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Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 28-04-2004 22:36 Visit Martin Gühmann's homepage!
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Well we could increase the save file version again, and if the save game version doesn't match the save file version of that release a /reloadslic should be forced instead of loading the slic from the savegame, unfortunatly this means that we have to increase the save file version everytime we add such an member. And actual I don't like this part of the idea.

-Martin

Solver is offline Solver
Apolyton Duke Of Something
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Sep 2000
time: 07:32
  Old Post 28-04-2004 22:46 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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A good summary, Martin .

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 28-04-2004 23:12
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quote:
Originally posted by Martin Gühmann
Well we could increase the save file version again, and if the save game version doesn't match the save file version of that release a /reloadslic should be forced instead of loading the slic from the savegame, unfortunatly this means that we have to increase the save file version everytime we add such an member.

Let's address the 2 separate problems separately:

If you want to store and reload the values of the members, changing the save file version is the only proper solution. But I don't think this is necessary for the current members. These seem to behave more like accessor functions than variables, so you don't need to store the values at all.
So, this could be solved by introducing some new functions: e.g. something like AddButDontSaveMember to register such a new member, and GetNumberOfMembersNotCountingDontSaveMembers in the file load/save handling to have only the original members in the file, but still have the new members accessible to the Slic coders.

The other problem is more difficult. You really don't want to do a /reloadslic, because this will reset the values of all Slic variables in the game.

Tamerlin is offline Tamerlin
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Toulouse (South-western France)
Apr 2002
time: 06:32
  Old Post 29-04-2004 02:20
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quote:
Originally posted by Fromafar
If you want to store and reload the values of the members, changing the save file version is the only proper solution. But I don't think this is necessary for the current members. These seem to behave more like accessor functions than variables, so you don't need to store the values at all.
So, this could be solved by introducing some new functions: e.g. something like AddButDontSaveMember to register such a new member, and GetNumberOfMembersNotCountingDontSaveMembers in the file load/save handling to have only the original members in the file, but still have the new members accessible to the Slic coders.


Could someone be kind enough to explain what Martin and you are talking about? I need some explanations for the non-educated.

Sorry to bother you with this kind of questions but I would like to understand.

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:32
  Old Post 29-04-2004 02:53 Visit J Bytheway's homepage!
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quote:
Originally posted by Tamerlin
Could someone be kind enough to explain what Martin and you are talking about? I need some explanations for the non-educated.

Sorry to bother you with this kind of questions but I would like to understand.


Martin added new things to SLIC, for example a g.numplayers variable (or something like that) to allow for SLIC to get the number of players in the game. This is being saved with the save game, but old save games don't have it so CTP2 gets confused when it loads them.

I think fromafar is suggesting that this really shouldn't be saved with the save game (after all, it can be determined on the fly easily enough), and that would solve the problem.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Question  Old Post 29-04-2004 04:23 Visit Flinx's homepage!
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Suggestion

The changes which are causing the problems are good for future use.
Could we remove them for now from the regular playtest versions.
We should continue to collect these types of changes and at some future point we can increment the savegame version and include them all.

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:32
  Old Post 29-04-2004 05:08
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quote:
Originally posted by J Bytheway

Martin added new things to SLIC, for example a g.numplayers variable (or something like that) to allow for SLIC to get the number of players in the game. This is being saved with the save game, but old save games don't have it so CTP2 gets confused when it loads them.

I think fromafar is suggesting that this really shouldn't be saved with the save game (after all, it can be determined on the fly easily enough), and that would solve the problem.


Thank you very much J Bytheway, it is much more clear now.

Martin Gühmann is offline Martin Gühmann
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Mar 2001
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Post  Old Post 29-04-2004 18:45 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Fromafar
The other problem is more difficult. You really don't want to do a /reloadslic, because this will reset the values of all Slic variables in the game.


If you mean doing it everytime when a game is loaded then you are right, but we have also other problems, whenever we add strings then the string database is invalid and the meassages contain something like "Gdansk" instead of an informative piece of text, in that case strings at least must be reloaded. That could also be addressed by a /slicreload. The other problem is with the database access itsself even if we can generate a save game format that leaves the database access intact after reloading, we have to /reloadslic if a savegame is loaded generated by Activision's original patch, because we have no idea how the designed the database access originally, so I am sure whatever we do in the end it is not the way they did, so that we end with invalid data from such a savegame.

-Martin

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 29-04-2004 21:46
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There are lots of problems indeed. So maybe we should try not to do too much at once. I think we should aim for the following goals:

  • Saving and reloading a game with the same version should work without doing any /reloadslic or similar tricks. Right now, this doesn't work, because of the design error in the Slic parser.
  • Likewise, starting a new game from a scenario (may involve loading some old Activision .ctg save file) should work without user intervention. Right now, this doesn't work because of the added variables.
Loading a game in progress that has been saved with an older version is more of an option. If we can support this without user interaction, fine. Maybe we could even perform an automatic string table reset when loading a game, because that Gdansk/Noyon thing is very annoying indeed, and there should not be an effect on the game state. IIRC someone mentioned a /resetstrings option, it could be interesting to have a look into that one.

Martin Gühmann is offline Martin Gühmann
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Mar 2001
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Post  Old Post 30-04-2004 22:58 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Fromafar
Saving and reloading a game with the same version should work without doing any /reloadslic or similar tricks. Right now, this doesn't work, because of the design error in the Slic parser.


It does work as long as you don't use any run time database access code. However I was able to find a solution.

quote:
Originally posted by Fromafar
Likewise, starting a new game from a scenario (may involve loading some old Activision .ctg save file) should work without user intervention. Right now, this doesn't work because of the added variables.


So all scenarios are affected and why can I load the world map successfully?

quote:
Originally posted by Fromafar
Loading a game in progress that has been saved with an older version is more of an option. If we can support this without user interaction, fine. Maybe we could even perform an automatic string table reset when loading a game, because that Gdansk/Noyon thing is very annoying indeed, and there should not be an effect on the game state. IIRC someone mentioned a /resetstrings option, it could be interesting to have a look into that one.


Actual it is a must, because noone want to lose his savegames, and those savegames provide us with valuable information about bugs. So tell me how do you want to reload the database support from an patch 1.1 file without reloading slic, the only way to do this is to know how Activision designed the database support, how many SOP_*s did they use, in which order, how they made they sure that at run time even after a reload the necessary information like the database and the member is available.

-Martin

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:32
  Old Post 01-05-2004 01:45 Visit J Bytheway's homepage!
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Since Martin has just fixed one of the above problems with loading, I thought it was time for a new Playtest version.

New version available:

2004.04.30.CTP2Playtest.rar

Changes:
Added: New SLIC global variables
Fixed: Bug with scenario editor and players who have been removed
Added: New SLIC functions
Changed: Some French and German strings
Improved: Govener AI choice of squares on which to place tile imps
Changed: Error reporting for modulo 0 errors
Fixed: Active defense movement type check
Fixed: Neutral tile imp pillage bug
Fixed: Problem with loading games using SLIC database access

Last edited by J Bytheway on 01-05-2004 at 02:27

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
  Old Post 01-05-2004 02:23 Visit Flinx's homepage!
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2004.04.18.CTP2Playtest.rar

J Bytheway is offline J Bytheway
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Jul 2001
time: 05:32
  Old Post 01-05-2004 02:28 Visit J Bytheway's homepage!
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quote:
Originally posted by Flinx
2004.04.18.CTP2Playtest.rar


Whoops - I copied my last post and updated what the link pointed to, but not what it said . Fixed .

Last edited by J Bytheway on 01-05-2004 at 02:45

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:32
  Old Post 01-05-2004 05:41
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Thank you J Bytheway...

I have done a few tests and I can't load saves from the previous Playtest Build (be them quicksaves or normal saves), I have a CTD at the end of the loading process.

Saves from the current build are loaded adequately though.

[EDIT]Sorry, I have just read Martin's post in the Altered Source files thread. The new feature about saves from previous versions will only apply to the future Playtest Builds.[/EDIT]

Last edited by Tamerlin on 01-05-2004 at 05:49

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Question  Old Post 01-05-2004 06:16 Visit Flinx's homepage!
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quote:
Originally posted by Fromafar
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.
Did Martin's fix address any of these situations? The April 3rd playtest seems to still have the most portable savegames, and the ability of future playtest versions to load current savegame files is still up in the air. Or am I wrong?

Last edited by Flinx on 01-05-2004 at 06:22

Tamerlin is offline Tamerlin
King
Toulouse (South-western France)
Apr 2002
time: 06:32
  Old Post 01-05-2004 06:22
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quote:
Originally posted by Flinx
Did Martin's fix address any of these situations?


It seems so but the feature is only available for the future playtest builds. That means that from now on the saves will be loaded adequately when you update your Playtest version. Unfortunately, it means that the saves from the previous 2004-04-18 version don't work with the latest release.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
  Old Post 01-05-2004 06:25 Visit Flinx's homepage!
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Avatar Enlargement: We've got the solution

My understanding of Martin's fix (which could be wrong!) is that it only affects the SLIC database access and therefore only affects mods....

Tamerlin is offline Tamerlin
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Apr 2002
time: 06:32
  Old Post 01-05-2004 06:32
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quote:
Originally posted by Flinx
My understanding of Martin's fix (which could be wrong!) is that it only affects the SLIC database access and therefore only affects mods....


I am as confused as you are now, if not more, I don't have the computer science skill of most of the posters here so I may have misunderstood Martin's explanation.

Flinx is offline Flinx
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time: 00:32
  Old Post 01-05-2004 11:47 Visit Flinx's homepage!
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Over in the Trade thread Martin talked about fixing the trade route paths so that they followed rivers, roads etc.

If you look at the attached savegame you will see that the trade route from Ottawa follows mostly a logical path, but takes some detours in places (like at the start!).

Attachment: traderoute.rar
This has been downloaded 1 time(s).

Flinx is offline Flinx
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  Old Post 01-05-2004 11:55 Visit Flinx's homepage!
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The trade route goes 4896 from Ottawa when it should take the path 98 along the road to Winnipeg.

Attachment: traderoute.jpg
This has been downloaded 105 time(s).

J Bytheway is offline J Bytheway
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England
Jul 2001
time: 05:32
  Old Post 01-05-2004 17:45 Visit J Bytheway's homepage!
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My understanding of the fix is that it fixes the crashes you get after loading a file which could already be fixed with /reloadslic, but not any of the crashes you got while loading a file...

Martin Gühmann is offline Martin Gühmann
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Mar 2001
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Post  Old Post 01-05-2004 20:27 Visit Martin Gühmann's homepage!
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quote:
Originally posted by J Bytheway
My understanding of the fix is that it fixes the crashes you get after loading a file which could already be fixed with /reloadslic, but not any of the crashes you got while loading a file...


That's it nothing more or less, so you can now play Call to Conquest without the need to /reloadslic every time you reload the game.

The other things with the added globals and the player.government aren't addressed, Fromafar suggested to comment them out until we have a solution.

-Martin

J Bytheway is offline J Bytheway
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  Old Post 01-05-2004 20:41 Visit J Bytheway's homepage!
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quote:
Originally posted by Martin Gühmann
The other things with the added globals and the player.government aren't addressed, Fromafar suggested to comment them out until we have a solution.


I think it would be best to implement them as functions (where possible) until we find a solution.

Jedies is offline Jedies
Settler

Apr 2004
time: 05:32
  Old Post 02-05-2004 15:42
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hmmm installed the playtest and it still doesn't work. it crashes the instant I build my first city, end the turn or when i load my old saves and crashes instantly.

I've installed the clean version with the playtest and the patched version with playtest and with both all my games crashes.

when i bought the game it crashed after around 50 turns or so, after installing the patch I could play my old saves, but after a few days the games crashed when I got a diplomatic proposal on a specific turn. I installed the playtest and got the problems like discribed above.

any suggestions??
thx

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:32
  Old Post 02-05-2004 17:06
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I get an 'Expected keyword MAX_MATCH_LIST_CYCLES not found' when launching the game (French version if that matters).
What bothers me is that I have such a variable defined in Const.txt
(excerpt:
RIOT_LEVEL 73
MAX_MATCH_LIST_CYCLES 10 # Amount of AI match list cycles
POWER_POINTS_TO_MATERIALS 1 # 1 power point can be converted to x materials
)
Where is that line supposed to be? Is that the good file? And in which directory is it supposed to be?
Is there a debugging switch enabling to know which file has been read where?
And is there a troubleshooting FAQ for playtesters?
Like 'if you can't run the game because of an error message, you probably did this or that wrong'?

J Bytheway is offline J Bytheway
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Jul 2001
time: 05:32
  Old Post 02-05-2004 17:50 Visit J Bytheway's homepage!
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quote:
Originally posted by LDiCesare
I get an 'Expected keyword MAX_MATCH_LIST_CYCLES not found' when launching the game (French version if that matters).


Probably you are using a mod, and the mod's version of const.txt lacks that line. Check your gamefile.txt to see what const.txt is being loaded.

If that is the problem, you can either add the line manulally to the *_const.txt, or else use the ModUpdater I uploaded (it has its own thread which is linked to somewhere above...).

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:32
  Old Post 02-05-2004 17:59
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quote:

Is there a debugging switch enabling to know which file has been read where?


c3debug_SetDebugMask is in civ3_main::main_InitializeLogs @1820. The options are:

code:
#define k_DBG_ALL 0xffffffff #define k_DBG_NONE 0x00000000 #define k_DBG_INFO 0x00000001 #define k_DBG_AI 0x00000002 #define k_DBG_NET 0x00000004 #define k_DBG_GRAPHICS 0x00000008 #define k_DBG_DATABASE 0x00000010 #define k_DBG_FILE 0x00000020 #define k_DBG_GAMESTATE 0x00000040 #define k_DBG_UI 0x00000080 #define k_DBG_FIX 0x00000100 #define k_DBG_SLIC 0x00000200 #define k_DBG_SCHEDULER 0x00000400 #define k_DBG_SCHEDULER_DETAIL 0x00000c00 #define k_DBG_SCHEDULER_ALL 0x00001c00 #define k_DBG_DIPLOMACY 0x00002000 #define k_DBG_MAPANALYSIS 0x00004000


To see what AIDATA files were being loaded I went to c3files_fopen in \ctp2_code\ctp\ctp2_utils and added:

code:
if (g_civPaths->FindFile(dirID, s1, s) != NULL) { if(dirID==C3DIR_AIDATA){ DPRINTF(k_DBG_FILE, ("dirID= %d, %s\n",dirID,s)); }


You'll want C3DIR_GAMEDATA.

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:32
  Old Post 02-05-2004 18:53 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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A note: if all debug info is switched on, then it's SLOW....

Peter Triggs is offline Peter Triggs
Prince
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Jan 2000
time: 05:32
  Old Post 02-05-2004 19:58
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quote:

hmmm installed the playtest and it still doesn't work. it crashes the instant I build my first city


I compiled the latest build, added in the more recent changes, and am getting something similar. It crashes when I should get a popup message from a goody hut and when I try to use the city building manager.

LDiCesare is offline LDiCesare
King
La Ferté sous Jouarre France
Jan 2001
time: 05:32
  Old Post 02-05-2004 19:59
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Thanks a lot. I'll try to report some real bugs.

 
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