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Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 20-04-2004 21:59 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
So a crash before the you can move a unit or do another thing. In that case we are talking about two different problems.


While the save is still loading.

quote:
Yep, but just this one post.


Yeah, but that seems to deal with adding various SLIC functions - unless adding them messes up somehow loading of savegames with old functions. Then again, I could load a game that I created under the previous build, also modded.

I think I just got the idea of what may be causing the crash... in which case it would be a stupid overlook from my part.

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 21-04-2004 01:35
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The load problem occurs when you load a pre-2004.04.17 game (e.g. an original Activision scenario, or a file you have saved yourself) with a post-2004.04.17 playtest build.

quote:
Originally posted by Martin Gühmann
2004.04.17
..\ctp2_code\gs\slic\SlicBuiltin.cpp

[...]

Three new slic globals added by Martin Gühmann:
- g.num_of_players: Gets the number of players in the current game
- g.last_player: Gets the last player, the player with the highest index in the game
- g.max_player: Gets the maximum number of players that is in a game possible, currently it is 32 including the Barbarians.


The post-2004.04.17 playtest build tries to read 6 members of the g variable. An old file has only 3, so you end up reading displaced data, and will probably crash shortly afterwards. If you start a new game, and save with the post-2004.04.17 playtest build, it will save the 6 members, and load these without problems.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:32
  Old Post 21-04-2004 01:39 Visit J Bytheway's homepage!
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quote:
Originally posted by Solver
I think I just got the idea of what may be causing the crash... in which case it would be a stupid overlook from my part.


Any luck with the idea?

Fromafar: Thanks for the explanation .

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 21-04-2004 02:39 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Any luck with the idea?


Oh yes. Succesfully loaded a 04-18, GoodMod game in 04-18, and still able to load a 04-12 game from SAP.

BureauBert is offline BureauBert
Chieftain
Vienna, Europe
Apr 2003
time: 06:32
  Old Post 21-04-2004 03:06 Visit BureauBert's homepage!
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SLIC issues Inflate your Upload Space

I tried to replace the Event:GrantAdvance, which caused argument type mismatch-errors at gamestart, by the function GrantAdvance() as suggested in the post above by Martin Gühmann.
This time I didn't get any error messages with DebugSlic=No but GrantAdvance() in playtest build 2004-04-18 definitely crashes the game to desktop . I commented out all GrantAdvance()-lines in my scripts (actually most of them are not "mine" ) and the game ran pretty well. I arbitarily un-commented one of them: CTD.
Later in the game (when visible wonders should appear beneath my capital ) I noticed, that they couldn't be built because the necessary terraforming did not take place: I am pretty shure that Terraform() does nothing at all, although the SLIC-debugger did not complain about not knowing such a function at gamestart . Maybe it's there but broken.
I am not shure which SLIC-functions are supposed to be re-implemented yet - if someone in charge could eventually publish a list testing would be a bit easier ...

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:32
  Old Post 21-04-2004 13:13 Visit J Bytheway's homepage!
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quote:
Originally posted by Solver
quote:
Any luck with the idea?


Oh yes. Succesfully loaded a 04-18, GoodMod game in 04-18, and still able to load a 04-12 game from SAP.




quote:
Originally posted by BureauBert
I tried to replace the Event:GrantAdvance, which caused argument type mismatch-errors at gamestart, by the function GrantAdvance() as suggested in the post above by Martin Gühmann.
This time I didn't get any error messages with DebugSlic=No but GrantAdvance() in playtest build 2004-04-18 definitely crashes the game to desktop . I commented out all GrantAdvance()-lines in my scripts (actually most of them are not "mine" ) and the game ran pretty well. I arbitarily un-commented one of them: CTD.
Later in the game (when visible wonders should appear beneath my capital ) I noticed, that they couldn't be built because the necessary terraforming did not take place: I am pretty shure that Terraform() does nothing at all, although the SLIC-debugger did not complain about not knowing such a function at gamestart . Maybe it's there but broken.
I am not shure which SLIC-functions are supposed to be re-implemented yet - if someone in charge could eventually publish a list testing would be a bit easier ...


In theory all functions except GetMostAtRiskCity (or something like that) which were ever working are now working. I guess what you're experiencing is an error with the reimplimentation.

Frog_Gamer is offline Frog_Gamer
Chieftain
Lisboa
May 2001
time: 08:32
  Old Post 23-04-2004 22:35
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Testing version 2004.04.18 Support Apolyton, buy Civilization: The Boardgame

Testing version 2004.04.18

Parameters: Laptop Acer Travelmate 290 Lmi Centrino 1.4Mhz, 512 Mb, 40 Gb, Win Xp Pro

1) I had no problem installing the update over the previous patch, and starting the game. Nice new interface! and great mousewheel support!!

2) When trying to play an old game (started last month) the game crashed with error report for Microsoft which I cancelled.

3) Starting a new game everything was fine, I am up to cavalary, infantry etc and so far no bugs.

rdorau is offline rdorau
Settler

Sep 2003
time: 06:32
  Old Post 24-04-2004 19:37
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Hi,
I tried the newest version (18.4.) and using the Mod "Apolyton+Good-Mod" (with ModUpdater) I was able to start a game. But afterloading it again the game crashed to desktop.
But perhaps it's a compatibility problem between ModUpdater and the newest testing version of the Apolyton Edition?

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:32
  Old Post 24-04-2004 20:35 Visit J Bytheway's homepage!
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Did you get any error message with the crash?

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 25-04-2004 00:45 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Fromafar
The post-2004.04.17 playtest build tries to read 6 members of the g variable. An old file has only 3, so you end up reading displaced data, and will probably crash shortly afterwards. If you start a new game, and save with the post-2004.04.17 playtest build, it will save the 6 members, and load these without problems.


The only problem with this is explaination is that it is not valid for this patch. It is right that I did the globals before John released the latest playtest, but I posted it afterwards, so you can load games saved with previous versions. However I looked into it and so far I have no idea why the global container crashes but the player array with the additional government member does not crash. However I consider this as a serious bug that needs to be removed, even if it means to remove the new globals, alternativly they could be realized as functions, but in my opinion it is more logical to realize the way to get to know how much players the game supports as global then as function, espeacilly if you consider that I just exposed a constant from c++ code to slic.

BureauBert: I did not tough the GrantAdvance function just the HasAdvance function, so nothing should be changed here, and in fact if you can start a new game of GoodMod then you can make the GrantAdvance function work. However there must be another problem if it crashes, do you have the crash.txt?

-Martin

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 25-04-2004 01:00 Visit Martin Gühmann's homepage!
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quote:
Originally posted by rdorau
Hi,
I tried the newest version (18.4.) and using the Mod "Apolyton+Good-Mod" (with ModUpdater) I was able to start a game. But afterloading it again the game crashed to desktop.
But perhaps it's a compatibility problem between ModUpdater and the newest testing version of the Apolyton Edition?


I just started a GoodMod game quit the game and relaoded the autosave, no problems, except that I got a lot of asserts with the debug version and I noticed that the goods weren't improved, but my help tile improvements were on the map.

(So let's see if this posts bumbs the thread.)

-Martin

BureauBert is offline BureauBert
Chieftain
Vienna, Europe
Apr 2003
time: 06:32
  Old Post 25-04-2004 02:44 Visit BureauBert's homepage!
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In the meantime I became aware of the fact that GoodMod uses GrantAdvance, too . It is really strange: I replayed GoodMod for a while and it ran with GrantAdvance() and no crash. I tried my hybrid Mod without GrantAdvance(): no crash - until my first attempt to destroy an enemy city: there I had forgotten a GrantAdvance() for my CityRuins-feature: imediate crash. I even compared the lines in GoodMod an in my script:

CityRuins:

PHP:

GrantAdvance(CIR_PrevOwner, AdvanceDB(ADVANCE_SUBNEURAL_ADS));



GoodMod:
PHP:

GrantAdvance(0, AdvanceDB(ADVANCE_SUBNEURAL_ADS));



The only difference is in the first argument, where
PHP:

CIR_PrevOwner = city[0].owner;



in my script. But I had also this line crashing the game (in NaturalWonders, immediately at the beginning of old barb's first turn):

PHP:

GrantAdvance(0, AdvanceDB(ADVANCE_SUBNEURAL_ADS));



which is pretty much identical to Martin's. Currently I am clueless on how to track this one down . Obviously GrantAdvance() works in build 2004-04-18, but sometimes it doesn't even where Activision's latest build did .
As for the second function, Terraform(), I haven't yet found a working example to compare, but I will continue research .
Martin: crash.txt - this must be a feature that comes with the debug version of the program, if I had installed the source-code-pack, which is not the case ... but if there is a way to get a crash.txt without running the entire CTP2-AE development environment, please let me know

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:32
  Old Post 26-04-2004 01:34 Visit J Bytheway's homepage!
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To get the crash.txt you need to enable logs in your UserProfile.txt, and then look in the ...\ctp2_program\ctp\logs\ directory .

BureauBert is offline BureauBert
Chieftain
Vienna, Europe
Apr 2003
time: 06:32
  Old Post 26-04-2004 01:53 Visit BureauBert's homepage!
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Thanks a lot - I will do so and hopefully be able to report something useful. (I opened userprofile yesterday and looked for crash ... crash ... crash, log ... log ... log didn't come to my mind )

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 26-04-2004 03:07 Visit Martin Gühmann's homepage!
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quote:
Originally posted by BureauBert
Thanks a lot - I will do so and hopefully be able to report something useful. (I opened userprofile yesterday and looked for crash ... crash ... crash, log ... log ... log didn't come to my mind )


You have a text editor like notepade with a basic find function. You could use it to look for log.

-Martin

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:32
  Old Post 26-04-2004 04:03 Visit J Bytheway's homepage!
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quote:
Originally posted by Martin Gühmann
You have a text editor like notepade with a basic find function. You could use it to look for log.


I think he means that he did search for "crash", but didn't think to search for "log".

BureauBert is offline BureauBert
Chieftain
Vienna, Europe
Apr 2003
time: 06:32
  Old Post 26-04-2004 04:57 Visit BureauBert's homepage!
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Yes, the most basic function needed is thinking, but sometimes it's lacking

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Question  Old Post 26-04-2004 08:08 Visit Flinx's homepage!
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#408 Report this post to a moderator
CtD on SaveGame Load Inflate your Upload Space

I guess these games were saved under April 3 playtest. With April 18 playtest savegame gives CtD on load but autosave will load fine. No crash log.

Save is AD500, Auto is turn AD510

Attachment: loaderror.zip
This has been downloaded 3 time(s).

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 26-04-2004 16:32
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quote:
Originally posted by Martin Gühmann
The only problem with this is explaination is that it is not valid for this patch. It is right that I did the globals before John released the latest playtest, but I posted it afterwards, so you can load games saved with previous versions. However I looked into it and so far I have no idea why the global container crashes but the player array with the additional government member does not crash.

No problem here. It may crash just as well on the added player.government . The 3 new members were just earlier in the load process, so I found those first. After removing the 3 g members, the player.government one was exposed quite easily. After repairing this by commenting out the 4 AddMember statements in SlicBuiltin.cpp, loading old saves and starting scenarios works again.

The other problem (crash on GrantAdvance when pressing end turn) is probably not caused by the GrantAdvance code itself. The code is executed without crashes when you enter /reloadslic before ending the turn, so it is more likely that there is a problem in the Slic engine initialisation.

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:32
  Old Post 26-04-2004 17:50 Visit J Bytheway's homepage!
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quote:
Originally posted by Fromafar
No problem here. It may crash just as well on the added player.government . The 3 new members were just earlier in the load process, so I found those first. After removing the 3 g members, the player.government one was exposed quite easily. After repairing this by commenting out the 4 AddMember statements in SlicBuiltin.cpp, loading old saves and starting scenarios works again.


So, is there an easy solution which would allow addition of such things without causing problems like this one, or is it better to just implement all these features as SLIC functions, rather than variables?

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:32
  Old Post 27-04-2004 14:50 Visit The Big Mc's homepage!
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I thought someone had fixed the pillaging neutral tile imps bug. I got the 3 of April build and when I go to destroy an old American tile imp which is spoiling my view it crashes.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 27-04-2004 21:34 Visit Martin Gühmann's homepage!
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quote:
Originally posted by The Big Mc
I thought someone had fixed the pillaging neutral tile imps bug. I got the 3 of April build and when I go to destroy an old American tile imp which is spoiling my view it crashes.


Actual we never fixed, I did some testing with a work around, but I wasn't happy, because it was a work around, but finally I noticed that the bug just disappeared, I guess it has to do something with the memory leaks Fromafar fixed and now reappeared.

quote:
Originally posted by Fromafar
No problem here. It may crash just as well on the added player.government . The 3 new members were just earlier in the load process, so I found those first. After removing the 3 g members, the player.government one was exposed quite easily. After repairing this by commenting out the 4 AddMember statements in SlicBuiltin.cpp, loading old saves and starting scenarios works again.


Then this means I loaded a scenario afterwards I added the player.government, in that case it means if you start a scenario, then slic is relaoded at scenario start actual what I exspected.

-Martin

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 27-04-2004 22:51 Visit Martin Gühmann's homepage!
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OK, I figured out, why it may occur and why it may not occur:

code:
#if !defined(ACTIVISION_ORIGINAL) //Added by Martin Gühmann to prevent //the game from accessing an invalid //area of memory, plain arrays don't //have out of bounds array, so accessing //g_player[-1] may give you everything. //It is not very probably that you get 0. if (owner == -1) return GEV_HD_Continue; #endif Player *owner_player = g_player[owner]; if (owner_player == NULL || owner_player->GetGaiaController() == NULL) return GEV_HD_Continue;


Plain arrays don't have any range checks, so you can access even places beyond the bounds, that is no problem if you don't use the resulting object. Accessing invalid memory can give you anything. If you are lucky it is NULL, if you have bad luck it is something else. And crash.

-Martin

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Question  Old Post 28-04-2004 06:03 Visit Flinx's homepage!
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Could someone test my savegame with a debug version to see why it gives a CtD on load.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:32
  Old Post 28-04-2004 06:22 Visit Maquiladora's homepage!
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Not that its very helpful but the save loaded fine on the unmodded 1.1 CtP2, then i tried loading with the 2004.4.12 playtest and it crashed on loading.

Flinx is offline Flinx
Prince
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  Old Post 28-04-2004 09:22 Visit Flinx's homepage!
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That is just bizarre!

gogo03 is offline gogo03
Settler

Apr 2004
time: 05:32
  Old Post 28-04-2004 18:25
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I compiled the source code successfully without any sound. because I comment out mss.h mss.lib.

where can I download these files?

Martin Gühmann is offline Martin Gühmann
Emperor
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Mar 2001
time: 06:32
Post  Old Post 28-04-2004 18:43 Visit Martin Gühmann's homepage!
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quote:
Originally posted by gogo03
I compiled the source code successfully without any sound. because I comment out mss.h mss.lib.

where can I download these files?


You should first apply the file you find in this post. And maybe you should also read the end of the first post or better the end of the second part of the first post of that thread, to get some install notes. The file for that you ask is in huge file pack with a lot of other additions.

-Martin

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 28-04-2004 21:56
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quote:
Originally posted by Flinx
That is just bizarre!

Most of the following information was already available, but the user noticable effects got a bit buried beneath the technical information to get to the cause of the error .
I guess it is time for a status update on the save file loading crashes.

Crashes when loading a file

At the moment, we have 4 different file formats for save files, dependent on the release. Only the first 2 types are correct.

  • Playtest releases 2004.02.21 and before generate files that are in the same format as the original (unpatched) Activision release.
    These releases can read files that have been generated with the unpatched Activision release, but can not read files that have been generated with the Activision 1.1 patch.
    Files generated with this release can be loaded with the Activision executables (both patched and unpatched), and with the 2004.03.31 and 2004.04.03 releases.
  • Playtest releases 2004.03.31 and 2004.04.03 generate save files that are compatible with the Activision 1.1 patch format.
    This release is able to load both 1.1 patch format files and original unpatched format files.
    Generated files can be loaded with the Activision 1.1 executable, but not with the unpatched executable, nor with playtest releases 2004.02.21 and before.
  • Playtest release 2004.04.12 generates incorrect save files - because of the added player.government variable.
    Loading any other than 2004.04.12 format files may cause a crash, and loading files generated with this release may cause a crash when loading with any other release.
  • Playtest release 2004.04.18 generates another type of incorrect save files - because of 3 more added variables.
    Loading correct or 2004.04.12 save files may cause a crash, and loading files generated with this release may cause a crash when loading with any other release.

Releases that crash on loading correct save files will also crash when starting a scenario.

For people with the source code: comment out the 4 new AddMember statements in SlicBuiltIn.cpp to reenable loading any correct file format and generation of Activision 1.1 patch format files.

Crashes after loading a file

These occur mostly when pressing the end of turn button, but may also be triggered by other Slic events during the movement phase.

All playtest releases since January 2004 contain a design error that may surface when executing database related Slic functions (such as GrantAdvance) after loading a file.
Using /reloadslic immediately after loading the file will prevent the crash.


So, nothing bizarre here. Just software.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:32
  Old Post 28-04-2004 22:13
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Thanks for the explanations Fromafar... and most of all for the /reloadslic trick.

Has someone corrected the problem you are writing about or is it a bug that we will also find in the next playtest release?

 
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