleEvent(BeginTurn) 'DIP_EmbassyCheck' pre
HandleEvent(BeginTurn) 'DIP_MainRoutine' post
HandleEvent(BeginTurn) 'DIP_EstabEmb' pre
HandleEvent(BeginTurn) 'WDT_MainRoutine' pre
I took these 5 additional triggers and 2 functions out:
HandleEvent(InitDiplomaticState) 'DIP_InitDiploState' pre
HandleEvent(NextDiplomaticState) 'DIP_NextDiploState' pre
void_f DIP_EstablishEmbassyFunc(int_t recipient)
HandleEvent(ContactMade) 'DIP_FlagContactMade' pre
HandleEvent(EstablishEmbassy) 'DIP_FlagEmbassyMade' pre
HandleEvent(BeginTurn) 'WDT_BeginGame' pre
int_f WDT_GetDistanceNearestCity(location_t theLoc, int_t thePlayer)
And... *bling* no more crashing...
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Originally posted by Peter Triggs
It gives you more and better error messages.
I don't understand that one...
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Originally posted by Dale
BTW, does the crash occur IMMEDIATELY when you hit end turn, or does it crash where normally the destroyed civ would take it's turn? IE: Hit end turn - CRASH! or Hit end turn - player 2 goes, player 3 goes, player 4 (destroyed) CRASH!
My most recent tests have been running 'Cradle 1.3 Beta' which points to Diplomod 3.5.
Just ran a test where I commented out the following 4 triggers:
HandleEvent(BeginTurn) 'DIP_EmbassyCheck' pre
HandleEvent(BeginTurn) 'DIP_MainRoutine' post
HandleEvent(BeginTurn) 'DIP_EstabEmb' pre
HandleEvent(BeginTurn) 'WDT_MainRoutine' pre
Still crashes with these 4 out of CRA_diplomod.slc. Double-checked and removing CRA_diplomod.slc from CRAG_script.slc means no crashing.
At first I thought the game crashed when it reached the dead AI civ in the turn cycle. But then I realized that the other human player was at index 2 (after myself as the host and index 1 conquered the civ) never got their turn, with the AI civs being index 3-8. So its at the beginning of a human turn when the host crashes.
BTW, whats the difference between g.player and player[0] in a trigger?
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Just as a clarification:
There absolutely no difference between Cradle Diplo 3.6, Med Mod Diplo 3.6 and Apolyton Diplo 3.6, EXCEPT in concern to diplomats establishing embassies:
- The actual unit used to establish embassies is different in the MODS.
- The advance which enables the above diplomat units is different in the MODS.
They're the only two differences between all the Diplo 3.6 versions.
BTW, if you change to the Diplo 3.6 script, you MUST use the diplomacy.txt that comes with Diplo 3.6. One major change between Diplo 3.6 and Diplo 3.6 was I added the "normal" and "make friends" diplomatic personalities. If you don't, then Diplo 3.6 SLIC with diplomacy.txt 3.5 WILL crash when it checks AI diplomatic personalities.
Hope this helps.
BTW, does the crash occur IMMEDIATELY when you hit end turn, or does it crash where normally the destroyed civ would take it's turn? IE: Hit end turn - CRASH! or Hit end turn - player 2 goes, player 3 goes, player 4 (destroyed) CRASH!
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Originally posted by hexagonian
There should be a default diplomacy.slc file - offhand I do not know what the name of that file is - but it should be in the default/gamedata folder.
-Martin
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Originally posted by hexagonian
Try using the default diplomacy files. The files would be
diplomacy.txt
diplomacyproposal.txt
to tie that file into the test setup
Yup, just tried this - no crashing works fine.
Peter: Basically whenever I conquer a civ (destroy their last city) in a multiplayer game under Cradle or MM2 (not not Apolyton), something in the Diplomod (3.5 and 3.6) is causing me to immediately crash to the desktop on the host machine as soon as the conquering civ ends its turn (whether it be the host or the joined player). I get no messages, no popups if DebugSlic=Yes, just back to Windows.
I suppose my next step is to start commenting out triggers in CRA_diplomod.slc and see if I can isolate the problem...
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Try using the default diplomacy files. The files would be
diplomacy.txt
diplomacyproposal.txt
There should be a default diplomacy.slc file - offhand I do not know what the name of that file is - but it should be in the default/gamedata folder.
And there will be a file in the english/gamedata folder that is part of the default diplomacy setup - offhand I do not know what the name of that file is either. You will have to make a change in the
(CRA_)Strings.txt
to tie that file into the test setup
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What exactly does DebugSlic do?
Spanscape, what are you getting when these crashes are happening?
I downloaded one of your savegames a couple of days ago, but I couldn't put it into multiplayer and get it working.
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