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  • #61
    Whoops, yeah I should my 557 build (and other builds) are not the complete playtest, they are just posted as "patches" to the 10-23 playtest until we have another playtest release


    I heard scenarios work but Fromafar did work with the userprofile RuleSets. there is anAoM thread that covers it. I'll have to dig but its out there and I'll post it.
    Formerly known as "E" on Apolyton

    See me at Civfanatics.com

    Comment


    • #62
      Re: Missing Stuff In Build 557

      Originally posted by BureauBert
      P.S.: The main purpose of cleaning up my mess is that I want to try to rebuild my totally fantastic unplayable MoT-Mod from ground up - and as a Scenario , as it should be.
      I think Scenario structure issues have been fixed? Could a savvy member of the most estimated Source Code Team confirm this? Pleeease, thanks a lot in advance!
      Last I heard, all known issues were fixed in theory but these fixes have been only superficially tested.

      Comment


      • #63
        fixed in theory but these fixes have been only superficially tested
        Well then I should start in-depth testing

        Thank you for the information!

        And RuleSets sounds interesting. It sounds like a WikiWord, too
        The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

        Comment


        • #64
          Originally posted by BureauBert

          And RuleSets sounds interesting. It sounds like a WikiWord, too



          let me know how it goes...
          Formerly known as "E" on Apolyton

          See me at Civfanatics.com

          Comment


          • #65
            BB,

            also as your modding work continues, dont hesitate to make source code attempts of your own. You got a handle on slic so i think you'll get the c++ quick. the hard part in te code is tryingto find where everything is at and how the fit together. I'm getting a decent handle on it and can help if you try.
            Formerly known as "E" on Apolyton

            See me at Civfanatics.com

            Comment


            • #66
              Slic Messages Crash

              Sorry, but I have got a new crash.txt

              The crash occurs upon calling SLIC-messageboxes as follows:

              Code:
              Message(1, 'GeneralGamestatsMsg');
              Message(1, 'GeneralPlayerstatsMsg');
              
              messagebox 'GeneralGamestatsMsg' {
              	Text(ID_GENERAL_GAME);
              }
              
              messagebox 'GeneralPlayerstatsMsg' {
              	Text(ID_GENERAL_PLAYER);
              }
              GENERAL_GAME "Turn: {g.year}"
              GENERAL_PLAYER "Player: {player[0]}, Government: {player[0].government}\nCities: {player[0].cities}\nUnits: {player[0].units}, Armies: {player[0].armies}"
              In their original version the message texts also contained self-defined SLIC-globals to check their values for testing, I reduced the messages to internal variables only to make sure it's an internal problem -- a messagebox just telling the current turn otherwise does not make much sense .

              The resulting crash.txt as follows:

              0x005b7bf0 [?GetText@SlicSymbolData@@UBEHPADJ@Z + 0x76]
              0x0056c4ea [sliccmd_ref_has_int_value + 0x9e]
              0x00561732 [scparse + 0xb27]
              0x00560bc4 [sliccmd_parse + 0x74]
              0x00534400 [?stringutils_Interpret@@YAXPBDAAVSlicContext@@PADI @Z + 0x23b]
              0x005b28bb [?SetMessageText@SlicObject@@QAEXPBD@Z + 0x2c]
              0x0059e83c [?Call@Slic_Text@@UAE?AW4SFN_ERROR@@PAVSlicArgList@ @@Z + 0x64]
              0x0059c290 [?DoInstruction@SlicFrame@@QAEHW4SOP@@@Z + 0x10c4]
              0x0059d5aa [?Run@SlicFrame@@QAEHXZ + 0x87]
              0x005b2406 [?Execute@SlicObject@@AAEXXZ + 0x16c]
              0x00575bf3 [?Execute@SlicEngine@@QAEXPAVSlicObject@@@Z + 0x8c]
              0x0059eade [?Call@Slic_Message@@UAE?AW4SFN_ERROR@@PAVSlicArgLi st@@@Z + 0x144]
              0x0059c290 [?DoInstruction@SlicFrame@@QAEHW4SOP@@@Z + 0x10c4]
              0x0059d5aa [?Run@SlicFrame@@QAEHXZ + 0x87]
              0x005b2406 [?Execute@SlicObject@@AAEXXZ + 0x16c]
              0x00575bf3 [?Execute@SlicEngine@@QAEXPAVSlicObject@@@Z + 0x8c]
              0x005b46fc [?GEVHookCallback@SlicSegment@@UAE?AW4GAME_EVENT_HO OK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgList@ @@Z + 0xa6]
              0x005bc5df [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook@@@std@@@std@@PAVGameEventArgList@@ AAJ@Z + 0x63]
              0x005bc576 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
              0x005bd1ea [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
              0x005bae94 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
              0x005bd048 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
              0x005bcfeb [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
              0x005bcf60 [?ArglistAddEvent@GameEventManager@@QAE?AW4GAME_EVE NT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVENT@@PAVGame EventArgList@@@Z + 0x13d]
              0x005bce15 [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@ @W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xe5]
              0x0043e312 [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXEC UTE@@@Z + 0x3c]
              0x0043816b [?HandleNextAction@Director@@QAEXXZ + 0xfb]
              0x0043800b [?Process@Director@@QAEXXZ + 0x25]
              0x0040ecb6 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22c]
              BTW this already occured while testing my Mod in it's ModSwapper version. Currently I am in the process of converting it step by step to a scenario. I have already adapted the textfiles (seems to be successful -- at least no crashes and no errors), the main SLIC functions are loading without errors as well .

              posted by E
              dont hesitate to make source code attempts of your own
              Oh, oh yes, I do hesitate! Actually I am pretty sure diving into the source code would completely paralyze poor old me -- finally I wouldn't be of much use neither as a playtester, nor as a modder, nor as a CTP2-Bureaucrat -- nor als a programmer. Though I am able to read pieces of code and to reasonably guess what they do it would take far too much time to get into the entire logic of the source code and into actually working with C++, which is similar to but also different from what I already know (Perl, PHP, SLIC -- that's it, more or less).

              I am sorry for that but I will gladly continue to contribute what's within my scope .

              EDIT: Additional Testing Results

              I did some additional testing which shows that the crash is only caused by the internal variable g.year (I didn't test the other g.something variables), anyways it does not occur when I only use my self-declared globals or the internal variables in the gamestuff[0].something form.
              Last edited by Martin Gühmann; May 22, 2008, 17:48.
              The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

              Comment


              • #67
                Bureaubert good work, hopefully we can find the problem.

                I've been playtesting my civ3mod (again) the game is great I'll go int omore. Besides not having my ShowOnMap working (yet) I've been getting crashes with the governor, which are probably the better known 'standard crashes'

                0x0054d1b4 [?Num@?$DynamicArray@J@@QBE?BJXZ + 0x14]
                0x0089858f [?ComputeRoadPriorities@Governor@@QAEXXZ + 0x3e]
                0x008987df [?PlaceTileImprovements@Governor@@QAEXXZ + 0x80]
                0x008a27c8 [?BeginTurn@CtpAi@@SAXJ@Z + 0x25b]
                0x00538dd9 [?GEVHookCallback@BeginTurnEvent@@EAE?AW4GAME_EVENT _HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgLi st@@@Z + 0x90]
                0x005be44f [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook@@@std@@@std@@PAVGameEventArgList@@ AAJ@Z + 0x63]
                0x005be3e6 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
                0x005bf0aa [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
                0x005bcd04 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
                0x005bef08 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
                0x005beeab [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
                0x005bee20 [?ArglistAddEvent@GameEventManager@@QAE?AW4GAME_EVE NT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVENT@@PAVGame EventArgList@@@Z + 0x13d]
                0x005becd5 [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@ @W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xe5]
                0x0043e402 [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXEC UTE@@@Z + 0x3c]
                0x0043825b [?HandleNextAction@Director@@QAEXXZ + 0xfb]
                0x004380fb [?Process@Director@@QAEXXZ + 0x25]
                0x0040eca6 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22c]
                0x0040efc5 [?Process@CivApp@@QAEJXZ + 0xa7]
                0x00407dd0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
                0x00407847 [WinMain@16 + 0x74]
                0x008b10cc [WinMainCRTStartup + 0x134]
                0x7c816d4f [__onexitbegin + 0x7bc66df7]
                and this one


                0x0089e08a [?GetStrength@CombatUnit@@QAENXZ + 0xa]
                0x004e67b7 [?GetReadinessCost@Player@@QBEJXZ + 0x15]
                0x0089d389 [?ComputeBestMilitaryReadiness@Governor@@QBEJXZ + 0xa8]
                0x008a280c [?BeginTurn@CtpAi@@SAXJ@Z + 0x29f]
                0x00538dd9 [?GEVHookCallback@BeginTurnEvent@@EAE?AW4GAME_EVENT _HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgLi st@@@Z + 0x90]
                0x005be44f [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook@@@std@@@std@@PAVGameEventArgList@@ AAJ@Z + 0x63]
                0x005be3e6 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
                0x005bf0aa [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
                0x005bcd04 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
                0x005bef08 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
                0x005beeab [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
                0x005bee20 [?ArglistAddEvent@GameEventManager@@QAE?AW4GAME_EVE NT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVENT@@PAVGame EventArgList@@@Z + 0x13d]
                0x005becd5 [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@ @W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xe5]
                0x0043e402 [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXEC UTE@@@Z + 0x3c]
                0x0043825b [?HandleNextAction@Director@@QAEXXZ + 0xfb]
                0x004380fb [?Process@Director@@QAEXXZ + 0x25]
                0x0040eca6 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22c]
                0x0040efc5 [?Process@CivApp@@QAEJXZ + 0xa7]
                0x00407dd0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
                0x00407847 [WinMain@16 + 0x74]
                0x008b10cc [WinMainCRTStartup + 0x134]
                0x7c816d4f [__onexitbegin + 0x7bc66df7]

                I know my code doesnt do anything to it because I havent messed with governor and I've seen these with other playtest versions. Just getting them out there.

                Back to playing...


                EDIT: then i got this one...never saw before

                0x005c7189 [??_EProposalElement@DiplomacyRecord@@QAEPAXI@Z + 0x19]
                0x005c30c4 [??4DiplomacyRecord@@QAEXABV0@@Z + 0x58f]
                0x008687e3 [?ChangeDiplomacy@Diplomat@@QAEXABJJ@Z + 0x94]
                0x008681f2 [?SetDiplomaticState@Diplomat@@QAEXABJABUAiState@@@ Z + 0x7b]
                0x0084fda0 [?GEVHookCallback@InitDStateEvent@@EAE?AW4GAME_EVEN T_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgL ist@@@Z + 0x77]
                0x005be44f [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook@@@std@@@std@@PAVGameEventArgList@@ AAJ@Z + 0x63]
                0x005be3e6 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
                0x005bf0aa [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
                0x005bcd04 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
                0x005bef08 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
                0x005beeab [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
                0x005bee20 [?ArglistAddEvent@GameEventManager@@QAE?AW4GAME_EVE NT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVENT@@PAVGame EventArgList@@@Z + 0x13d]
                0x005becd5 [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@ @W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xe5]
                0x0043e402 [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXEC UTE@@@Z + 0x3c]
                0x0043825b [?HandleNextAction@Director@@QAEXXZ + 0xfb]
                0x004380fb [?Process@Director@@QAEXXZ + 0x25]
                0x0040eca6 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22c]
                0x0040efc5 [?Process@CivApp@@QAEJXZ + 0xa7]
                0x00407dd0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
                0x00407847 [WinMain@16 + 0x74]
                0x008b10cc [WinMainCRTStartup + 0x134]
                0x7c816d4f [__onexitbegin + 0x7bc66df7]
                Last edited by Martin Gühmann; May 22, 2008, 17:49.
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

                Comment


                • #68
                  Mod CrashTest

                  First a note: For some reason -- or just because I hit the wrong button, I don't remember, I put a playtest observation (concerning units not keeping MovePaths) into a new thread. Maybe noone will notice it's a playtest report, so it might be a good idea to point you there.

                  @E: Don't you have the same problem while testing your Civ3-Mod? I can't see what in my SLIC could affect the MovePaths of my own units but if I am the only one having this problem, I am probably the source of the problem

                  Second: I am heavily playtesting my Mod this weekend after having converted the whole thing from ModSwapper mode to scenario structure, solved some major issues, some others still remaining ...
                  One thing that remains is balance -- therefore in my current game I have a civ revolting, the splinter civ revolting again and again. In short: They never recover and keep revolting. In this situation an old bug seems to reappear: The game randomly crashes. It doesn't necessarily crash immediately after the splinter civ has been created, sometimes it crashes two turns after the event. Also it doesn't always crash after a splinter civ has been created, and so far I have always been able to continue from the latest savegame without repeating the same crash. Nonetheless some relation between the revolts and the crashes seems evident.

                  Well, I am using diplomod.slc which used to cause trouble in it's original version but I am using an improved version as discussed here, which already worked without crashing the original 1.11 game. And crash.txt does not say anything that seems SLIC-related (actually it doesn't say much at all):

                  0x7c921e58 [__onexitbegin + 0x7bd71f00]
                  0x7c928251 [__onexitbegin + 0x7bd782f9]
                  0x7c921c76 [__onexitbegin + 0x7bd71d1e]
                  0x77bfc3c9 [__onexitbegin + 0x7704c471]
                  0x77bfc3e7 [__onexitbegin + 0x7704c48f]
                  0x77bfc42e [__onexitbegin + 0x7704c4d6]
                  0x77c16147 [__onexitbegin + 0x770661ef]
                  0x00404044 [?Debug_AddFunction@@YAXPADI@Z + 0x47]
                  0x00404276 [?Debug_FunctionNameOpen@@YAHPAD@Z + 0x163]
                  0x00403fcd [DebugCallStack_Open + 0xd]
                  0x00404a2a [?c3debug_ExceptionStackTrace@@YAPADPAU_EXCEPTION_P OINTERS@@@Z + 0x18]
                  0x004078da [?main_CivExceptionHandler@@YAJPAU_EXCEPTION_POINTE RS@@@Z + 0x4e]
                  0x0040785f [WinMain@16 + 0x8c]
                  0x008b10cc [WinMainCRTStartup + 0x134]
                  0x7c816d4f [__onexitbegin + 0x7bc66df7]


                  Another 2 absolutely minor issues:

                  - Militia code: No functional problem there, the militia units are created, everything is fine -- with one exception: The garrison-icon next to the city is not displayed. Somehow the program doesn't seem to recognize units that are created via SLIC as a garrison.
                  - Sound: I am running my mod as a scenario and I have a sounds.txt with some modified and additional sounds, one of these being

                  Code:
                  SOUND_ID_ESTABLISH_EMBASSY "evemb.wav"
                  The soundfile is where it should be (evemb.wav in \default\sound\), but it's not played .

                  Better crash.txt

                  It (I) did it again -- but this time the text tells a bit more about the crash:

                  0x004ee07a [?GetEnableAdvanceIndex@GovernmentRecord@@QBEJXZ + 0xa]
                  0x0089711c [?ComputeBestGovernment@Governor@@QBEJXZ + 0x83]
                  0x008a25e1 [?BeginTurn@CtpAi@@SAXJ@Z + 0x74]
                  0x00538dd9 [?GEVHookCallback@BeginTurnEvent@@EAE?AW4GAME_EVENT _HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgLi st@@@Z + 0x90]
                  0x005be44f [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook@@@std@@@std@@PAVGameEventArgList@@ AAJ@Z + 0x63]
                  0x005be3e6 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
                  0x005bf0aa [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
                  0x005bcd04 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
                  0x005bef08 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
                  0x005beeab [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
                  0x005bee20 [?ArglistAddEvent@GameEventManager@@QAE?AW4GAME_EVE NT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVENT@@PAVGame EventArgList@@@Z + 0x13d]
                  0x005becd5 [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@ @W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xe5]
                  0x0043e402 [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXEC UTE@@@Z + 0x3c]
                  0x0043825b [?HandleNextAction@Director@@QAEXXZ + 0xfb]
                  0x004380fb [?Process@Director@@QAEXXZ + 0x25]
                  0x0040eca6 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22c]
                  0x0040efc5 [?Process@CivApp@@QAEJXZ + 0xa7]
                  0x00407dd0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
                  0x00407847 [WinMain@16 + 0x74]
                  0x008b10cc [WinMainCRTStartup + 0x134]
                  0x7c816d4f [__onexitbegin + 0x7bc66df7]
                  Last edited by Martin Gühmann; May 22, 2008, 17:50.
                  The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                  Comment


                  • #69
                    Re: Mod CrashTest

                    Originally posted by BureauBert
                    @E: Don't you have the same problem while testing your Civ3-Mod? I can't see what in my SLIC could affect the MovePaths of my own units but if I am the only one having this problem, I am probably the source of the problem
                    actully i never noticed that problem, my units moved fine and so do the AIs

                    One thing that remains is balance -- therefore in my current game I have a civ revolting, the splinter civ revolting again and again. In short: They never recover and keep revolting. In this situation an old bug seems to reappear: The game randomly crashes. It doesn't necessarily crash immediately after the splinter civ has been created, sometimes it crashes two turns after the event. Also it doesn't always crash after a splinter civ has been created, and so far I have always been able to continue from the latest savegame without repeating the same crash. Nonetheless some relation between the revolts and the crashes seems evident.
                    I'm not sure if the crash is related. I get that too, some civs city gets so big that it revolts and each succeeding nation eventually loses it too. I actually kind of like it, it gives a Mogadishu-feel to the game. I always figured once I got my military going I was going to have to invade and establish order there

                    And sometimes a nation manages to get its act together. One game I played before, it happened to two cities. But eventualy the Cambodian/Kampucheans got it under control somehow (Pol Pot and Khmer rouge? ) and they had a good civ going.

                    But not sure if its a crash related thing.

                    ComputeBestGovernment@Governor
                    As for this crash I think its the 'standard' AI crash. When ever I get crashes its something dealing with the governor but re-loading it and the game continues so it makes it hard to replicate the crash
                    Formerly known as "E" on Apolyton

                    See me at Civfanatics.com

                    Comment


                    • #70
                      I actually kind of like it, it gives a Mogadishu-feel to the game. I always figured once I got my military going I was going to have to invade and establish order there.
                      Yes, I like that kind of mission too. Usually I like to send my special forces with helicopters -- it's just a matter of style (and that's why I will be working on a "Modern Times" mod until someone starts building a gaia controller in the real world). But at the time those unlucky nations start falling apart I won't have helicopters for the next 4000 years , so there is currently not much I can do for Mogadishu ...
                      Seriously, this needs to be repaired. I must have broken something while fixing the database structure .

                      As for the crash itself -- Martin seems to have fixed it (or part of it, I don't know):

                      Revision 563
                      Fixed some problems in these files:
                      modified ctp2_code/ai/CityManagement/governor.cpp
                      Hopefully in the final AE there won't be such a thing like

                      the 'standard' AI crash


                      I am eagerly waiting for the next build .

                      The good news from my part is that I could fix the move path order insubordination issue myself -- ideed I was the source of the problem . It was in the SLIC, and modders should know that the A(polyton)E(dition)'s SLIC is a bit more demanding than Activision's used to be .
                      The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                      Comment


                      • #71
                        Hi there! I have got a new crash.txt.
                        The crashes still occur upon revolts (actually, like with my previous crashes, the entire civ revolts and is taken over by a new civ -- maxplayers is set to a bigger number than players):

                        0x7c93ae24 [__onexitbegin + 0x7bd8aecc]
                        0x77bfc2de [__onexitbegin + 0x7704c386]
                        0x0040229e [??3@YAXPAX@Z + 0x15]
                        0x005c71ae [??_EProposalElement@DiplomacyRecord@@QAEPAXI@Z + 0x3e]
                        0x005c30c4 [??4DiplomacyRecord@@QAEXABV0@@Z + 0x58f]
                        0x008687e3 [?ChangeDiplomacy@Diplomat@@QAEXABJJ@Z + 0x94]
                        0x008681f2 [?SetDiplomaticState@Diplomat@@QAEXABJABUAiState@@@ Z + 0x7b]
                        0x0084fda0 [?GEVHookCallback@InitDStateEvent@@EAE?AW4GAME_EVEN T_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgL ist@@@Z + 0x77]
                        0x005be44f [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook@@@std@@@std@@PAVGameEventArgList@@ AAJ@Z + 0x63]
                        0x005be3e6 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
                        0x005bf0aa [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
                        0x005bcd04 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
                        0x005bef08 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
                        0x005beeab [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
                        0x0040f021 [?Process@CivApp@@QAEJXZ + 0x103]
                        0x00407dd0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
                        0x00407847 [WinMain@16 + 0x74]
                        0x008b10cc [WinMainCRTStartup + 0x134]
                        0x7c816d4f [__onexitbegin + 0x7bc66df7]
                        Last edited by Martin Gühmann; May 22, 2008, 17:54.
                        The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                        Comment


                        • #72
                          Thanks BureauBert, I looked up above and I got that crash. Hopefully Martin fixed it with his revisions.

                          On that note, I've uploaded rev565 so it has those new slic functions and some of his fixes. Give it a whirl!
                          Formerly known as "E" on Apolyton

                          See me at Civfanatics.com

                          Comment


                          • #73
                            rev565 ... Give it a whirl!
                            Thank You, E! I started a new game with rev565 -- still haven't fixed my revolts issue -- and got new crash.txt:

                            0x0088836a [?GetCost@MilitaryReadiness@@QBENXZ + 0xa]
                            0x004e671f [?GetReadinessCost@Player@@QBEJXZ + 0x15]
                            0x0089d381 [?ComputeBestMilitaryReadiness@Governor@@QBEJXZ + 0xa8]
                            0x008a27ec [?BeginTurn@CtpAi@@SAXJ@Z + 0x29f]
                            0x00538d99 [?GEVHookCallback@BeginTurnEvent@@EAE?AW4GAME_EVENT _HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGameEventArgLi st@@@Z + 0x90]
                            0x005be51f [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook@@@std@@@std@@PAVGameEventArgList@@ AAJ@Z + 0x63]
                            0x005be4b6 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
                            0x005bf0da [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
                            0x005bcdd4 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
                            0x005bef38 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
                            0x005beedb [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
                            0x005bee50 [?ArglistAddEvent@GameEventManager@@QAE?AW4GAME_EVE NT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVENT@@PAVGame EventArgList@@@Z + 0x13d]
                            0x005bed05 [?AddEvent@GameEventManager@@QAA?AW4GAME_EVENT_ERR@ @W4GAME_EVENT_INSERT@@W4GAME_EVENT@@ZZ + 0xe5]
                            0x0043e542 [?dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXEC UTE@@@Z + 0x3c]
                            0x0043839b [?HandleNextAction@Director@@QAEXXZ + 0xfb]
                            0x0043823b [?Process@Director@@QAEXXZ + 0x25]
                            0x0040ece6 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22c]
                            0x0040f005 [?Process@CivApp@@QAEJXZ + 0xa7]
                            0x00407dd0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
                            0x00407847 [WinMain@16 + 0x74]
                            0x008b10ec [WinMainCRTStartup + 0x134]
                            0x7c816d4f [__onexitbegin + 0x7bc66e37]
                            Somehow "The Governor" seems to have a general problem handling new civs (or vanished civs? or both together??) .

                            Anyway I need to try and fix that political issue on my part (entire civs revolting upon government change ) .
                            Last edited by Martin Gühmann; May 22, 2008, 17:53.
                            The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                            Comment


                            • #74
                              I had that one too so you can continue to play. but I'll look into what I can do...



                              hmmm GetCost@Readiness is ONLY in the Readiness.h
                              Code:
                                  double GetCost() const { return m_cost; }
                              I'll start a crash thread


                              Anyway I need to try and fix that political issue on my part (entire civs revolting upon government change ) .
                              Someone before fixed a revolt twice in one turn bug we had before. Maybe if I add something that cuts the population by 25% this may prevent the revolt from happening again (so soon)

                              I opened a thread to address this
                              Last edited by Ekmek; April 25, 2006, 19:29.
                              Formerly known as "E" on Apolyton

                              See me at Civfanatics.com

                              Comment


                              • #75
                                I have never seen this crash before (occured without obvious reason during the AI turn phase), rev565 build:

                                0x00822ea8 [?begin@?$list@Viterator@?$list@VPlan@@V?$allocator @VPlan@@@std@@@std@@V?$allocator@Viterator@?$list@ VPlan@@V?$allocator@VPlan@@@std@@@std@@@3@@std@@QA E?AViterator@12@XZ + 0x18]
                                0x00879cf3 [?Rollback_All_Agents@Plan@@QAEJXZ + 0x42]
                                0x0087d116 [?Rollback_Matches_For_Goal@Scheduler@@IAEJABQAVGoa l@@@Z + 0xe4]
                                0x0087bcb2 [?Match_Resources@Scheduler@@QAEX_N@Z + 0x2c3]
                                0x008a19c5 [?GEVHookCallback@CtpAi_ProcessMatchesEvent@@EAE?AW 4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVGam eEventArgList@@@Z + 0xb9]
                                0x005be51f [?Run@GameEventHook@@AAE?AW4GAME_EVENT_ERR@@AAViter ator@?$list@UNode@GameEventHook@@V?$allocator@UNod e@GameEventHook@@@std@@@std@@PAVGameEventArgList@@ AAJ@Z + 0x63]
                                0x005be4b6 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PA VGameEventArgList@@JAAJ@Z + 0x7e]
                                0x005bf0da [?ActivateHook@GameEventManager@@QAE?AW4GAME_EVENT_ ERR@@W4GAME_EVENT@@PAVGameEventArgList@@JAAJ@Z + 0x3a]
                                0x005bcdd4 [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x2f]
                                0x005bef38 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_E RR@@XZ + 0x33]
                                0x005beedb [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@ XZ + 0x7b]
                                0x0040f061 [?Process@CivApp@@QAEJXZ + 0x103]
                                0x00407dd0 [?CivMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3b6]
                                0x00407847 [WinMain@16 + 0x74]
                                0x008b10ec [WinMainCRTStartup + 0x134]
                                0x7c816d4f [__onexitbegin + 0x7bc66e37]
                                Last edited by Martin Gühmann; May 22, 2008, 17:53.
                                The modding knowledgebase: CTP2 Bureau (with CTP2 AE Modding Wiki). Modern Times Mod (work in progress): MoT-Mod for CTP2.

                                Comment

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