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Med Mod 2 Multiplayer Crash

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  • J Bytheway
    replied
    Which version of Cradle are you using? I don't have any files starting CRAG_ in my install...

    Next thing to try is commenting out the various BeginTurn triggers in the diplomod file. This might cause other problems (like crash on loading of SLIC), but try anyway.

    Leave a comment:


  • Spanscape
    replied
    Okay, I'm stumped... I ran *only* Diplomod 3.6 in this last test and it crashed. I was expecting whatever SLC was conflicting to not be enabled, so Diplomod would behave.

    FYI, CRAG_script.slc had everything but Diplomod out:

    //#include "CRA_airunit.slc"

    //#include "CRA_capturecity.slc"

    //#include "CRA_homeguard.slc"

    //#include "CRA_springfield.slc"

    //#include "CRA_wonderbuildings.slc"

    //#include "CRA_wonderunits.slc"

    //#include "CRA_frenzy.slc"

    #include "CRA_diplomod.slc"

    //#include "CRA_pow.slc"

    //#include "CRAG_updater.slc"

    //#include "CRA_disasters.slc"

    //#include "CRA_Goods.slc"

    //#include "CRA_soundfix.slc"

    //#include "CRAI_KillCityOption.slc"

    //#include "CRAI_FortsForAIs.slc"

    //#include "CRAI_ComImpSForAIs2.slc"

    //#include "CRAI_pw_cheat.slc"

    //#include "CRAI_infras.slc"

    --

    Any thoughts on what else I can disable to see if I can get Diplomod to behave?

    Leave a comment:


  • Spanscape
    replied
    Yes, did all that to try out Diplomod 3.6 under Cradle. And you are correct, MedMod does use 3.6, and I see the crashing there as well when an AI civ is conquered.

    At any rate, 3.6 under Cradle also crashes, but Diplomod 3.6 doesn't crash under Apolyton. Which leaves us to it being a combo of two mods. At any rate, I ran the latest test using this SLIC combo:

    #include "CRA_airunit.slc"

    //#include "CRA_capturecity.slc"

    //#include "CRA_homeguard.slc"

    //#include "CRA_springfield.slc"

    #include "CRA_wonderbuildings.slc"

    #include "CRA_wonderunits.slc"

    //#include "CRA_frenzy.slc"

    #include "CRA_diplomod.slc"

    //#include "CRA_pow.slc"

    #include "CRAG_updater.slc"

    #include "CRA_disasters.slc"

    #include "CRA_Goods.slc"

    #include "CRA_soundfix.slc"

    //#include "CRAI_KillCityOption.slc"

    //#include "CRAI_FortsForAIs.slc"

    //#include "CRAI_ComImpSForAIs2.slc"

    //#include "CRAI_pw_cheat.slc"

    #include "CRAI_infras.slc"


    Result: still crashes. Going to try it with Diplo 3.6 *only* and see what happens.

    Leave a comment:


  • hexagonian
    replied
    BTW, this is what happens when I am at work and am not busy

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  • hexagonian
    replied
    My one concern is that Diplomod is one of the SLICS that will affect AI action in the game - it is actually a code that rewrote one of the base SLIC codes that came with the game - most of the other codes were add-ons.

    There should be a copy of Diplo 3.6 as part of the files. Look for the files

    CRAP_diplomod.slc
    CRAP_diplomacy.txt
    CRAP_Strings.txt
    CRAP_diplomod_str.txt
    in your setup

    You can (after making a backup of the 3.5 originals) rename the above files using the CRA_ prefix and thus activate Diplo 3.6.

    Run your test...

    This is assuming that Dale has used Diplo 3.6 in the Apolyton Pack. But at the same time, I think MedMod uses 3.6.

    You may also try to use the default diplomacy files in the game and see if that causes a crash.

    Leave a comment:


  • J Bytheway
    replied
    Originally posted by Peter Triggs
    While you're doing all this, have DebugSlic set to 'Yes'; you'll get better error messages.
    What exactly does DebugSlic do?

    Leave a comment:


  • Spanscape
    replied
    See what happens when I decide to stay home and telecommute? I end up getting side-tracked into solving CTP2 problems. =)

    At any rate, tried out Diplomod 3.6 under Cradle (replaced the CRA_diplomod.slc file with my APOL_diplomod.slc file, as well as updated CRA_diplomod_str.txt).

    And... still crashes! However, Diplomod 3.6 works fine with Apolyton mod, as well as a mod I cranked out with all of the Cradle units but based on the Apolyton SLCs.

    So, there's some funky combination of Cradle and Diplomod (3.5 or 3.6) which causes this crash...

    --

    With DebugSLIC=Yes, I just see the usual assortment of 'invalid # of arguments in isHumanPlayer' messages. Then as I conquer the AI civ, I get another of those in a CaptureCity trigger, then the crash to desktop.

    Leave a comment:


  • Peter Triggs
    replied
    While you're doing all this, have DebugSlic set to 'Yes'; you'll get better error messages.

    Leave a comment:


  • J Bytheway
    replied
    If that doesn't work try it with just diplomod (all the others commented out) and see if you still get crashes. It might be due to a combination of things.

    Leave a comment:


  • Spanscape
    replied
    Just did a diff between APOL_diplomod.slc and CRA_diplomod.slc...

    And, guess what? Apolyton pack uses Diplomod v3.6 and Cradle has Diplomod v3.5... there's about 30 lines of difference, where a few of the differences are use of g.player instead of player[0] and vice versa.

    Going to try my test with the APOL_diplomod.slc (so v3.6) and see how it jives.

    Leave a comment:


  • Immortal Wombat
    replied
    Isn't diplomod in the Apolyton Pack as well though? Why would it cause a crash in one but not the other?

    Leave a comment:


  • Spanscape
    replied
    Ok, I re-enabled CRAG_script.SLC, but commented a few specific ones out:


    //#include "CRA_capturecity.slc"

    //#include "CRA_homeguard.slc"

    //#include "CRA_springfield.slc"

    //#include "CRA_frenzy.slc"


    With those guys gone, it crashes. So it doesn't look like it's the millitia code, building destruction, AI capitol rebuilding or frenzy code.

    Next game, I commented the following out:

    //#include "CRA_diplomod.slc"

    //#include "CRA_pow.slc"

    //#include "CRA_disasters.slc"

    //#include "CRAI_KillCityOption.slc"

    //#include "CRAI_FortsForAIs.slc"

    //#include "CRAI_ComImpSForAIs2.slc"


    And... CONQUERED TWO CIVS - NO CRASH.


    Third game, I had only these two commented out:

    //#include "CRA_diplomod.slc"

    //#include "CRA_pow.slc"


    And again... conquered two civs - no crash. Final test game coming up where I determine who the culprit is.


    Game #4, with only one script commented out:

    //#include "CRA_pow.slc"


    And - CRASH! Looks like CRA_diplomod.slc is the culprit in my multiplayer crashes! So now I wonder which trigger inside is the real culprit... although I don't have a problem playing without this mod to avoid the crashing in the future.

    Leave a comment:


  • J Bytheway
    replied
    I have only the following advice (which is probably fairly obvious):

    First comment out all other file references at the bottom of the file. If that removes the bug proceed to removing the first half, etc. Halving the number of suspects each time you should need only 4 tests. Then if you're lucky and it appears to be just one files fault, look in that for triggers which happen on the relevant events (City conquest, civ conquest, start of turn, etc.) and fiddle.

    However, it's probably due to a combination of triggers so it won't be so easy.

    Also, of course, many of the triggers are interdependant and it will cause crashes if they're removed without their fellow triggers.

    Good luck

    Leave a comment:


  • Spanscape
    replied
    Okay problem is isolated to the CRAG_script.slc file.

    I played two quick multiplayer games where I gave myself 5 settlers and 100000 gold.

    Game#1: I kept CRAG_gamefile.txt (which is the 1.3 Beta gamefile) pointing to CRAG_script.slc. Cranked out 5 chariots with Player 1 (the host), zoomed over to a neighbor and wiped them out. When I ended the turn, crash to desktop. I know I was using the Cradle SLIC, since both of us had militia.

    Game #2: Changed CRAG_gamefile.txt to point to just scripts.slc and restarted the game. Cranked out 5 chariots again with Player 1 (the host) and zoomed to a neighbor. Conquered them -- no crash upon ending turn. Conquered another neighbor, no crash. No militia this game for me, so I know the Cradle scripts were disabled.

    At least it's isolated. I suppose I can now start removing specific scripts, one at a time, to identify which was is causing it to bomb.

    Any suggestions on the order of attack?

    Leave a comment:


  • Spanscape
    replied
    See results of testing in thread below.

    Leave a comment:

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