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Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Exclamation  Old Post 14-03-2004 02:01 Visit Flinx's homepage!
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I have a crash-to-desktop that I just cannot get around. What would be useful? I have a saved game the turn before the crash

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 14-03-2004 02:56 Visit Martin Gühmann's homepage!
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Well we could try Fromafar's method, just post the content of the crash.txt, that you can find in your ../ctp2_program/ctp/logs/ folder provided you you have set EnableLogs to Yes in your userprofile.txt in your ../ctp2_program/ctp/ folder. So that we can use this ctp2.map file.

-Martin

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Arrow  Old Post 14-03-2004 06:08 Visit Flinx's homepage!
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crash.txt log Support Apolyton, buy GURPS/ Alpha Centauri

I have no ..\ctp2_program\ctp\logs\ folder but there is a crash.txt in the ..\ctp2_program\ctp\ folder with the correct date and time:

0x0045d4ba
0x00453d18
0x0044b61a
0x0044b8b3
0x0044e176
0x0043eb83
0x00438bb1
0x00438a48
0x0040f304
0x0040f62b
0x00407f4d
0x004079fe
0x0085464c
0x77e814c7

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 14-03-2004 20:50 Visit Martin Gühmann's homepage!
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The only problem is that I am not able to find any of these values in the map file, looks like you should post here your save file. Maybe Fromafar can tell me how I have to read this ctp2.map file and that crash.txt.

-Martin

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 14-03-2004 23:54
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It is easier to let the program do it itself.

Flinx:

Could you download the map file from Martin's post and put it in the same directory as the playtest executable? The generated crash.txt will look much better then.
But posting the save game is even better. This will enable us to quickly test any fix we come up with. It certainly was a big help to have your save game when working on the autosave advance loss bug.

tyrantpimp is offline tyrantpimp
Warlord

Dec 2003
time: 05:32
  Old Post 14-03-2004 23:55
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Would you happen to be building the solaris project at the time of the crash? Would it be completed the turn of the crash?

If so, this is a known bug and theres no cure for it.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
  Old Post 16-03-2004 00:17 Visit Flinx's homepage!
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quote:
Originally posted by tyrantpimp
Would you happen to be building the solaris project at the time of the crash? Would it be completed the turn of the crash?

If so, this is a known bug and theres no cure for it.
No it was around 3000 BC IIRC. I will post the save tonight when I get home from work.

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Arrow  Old Post 16-03-2004 05:36 Visit Flinx's homepage!
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0x0045d4ba [?GetTerrainType@Cell@@QBEJXZ + 0xa]
0x00453d18 [? DrawImprovementsLayer@TiledMap@@QAE_NPAVaui_Surfac
e@@AAVMapPoint@@JJ_N@Z + 0x418]
0x0044b61a [? DrawImprovements@TiledMap@@QAEJPAVaui_Surface@@JJ_
N@Z + 0x1ec]
0x0044f7f8 [?RedrawTile@TiledMap@@QAEXPBVMapPoint@@@Z + 0x29f]
0x004fa703 [?Create@TerrainImprovementPool@@QAE?AVTerrainImprovement@@JAAVMapPoint@@JJ@Z + 0x180]
0x004e58a7 [?CreateImprovement@Player@@QAE?AVTerrainImprovement@@JAAVMapPoint@@J@Z + 0x78]
0x004f1cbf [?GEVHookCallback@CreateImprovementEvent@@EAE? AW4GAME_EVENT_HOOK_DISPOSITION@@W4GAME_EVENT@@PAVG
ameEventArgList@@@Z + 0x90]
0x005a671d [?Run@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PAVWalker@? $PointerList@VGameEventHookNode@@@@PAVGameEventArg
List@@AAJ@Z + 0x36]
0x005a6683 [?Activate@GameEventHook@@QAE?AW4GAME_EVENT_ERR@@PAVGameEventArgList@@AAJ@Z + 0x35]
0x005a7151 [?ActivateHook@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT@@PAVGameEventArgLi
st@@AAJ@Z + 0x38]
0x005a4f6d [?Process@GameEvent@@QAE?AW4GAME_EVENT_ERR@@AAH@Z + 0x65]
0x005a6fb1 [?ProcessHead@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x33]
0x005a6ef9 [?Process@GameEventManager@@QAE?AW4GAME_EVENT_ERR@@XZ + 0x83]
0x005a6e64 [?ArglistAddEvent@GameEventManager@@QAE? AW4GAME_EVENT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVE
NT@@PAVGameEventArgList@@@Z + 0x149]
0x005a6d0d [?AddEvent@GameEventManager@@QAA? AW4GAME_EVENT_ERR@@W4GAME_EVENT_INSERT@@W4GAME_EVE
NT@@ZZ + 0xe5]
0x0043ec24 [? dh_endTurn@@YAXPAVDQAction@@PAVSequence@@W4DHEXECU
TE@@@Z + 0x3c]
0x00438bb1 [?HandleNextAction@Director@@QAEXXZ + 0xfb]
0x00438a48 [?Process@Director@@QAEXXZ + 0x25]
0x0040f304 [?ProcessUI@CivApp@@QAEJKAAK@Z + 0x22f]
0x0040f62b [?Process@CivApp@@QAEJXZ + 0xa7]
0x00407f4d [?CivWinMain@@YGHPAUHINSTANCE__@@0PADH@Z + 0x3ca]
0x004079fe [WinMain@16 + 0x74]
0x0085464c [WinMainCRTStartup + 0x134]
0x77e814c7 [__onexitbegin + 0x7729ebef]

Attachment: crashgame.zip
This has been downloaded 1 time(s).

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 16-03-2004 17:28
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Based on the looks of the crash.txt: did you terraform a tile?

There were some bugs in the handler of a completed terraform tile improvement event. These have been fixed in the code (2004.02.26), but are not in the playtest executable (2004.02.21) yet.

I will have a look at the save file this evening to verify this.

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 17-03-2004 03:06
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Loading the save file with the debugger ... pressing the next turn button ... unhandled exception. Congratulations Flinx, you have found a new bug .

It was caused by the AI creating a tile improvement next to a goody hut that was visible, but under the fog of war. It has been caused by our 'improvements' , Activision is not to blame.

The Big Mc is offline The Big Mc
King
Of the universe / England
Oct 2001
time: 05:32
  Old Post 17-03-2004 03:10 Visit The Big Mc's homepage!
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come on fromafar lets blame them anyway

tyrantpimp is offline tyrantpimp
Warlord

Dec 2003
time: 05:32
  Old Post 17-03-2004 05:04
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quote:
Originally posted by Fromafar
Loading the save file with the debugger ... pressing the next turn button ... unhandled exception. Congratulations Flinx, you have found a new bug .

It was caused by the AI creating a tile improvement next to a goody hut that was visible, but under the fog of war. It has been caused by our 'improvements' , Activision is not to blame.



Sounds like the curse of the mummy fix one thing break three more

We are rooting for you guys goodluck in your bughunt

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:32
  Old Post 19-03-2004 07:02 Visit Maquiladora's homepage!
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Avatar Enlargement: We've got the solution

I have here a 32 civ save.

I saved and exited the game, only to load it later and it would just drop to desktop with no warning after it had done "loading". I tried several earlier saves and all do the same thing, even the one from 3975BC!

Actually now i try my sourcecode installation it doesnt even get to the first loading screen, it just drops to desktop. :\ All my other standard CtP2 installs work.

I installed CtP2, then 1.11 patch, then 004.02.21.Playtest_CTP2.zip.

Attachment: santa-mexi-125bc.zip
This has been downloaded 1 time(s).

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Question  Old Post 19-03-2004 21:47 Visit Flinx's homepage!
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...didn't someone say somewhere that only games with 28 civs or less can be saved successfully?

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 19-03-2004 22:19
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Confirmation of the current max of 28 civs (27 + 1 barbarian).

A save game contains a block of agreement data with size 39 (= number of possible agreements) * number of civs * number of civs. During save and restore, the size is handled as a signed 16 bit integer. This will make the size for 29 civs or more wrap around to a negative number, lose all data upon saving, and cause a crash upon reloading.

Maquiladora is offline Maquiladora
Emperor

Jun 2001
time: 05:32
  Old Post 20-03-2004 02:01 Visit Maquiladora's homepage!
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Nice one

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
  Old Post 20-03-2004 02:27 Visit Flinx's homepage!
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quote:
Originally posted by Fromafar
Confirmation of the current max of 28 civs (27 + 1 barbarian).

A save game contains a block of agreement data with size 39 (= number of possible agreements) * number of civs * number of civs. During save and restore, the size is handled as a signed 16 bit integer. This will make the size for 29 civs or more wrap around to a negative number, lose all data upon saving, and cause a crash upon reloading.
...but there are only 39 {= number of possible agreements} * number of civs * (number of civs - 1) {= number of civs you can have an agreement with} / 2

agreements are not all automatically reciprocal....
I'll shut up now.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 20-03-2004 21:26 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Fromafar
Confirmation of the current max of 28 civs (27 + 1 barbarian).

A save game contains a block of agreement data with size 39 (= number of possible agreements) * number of civs * number of civs. During save and restore, the size is handled as a signed 16 bit integer. This will make the size for 29 civs or more wrap around to a negative number, lose all data upon saving, and cause a crash upon reloading.


This means changing it from singed int 16 to unsigned int 16 would solve the problem, but it would still bind us to the limit of the possible treaties.

-Martin

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 21-03-2004 00:37
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I have changed it to unsigned, so we will be safe until someone wants to have more than 40 civilisations.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:32
  Old Post 21-03-2004 02:58 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Edit: DP

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:32
  Old Post 21-03-2004 02:58 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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quote:
Originally posted by Martin Gühmann


This means changing it from singed int 16 to unsigned int 16 would solve the problem, but it would still bind us to the limit of the possible treaties.

-Martin


I don't think I've ever had more than 10 treaties with another civ, so 39 is a pretty safe number if you ask me (Remember, it's 39 for every possible combo)

quote:
have changed it to unsigned, so we will be safe until someone wants to have more than 40 civilisations.


So is there anything else that could stop us from having more than 32 civs per game? Not that 32 isn't plenty, but if we could actually make that 40

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:32
Post  Old Post 21-03-2004 03:31 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Locutus
I don't think I've ever had more than 10 treaties with another civ, so 39 is a pretty safe number if you ask me (Remember, it's 39 for every possible combo)


You have for each possible treaty a Martrix between the players for one agreement you have for 29 players a matrix of 29*29 entries, just to say that every player has an aggreement with another player, for each of these 39 agreements you have such a matrix. Each matrix a matrix of boolians wheather player X has an agreement with player Y. For 29 players you have with 39 agreements 32799 possibilties too much for an signed 16 bit integer 2 to the power of 15 = 32768.

With 32 players and 39 proposals we have 32*32*29 = 39936 possible combinations.

Without rasing the maximum number of players we can have 2^16/32^2 = 65536/1024 = 64 types of proposals in one game, doesn't matter how much you can have effectivly at the same time with another civ, that it is like with the wonder and building limits.

-Martin

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Question  Old Post 21-03-2004 08:50 Visit Flinx's homepage!
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#173 Report this post to a moderator
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What are the 39 possible agreements?

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
  Old Post 21-03-2004 09:18 Visit Flinx's homepage!
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....So I save my game, go do family stuff, come back quickly read the forum, load my save, CtD!!!!!!!

...and this time crash.txt is empty

Attachment: kingf-cana-270ad.zip
This has been downloaded 1 time(s).

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:32
  Old Post 21-03-2004 19:29
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The Proposals:

quote:

enum PROPOSAL_TYPE {
PROPOSAL_NONE,

PROPOSAL_OFFER_GIVE_CITY,
PROPOSAL_REQUEST_GIVE_CITY,

PROPOSAL_OFFER_WITHDRAW_TROOPS,
PROPOSAL_REQUEST_WITHDRAW_TROOPS,

PROPOSAL_OFFER_STOP_PIRACY,
PROPOSAL_REQUEST_STOP_PIRACY,

PROPOSAL_OFFER_BREAK_AGREEMENT,
PROPOSAL_REQUEST_BREAK_AGREEMENT,

PROPOSAL_OFFER_STOP_RESEARCH,
PROPOSAL_REQUEST_STOP_RESEARCH,

PROPOSAL_OFFER_REDUCE_NUCLEAR_WEAPONS,
PROPOSAL_REQUEST_REDUCE_NUCLEAR_WEAPONS,

PROPOSAL_OFFER_REDUCE_BIO_WEAPONS,
PROPOSAL_REQUEST_REDUCE_BIO_WEAPONS,

PROPOSAL_OFFER_REDUCE_NANO_WEAPONS,
PROPOSAL_REQUEST_REDUCE_NANO_WEAPONS,

PROPOSAL_OFFER_GIVE_ADVANCE,
PROPOSAL_REQUEST_GIVE_ADVANCE,

PROPOSAL_OFFER_GIVE_GOLD,
PROPOSAL_REQUEST_GIVE_GOLD,

PROPOSAL_OFFER_REDUCE_POLLUTION,
PROPOSAL_REQUEST_REDUCE_POLLUTION,

PROPOSAL_OFFER_MAP,
PROPOSAL_REQUEST_MAP,

PROPOSAL_OFFER_HONOR_MILITARY_AGREEMENT,
PROPOSAL_REQUEST_HONOR_MILITARY_AGREEMENT,

PROPOSAL_OFFER_HONOR_POLLUTION_AGREEMENT,
PROPOSAL_REQUEST_HONOR_POLLUTION_AGREEMENT,

PROPOSAL_OFFER_END_EMBARGO,
PROPOSAL_REQUEST_END_EMBARGO,


PROPOSAL_TREATY_DECLARE_WAR,
PROPOSAL_TREATY_CEASEFIRE,
PROPOSAL_TREATY_PEACE,
PROPOSAL_TREATY_TRADE_PACT,
PROPOSAL_TREATY_RESEARCH_PACT,
PROPOSAL_TREATY_MILITARY_PACT,
PROPOSAL_TREATY_POLLUTION_PACT,
PROPOSAL_TREATY_ALLIANCE,
PROPOSAL_MAX
};

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 24-03-2004 23:38
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quote:
Originally posted by Flinx
....So I save my game, go do family stuff, come back quickly read the forum, load my save, CtD!!!!!!!

The cause of the save file corruption has been corrected in the source code. Unfortunately, this will not enable you to proceed with the current save file. Even worse, going back to the 250 AD save will not do you much good either. This file has been corrupted in the same way. It just doesn't show yet .

Fromafar is offline Fromafar
Prince

May 2003
time: 06:32
  Old Post 24-03-2004 23:47
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quote:
Originally posted by Locutus
So is there anything else that could stop us from having more than 32 civs per game?

Unfortunately, yes. We will have to replace some bit masks - implemented as (unsigned) 32 bits integers - to go beyond 32 civs.

tyrantpimp is offline tyrantpimp
Warlord

Dec 2003
time: 05:32
  Old Post 25-03-2004 00:50
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Is there a regular shceduled time for new builds to come out or?

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
Thumbs up  Old Post 25-03-2004 01:28 Visit Flinx's homepage!
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quote:
Originally posted by Fromafar
Unfortunately, this will not enable you to proceed with the current save file. Even worse, going back to the 250 AD save will not do you much good either. This file has been corrupted in the same way. It just doesn't show yet .
I suspected this.
quote:
The cause of the save file corruption has been corrected in the source code.
...and there was much rejoicing

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:32
  Old Post 25-03-2004 02:08 Visit Flinx's homepage!
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Oh Fromafar, since you had some success improving pathfinding, maybe you look into this issue:

You can gain +1 ship movement points by feat or wonder (in my save I actually have both so +2 ) but you need to move every ship one turn at a time to get the extra movement points. Sending a ship on a multi-turn movement path gives you the extra movement in the current turn but you will notice the [2], [3] etc. boxes are located at the base movement point locations, and the ship will stop at these points each turn even though it has not used all of the available movement points.

It appears that beyond the current turn the base movement of the unit is being used (ignoring movement bonuses) when calculating the path and then the original path is followed until an enemy is encountered or the end of the path is reached.

On land too this seems to be the case, as paths will deviate to take into account ZOC and 12 unit max limits but even though the obstruction is gone when the unit gets to that location, the deviation is still taken.

A multi-turn path should be viewed as a ‘go to’ command and the optimal path should be re-evaluated each turn. Also implement a delay if the obstruction is one of your units so that it can move out of the way first (if it is moving) i.e. let the tank on the road ahead move forward before you go off road to get around it!

 
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