just a note to others. THe Alex and Samurai scenarios need the const.txt AND the aidata unitbuildlist.txt replaced to make it work with the current playtest.
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Originally posted by E
just a note to others. THe Alex and Samurai scenarios need the const.txt AND the aidata unitbuildlist.txt replaced to make it work with the current playtest.
However I fixed the problem with the government dialog.
Unfortunatly I get some other strange things, whenever I quit my final version the game crashes. Well this doesn't matter, because I want to quit anyway, but this shouldn't happen and the other strange thing is that it generates an empty crash.txt.
However here is the content of a crash.txt when it was surprisingly not empty:
0x005bc434 [??1?$tech_Memory@ULink@?$tech_WLList@PAVaui_Region @@@@@@UAE@XZ + 0x14]
0x005bc7b9 [??1?$tech_WLList@PAVaui_Region@@@@UAE@XZ + 0x19]
0x005ba481 [??1aui_Region@@UAE@XZ + 0x51]
0x7c007a31 [__onexitbegin + 0x7b54c599]
0x005d828f [??1aui_DirectUI@@UAE@XZ + 0x7f]
0x005efc65 [??1C3UI@@UAE@XZ + 0x85]
0x005efedb [??_EC3UI@@UAEPAXI@Z + 0xb]
0x0040a2b8 [?CleanupAppUI@CivApp@@QAEJXZ + 0xd8]
0xbaabfc7a [(kernel) + 0x0]
c3debug.cpp@300 : Assertion (hr == DD_OK) Failed in File:C:\Activision\Ctp2\ctp2_code\ui\aui_directx\a ui_directsurface.cpp, Line:205
c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20]
0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44]
0x0086a856 [public: __thiscall aui_DirectSurface::aui_DirectSurface(enum AUI_ERRCODE *,long,long,long,struct IDirectDraw *,struct IDirectDrawSurface *,int,int) + 0x606]
0x0086b979 [public: enum AUI_ERRCODE __thiscall aui_DirectUI::CreateDirectScreen(int) + 0x2b9]
0x0086b446 [public: __thiscall aui_DirectUI::aui_DirectUI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x176]
0x0089cc19 [public: __thiscall C3UI::C3UI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x49]
0x00459abf [int __cdecl ui_Initialize(void) + 0x9f]
0x00464c77 [public: long __thiscall CivApp::InitializeApp(struct HINSTANCE__ *,int) + 0xe7]
0x0045e6da [int __stdcall CivWinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3aa]
0x0045dd24 [WinMain@16 + 0x74]
0x00b1b5b3 [WinMainCRTStartup + 0x1b3]
0xbff8b560 [(kernel) + 0x0]
'
c3debug.cpp@300 : Assertion (AUI_NEWOK(m_primary,errcode)) Failed in File:C:\Activision\Ctp2\ctp2_code\ui\aui_directx\a ui_directui.cpp, Line:218
c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20]
0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44]
0x0086b9d9 [public: enum AUI_ERRCODE __thiscall aui_DirectUI::CreateDirectScreen(int) + 0x319]
0x0086b446 [public: __thiscall aui_DirectUI::aui_DirectUI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x176]
0x0089cc19 [public: __thiscall C3UI::C3UI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x49]
0x00459abf [int __cdecl ui_Initialize(void) + 0x9f]
0x00464c77 [public: long __thiscall CivApp::InitializeApp(struct HINSTANCE__ *,int) + 0xe7]
0x0045e6da [int __stdcall CivWinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3aa]
0x0045dd24 [WinMain@16 + 0x74]
0x00b1b5b3 [WinMainCRTStartup + 0x1b3]
0xbff8b560 [(kernel) + 0x0]
'
c3debug.cpp@300 : Assertion (AUI_SUCCESS(*retval)) Failed in File:C:\Activision\Ctp2\ctp2_code\ui\aui_directx\a ui_directui.cpp, Line:106
c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20]
0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44]
0x0086b46d [public: __thiscall aui_DirectUI::aui_DirectUI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x19d]
0x0089cc19 [public: __thiscall C3UI::C3UI(enum AUI_ERRCODE *,struct HINSTANCE__ *,struct HWND__ *,long,long,long,char *,int) + 0x49]
0x00459abf [int __cdecl ui_Initialize(void) + 0x9f]
0x00464c77 [public: long __thiscall CivApp::InitializeApp(struct HINSTANCE__ *,int) + 0xe7]
0x0045e6da [int __stdcall CivWinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3aa]
0x0045dd24 [WinMain@16 + 0x74]
0x00b1b5b3 [WinMainCRTStartup + 0x1b3]
0xbff8b560 [(kernel) + 0x0]
'
c3debug.cpp@300 : Assertion (AUI_NEWOK(g_c3ui,auiErr)) Failed in File:C:\Activision\Ctp2\ctp2_code\ctp\civ3_main.cp p, Line:365
c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20]
0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44]
0x00459b18 [int __cdecl ui_Initialize(void) + 0xf8]
0x00464c77 [public: long __thiscall CivApp::InitializeApp(struct HINSTANCE__ *,int) + 0xe7]
0x0045e6da [int __stdcall CivWinMain(struct HINSTANCE__ *,struct HINSTANCE__ *,char *,int) + 0x3aa]
0x0045dd24 [WinMain@16 + 0x74]
0x00b1b5b3 [WinMainCRTStartup + 0x1b3]
0xbff8b560 [(kernel) + 0x0]
'
c3debug.cpp@300 : Assertion (hr == DD_OK) Failed in File:C:\Activision\Ctp2\ctp2_code\ui\aui_directx\a ui_directsurface.cpp, Line:205
c3debug.cpp@303 : Stack Trace: ' 0x00453d30 [char * __cdecl c3debug_StackTrace(void) + 0x20]
0x0044ead4 [void __cdecl c3debug_Assert(char *,char *,int) + 0x44]
0x0086a856 [public: __thiscall aui_DirectSurface::aui_DirectSurface(enum AUI_ERRCODE *,long,long,long,struct IDirectDraw *,struct IDirectDrawSurface *,int,int) + 0x606]
0x0086b979 [public: enum AUI_ERRCODE __thiscall aui_DirectUI::CreateDirectScreen(int) + 0x2b9]
0x0086c28a [public: virtual enum AUI_ERRCODE __thiscall aui_DirectUI::AltTabIn(void) + 0x2a]
0x00849a1d [public: virtual enum AUI_ERRCODE __thiscall aui_UI::HandleWindowsMessage(struct HWND__ *,unsigned int,unsigned int,long) + 0x1ed]
0x0045e9bf [long __stdcall WndProc(struct HWND__ *,unsigned int,unsigned int,long) + 0x3f]
0xbaabfc7a [(kernel) + 0x0]
'
civ3_main.cpp@1687: Exception: 'Breakpoint' thrown.
civ3_main.cpp@1692: Exception Stack Trace:
0xbff768a1 [(kernel) + 0x0]
0x10213a48 [\177ole32_NULL_THUNK_DATA + 0xee5e3c0]
0x0044eb1b [void __cdecl c3debug_Assert(char *,char *,int) + 0x8b]
0x0086a856 [public: __thiscall aui_DirectSurface::aui_DirectSurface(enum AUI_ERRCODE *,long,long,long,struct IDirectDraw *,struct IDirectDrawSurface *,int,int) + 0x606]
0x0086b979 [public: enum AUI_ERRCODE __thiscall aui_DirectUI::CreateDirectScreen(int) + 0x2b9]
0x0086c28a [public: virtual enum AUI_ERRCODE __thiscall aui_DirectUI::AltTabIn(void) + 0x2a]
0x00849a1d [public: virtual enum AUI_ERRCODE __thiscall aui_UI::HandleWindowsMessage(struct HWND__ *,unsigned int,unsigned int,long) + 0x1ed]
0x0045e9bf [long __stdcall WndProc(struct HWND__ *,unsigned int,unsigned int,long) + 0x3f]
0xbaabfc7a [(kernel) + 0x0]
-MartinLast edited by Martin Gühmann; May 23, 2008, 18:05.Civ2 military advisor: "No complaints, Sir!"
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The Asserts look familiar to me. This usually happens when you press alt-tab before the screen gets black during the game startup. Apparently, this causes the CreateSurface call to return with a failure call, after which the game is unable to continue.
The aui_whatever classes have a problem when the initialisation fails somewhere, because most of its default constructors do not initialise anything. When you call the destructor for these objects, you are likely going to access some random locations. Fortunately, the initialisation will usually succeed, and I have never seen this problem with the release version.
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Originally posted by Fromafar
The Asserts look familiar to me. This usually happens when you press alt-tab before the screen gets black during the game startup. Apparently, this causes the CreateSurface call to return with a failure call, after which the game is unable to continue.
In the current SVN, the release build seems to disappear as soon as I click New Game. It's still running, eating up a lot of CPU while doing nothing, and I can do other things, but it's no longer on the screen. I'll have a go in the debug build.
EDIT: It goes away in the debug build, but then I'm left with the SlicStack assert.Last edited by tombom; April 16, 2005, 11:36.Caution! Under no circumstances confuse the mesh with the interleave operator, except under confusing circumstances!
-Intercal reference manual
People often remark of me, "You say sorry far to much!". To which my common-sense reply is "I apologise".
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Originally posted by tombom
EDIT: It goes away in the debug build, but then I'm left with the SlicStack assert.
Originally posted by tombom
The aui_whatever classes have a problem when the initialisation fails somewhere, because most of its default constructors do not initialise anything. When you call the destructor for these objects, you are likely going to access some random locations. Fortunately, the initialisation will usually succeed, and I have never seen this problem with the release version.
-MartinLast edited by Martin Gühmann; April 16, 2005, 12:30.Civ2 military advisor: "No complaints, Sir!"
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Originally posted by Martin Gühmann
Which mod do you use?
-Martin
It's the assert in SlicStack::Eval, line 110 (IIRC).Caution! Under no circumstances confuse the mesh with the interleave operator, except under confusing circumstances!
-Intercal reference manual
People often remark of me, "You say sorry far to much!". To which my common-sense reply is "I apologise".
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Originally posted by Peter Triggs
As Maq and Demon59 have reported, I've noticed a problem with orders (e.g., the bombard order) being repeated. I can't track it down but it's holding up my next changes to the source, so I'm going to commit anyway.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by tombom
It's the assert in SlicStack::Eval, line 110 (IIRC).
E.g. when you have something like
Code:location_t location; if (0 == location) ...
Because at this point it is not easy to fail gracefully, the code will simply replace the invalid value with the somewhat arbitrary value 0, and continue as if nothing has happened - apart from generating the Assert pop-up with the debug version. So, you will always execute the if-clause in the above section.
When you use the debugger, you should be able to inspect the value of the offending symbol, and find out its name.
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This is what I noticed after playing 200 turns using the latest playtest with the CTC mod...
Pros
-The AI is much more aggressive, espacially towards other AIs. Two AI civs actually conquered another medium strength civ within a few turns.
-All the slic things worked, unit upgrades, plagues, etc.
Cons
-Everything runs very slowly, almost from the beginning of the game. Opening any menu causes a 5-10 second delay. This occurs with the ranking screen, diplomacy, city and build managers, everything. When exchanging maps with another civ, the game comes to a standstill for 30 seconds until the map is finally revealed.
-Borders are not updated, you have to actually see the borders before it shows up on the map/mini map.
-The first turn after loading a save game, the AI takes 5 minutes to complete it's turn. After this it returns to normal.
-The game freezes when quiting the game.
Screenshot of crazy borders(right map is revealed):"
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I have also noted Epw that the ai now has the ability to regenerate I conquered the world apart form 4 cities this was in 1000bc by the late 1700Ad the ai had build over the entire map. The only mod I had was my mod to make a slightly better ai. Which increases food product slightly. But this mod in the original game never gave any results like this."Every time I learn something new it pushes some old stuff out of my brain" Homer Jay Simpson
The BIG MC making ctp2 a much unsafer place.
Visit the big mc’s website
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Originally posted by EPW
-Borders are not updated, you have to actually see the borders before it shows up on the map/mini map.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Originally posted by Fromafar
The Asserts look familiar to me. This usually happens when you press alt-tab before the screen gets black during the game startup. Apparently, this causes the CreateSurface call to return with a failure call, after which the game is unable to continue.
-MartinCiv2 military advisor: "No complaints, Sir!"
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Not sure if this is the same, but instead of Alt-tab, I hit space-bar when the opening movie starts up. If I hit it too soon however (i.e., before the Activision animation starts), the game won't finishing loading up and I have to Ctrl-Alt-Del and restart. So perhaps Alt-Tab is not required..
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I also noticed the bombardment order being repeated as well as lawyers repeating a "sue" order.
The AI's turn still sometimes hangs up (stuck), game is not locked up - can still most everything, just can't move yet because it is the AI's turn. This problem seems to happen in the age where the AI now has planes of some type, almost like a plane is told to go to a city during the previous turn, but since that time the city filled up to it's maximum so it can't go in, but doesn't have enough fuel to go back, won't pull a unit out of the city (weaken the defences) so it just sits there and doesn't know what to do. Sometimes I have to reload the Autosave then try moving a unit a little differently, or fly a plane over that certain AI's territory just to see whats going on, possibly forcing the AI to to crash the plane to get it going again, or just say h3ll with it and start over.
Well started over, game froze during the later middle ages - no planes yet that I could see with the cheat mode. Reloaded the Autosave, got stuck in the same spot.
Question, I noticed that Public Works numbers do not quite add up, has it always been that way based on level or is it a problem that just showed up? Example being that I may have 309 from last turn, should get an additional 263 this turn but I may only end up getting 502 total. Gold seems to add up okay though.Last edited by Fugi the Great; April 30, 2005, 19:06.What do I think of Western civilization? I think it would be a very good idea.
Mohandas Gandhi
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