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Fromafar is offline Fromafar
Prince

May 2003
time: 06:34
  Old Post 06-03-2004 21:41
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quote:
Originally posted by Martin Gühmann
I just tried this and I wasn't able to recreate this bug with the debug version.


quote:
Originally posted by Locutus
I was able to recreate the bug [...] with the latest playtest build BTW.


I can confirm both, and suspect that the crash is prevented by the Astar.cpp modification of 2004.02.26.

Martin: do you still have the (ctp2.)map file of the latest playtest release somewhere? When you have the correct map file, the generated logs\crash.txt should point to Astar::FindPath. I can't verify this, because I don't have the correct map file.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 06-03-2004 23:13 Visit Martin Gühmann's homepage!
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Well I have the ctp2.map file, the time stamp is:

Timestamp is 40379ea1 (Sat Feb 21 19:08:33 2004)

So far with the current playtest version I was able to recreate the crash, but not with the debug version, even if I followed Locutus' instrcutions. The next step would be to recompile the ctp2.exe again, with the changes in from the debug version.

Unfortunatly the game didn't created a crash.txt in the ..\ctp2_code\ctp\logs\ directory. But here is the ctp2.map file.

-Martin

Attachment: ctp2.rar
This has been downloaded 3 time(s).

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:34
  Old Post 07-03-2004 09:20 Visit Flinx's homepage!
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I just rediscovered a very frustrating bug: when you reload from an autosave you loose all of your research – had 1 turn to complete a tech, started a war by mistake, reloaded the autosave, now have to wait another 19 turns – Argh!!!

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:34
  Old Post 07-03-2004 10:01 Visit Flinx's homepage!
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Actually the bug is a little more specific:
> one turn to go on 'tech1'
> end turn
> select 'tech2' at start of turn
> do stuff or not but BEFORE you end turn
> reload autosave
> you are back to researching 'tech1' from the beginning.

Attachment: kingf-egyp-3400bc.zip
This has been downloaded 2 time(s).

Fromafar is offline Fromafar
Prince

May 2003
time: 06:34
  Old Post 07-03-2004 20:27
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quote:
Originally posted by Martin Gühmann
Unfortunatly the game didn't created a crash.txt in the ..\ctp2_code\ctp\logs\ directory. But here is the ctp2.map file.

Thanks, and a positive confirmation that the crash is indeed in Astar::FindPath.

You may have to set EnableLogs to Yes in userprofile.txt to generate crash.txt with the final version (i.e. when _BFR_ has been defined).

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 07-03-2004 20:55 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Fromafar
You may have to set EnableLogs to Yes in userprofile.txt to generate crash.txt with the final version (i.e. when _BFR_ has been defined).


Indeed it was set to No in the source code version of my userprofile.txt.

Well one bug less on our to do list.

-Martin

Fromafar is offline Fromafar
Prince

May 2003
time: 06:34
  Old Post 14-03-2004 01:45
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quote:
Originally posted by Locutus
Ok, I'll add the pathfinding issue then.


I am not convinced yet that there is that big a problem with the pathfinding.

quote:
Originally posted by Dale
Actually, the function returns: ASTAR_BLOCKED so it's viewing it as unpassable, but then the Astar function doesn't look for another path when returned ASTAR_BLOCKED it just closes that node.

What we need to do it specific a different return like: ASTAR_OCCUPIED and when that's returned to the Astar function, make it keep the node open but try other directions from there.


Changing this may help in the case of a path that goes through a temporarily occupied tile. In this case, you can just compute the path as if there was no block, and - hopefully - by the time you reach it, it will no longer be occupied. As long as everyone keeps moving, it does not matter that there are a lot of other people using the same road. It only becomes a problem when they stop moving .

If the block is stationary, the chokepoint will still be occupied by the time you reach it. In this case, you may have to fight, or move your own troops ("guarding the pass") out of the way temporarily. If you can't or won't, the block is unpassable, and you have to lay out a path around it. And this is exactly what the current algorithm does. You may see this at the user interface: when you select a 12-unit army, its path projection will carefully go around your own guarded cities. This may result in a suboptimal path (using too many movement points/turns), but it does get you to the goal eventually!

Having 12-unit AI armies just standing around could be a completely different problem. I have seen this in situations (e.g. around Babylon in the Alexander scenario) where there is no visible chokepoint (mountain pass, land bridge, etc.) at all. That is, if the goal would have been to attack me. My guess is that the goal and chokepoint is the city itself. Maybe an army got scheduled to help defend the city, and some more units joined along the way. Or new defenders got created in the city itself. But this is just poor scheduling, and has nothing to do with pathfinding.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 14-03-2004 02:36 Visit Martin Gühmann's homepage!
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I understood it that the problem is that just one path is calculated and when the army moves and it encounters a blocked tile in its path it doesn't compute an alternative path. If the path is blocked by a city then the goal should become invalid or this city should become the new goal.

-Martin

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:34
Question  Old Post 14-03-2004 09:54 Visit Flinx's homepage!
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Longer movement commands take non-optimal routes. Two examples where pathfinding could be improved:

e.g. moving an archer around a bay, I want to automate the following path 996633 (6turns) but the game suggests 88666323 (8turns); interestingly/strangely the game will correctly get the archer to 99663 in 5 turns.

e.g. manually get a ship in deep ocean, try to give a long movement command through a narrow channel to the north-west and then east along coast to my city, but game suggests south to the nearest coast, east, north, and west along the coast to the channel taking 3 extra turns, then east to my city; selecting the channel gets the ship to correctly sail north-west

(the game has always done this for me by the way, but since we are talking about pathfinding I thought I would bring it up)

Gilgamensch is offline Gilgamensch
King
France
Jun 2002
time: 06:34
  Old Post 16-03-2004 19:06
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copy&paste out of the wrong thread:

One thing I would like to see fixed:

The build-list: You can only put objects in the queue or build-list, which you have researched or you have the prerequisists. IIRC in CTP, you were able to make one from scratch and keep it for the whole game.

Big MC's comment about the Governor reminded me of this little bit annoying problem.

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:34
  Old Post 17-03-2004 15:40
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How about the no gold for tech diplo bug?

I know i said i would look into it but i havent been able to compile anything since i installed .NET

Good luck bughunting

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 20-03-2004 20:38 Visit Martin Gühmann's homepage!
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quote:
Originally posted by kaan
I know i said i would look into it but i havent been able to compile anything since i installed .NET


Did you try everything that you can find in that compiling with .Net thread, Klaus?

Anyway are there any problems if you would in addition install VC++ 6.0?

-Martin

kaan is offline kaan
Prince
Aarhus
Mar 2001
time: 05:34
  Old Post 21-03-2004 14:10
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quote:
Originally posted by Martin Gühmann


Did you try everything that you can find in that compiling with .Net thread, Klaus?

Anyway are there any problems if you would in addition install VC++ 6.0?

-Martin


well its the VC++ 6 thats the problem, i installed VS7 also and it seems to have interfered somehow.
The problem is that im forced to have VS7 now because of work.
Maybe i should put a few hours into making the source compil e in cygwin

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 21-03-2004 23:57 Visit Martin Gühmann's homepage!
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I think it is more promissing to make the code compile in .NET, espeacilly if you consider that it was already compiled successfully on .NET. Maybe there were some problems, but we could also need some .NET coders.

To get it to compile on .NET can be difficuilt for instance create a new Console project and try to compile this:

[CODE]
#include

int main(){
ifstream fin;

return 0;
}

It just contains the declaration of fin but I had serious trouble to compile, finally I figuered out it was something in the project properties, afterwards I compared it with a valid .NET project that uses ifstream.

So I want to say that the project properties could be a reason why it doesn't compile. But actual that should be less likely as the project is converted to the .NET format.

-Martin

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:34
  Old Post 04-04-2004 01:10 Visit J Bytheway's homepage!
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Issue 31 was fixed by Martin recently.

I've been investigating 32 but can't see anything that could cause it to happen. The relevant code seems to be this from CauseAndEffectTab.cpp. Is there anywhere else that you can change the science rate?

code:
sint32 scienceTaxLevelSet = spinner->GetValueX(); double currentScienceTax = 0.0; player->GetScienceTaxRate(currentScienceTax); if(scienceTaxLevelSet != static_cast((currentScienceTax * 100.0) + 0.5)) { player->SetTaxes( static_cast(scienceTaxLevelSet) / 100.0); UpdateCities(); }

Last edited by J Bytheway on 04-04-2004 at 01:29

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 04-04-2004 02:04 Visit Martin Gühmann's homepage!
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quote:
Originally posted by J Bytheway
Issue 31 was fixed by Martin recently.

I've been investigating 32 but can't see anything that could cause it to happen. The relevant code seems to be this from CauseAndEffectTab.cpp. Is there anywhere else that you can change the science rate?
code:
sint32 scienceTaxLevelSet = spinner->GetValueX(); double currentScienceTax = 0.0; player->GetScienceTaxRate(currentScienceTax); if(scienceTaxLevelSet != static_cast((currentScienceTax * 100.0) + 0.5)) { player->SetTaxes( static_cast(scienceTaxLevelSet) / 100.0); UpdateCities(); }


It could be a problem of the cast, actual not very probably, but it could be a problem that the function is called when you don't expect this, that was also the case for the Pollution Button in the Scenario editor also for the player spinner there or for the stop player setting function that caused some problems using other players than player 1. The best way to figure out something like this is to insert an Assert(FALSE); into that function of interest and looking into the civ3logXX.txt in the ..\ctp2_code\ctp\logs\ folder to see from where that code is called. Another thing maybe is that it is just wrongly displayed on the interface, but also the interface can cause the error.

-Martin

J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:34
  Old Post 04-04-2004 04:05 Visit J Bytheway's homepage!
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#47 Report this post to a moderator
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Since it was system-specific, I assumed it was going to be a problem with the casting. On reflection, it's more likely to be a problem at the other end of the process, when the science is calculated using the science tax - but I wasn't able to figure that out, there seems to be a lot of redundant and obsolete code floating about. What I could find seemed to be using doubles exclusively, and only converting to ints at the very last stage (when the research is added to the running total).

Anyway, thanks for the advice.

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:34
  Old Post 14-04-2004 00:49 Visit E's homepage!
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#48 Report this post to a moderator
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I think the implementation of mods has to be added

and increasing the sprite limit

Solver is offline Solver
Apolyton Duke Of Something
Latvia, Riga
Sep 2000
time: 07:34
  Old Post 14-04-2004 01:08 Visit Solver<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Mods work with the latest playtest build.

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:34
  Old Post 23-04-2004 02:26 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I was updating the list after Fromafar's update and I noticed a few things that I had missed a few issues. Maybe it would be a good idea if the coders (especially Martin and Fromafar, who seem to be doing most of the work) could browse through the unresolved issues to check if they are indeed all still unresolved.

Also, I have a few questions (mostly for Martin, I think):

quote:
#2 * Fixed random civ chooser for scenarios (world map)

#17 * Fixed difficulty choice in scenarios


Has this been fixed or not? Martin did some changes to the scenario editor but I'm not entirely sure if they covered this issue.

quote:
#19 * Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with.


Is this covered by the fix that makes trade routes follow roads/rivers/etc?


Questions for everyone:

quote:
34. * Fixed message tab to always show newest messages


Has anyone ever noticed this NOT being the case?

Also, I noticed this fix by Fromafar in the source code thread:

quote:
Great library starts with the current research project of the player [by Fromafar].


Does this work for anyone else? It doesn't for me, or at least didn't in the last playtest I tested it on (28-3 IIRC).

Fromafar is offline Fromafar
Prince

May 2003
time: 06:34
  Old Post 23-04-2004 03:10
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#19: Trade route revalidation. You could interpret this as: not using the path as stored in the file, but recomputing it when loading. If so, fixing this would actually introduce a cheat to prevent the caravan loss that occurs when you reroute through the GUI.

The great library start change can be verified by starting a new game and opening the great library immediately. If you get Advanced Infantry Tactics on display, the change is missing.

Peter Triggs is offline Peter Triggs
Prince
Gone Fishin, Canada
Jan 2000
time: 05:34
  Old Post 23-04-2004 03:19
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Re #19: And on top of that, whatever they did probably introduced an even worse bug. I remember people complaining to high heaven about how when you loaded a saved game you'd often find that your trade receipts had dramatically declined. Unless someone actually finds a bug with this, I think we should leave it alone.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 24-04-2004 01:21 Visit Martin Gühmann's homepage!
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quote:
Originally posted by Locutus
quote:
#2 * Fixed random civ chooser for scenarios (world map)

#17 * Fixed difficulty choice in scenarios


Has this been fixed or not? Martin did some changes to the scenario editor but I'm not entirely sure if they covered this issue.


I did some changes to the scenario editor, but none of these two issures is related to the scenario editor. The first one is an issure related to the civ chooser you get when you want to select your civilization when you start a new game. The issure is whenever you start with position fixed civs and you should choose a civ it is everytime the civ with that you started the map as random civ game. I didn't went too deep into it, but my assumption is that it is an interface issure.

I didn't looked into the other issure, but I guess the problem is that the level of difficuilty is determined by the scenario save game and not by the GUI. In that case it is probably a problem in gameinit or some other related file.

quote:
Originally posted by Locutus
quote:
#19 * Trade routes are revalidated when loading a saved game. Sort of fixes a problem seen only once where a city lost track of its routes. Unknown how it happened to begin with.


Is this covered by the fix that makes trade routes follow roads/rivers/etc?


Also again something completly unrelated, and I must second Fromafar and Peter, to leave it alone. Espeacilly if I read again and again this fix description, they fixed something that they just encountered once and have no idea how it could happen at all. That sounds like a stupid work around, that could be caused by a memory leak, a not initialized variable or whatever.

-Martin

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:34
  Old Post 24-04-2004 03:22 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Okay, thanks guys

Flinx is offline Flinx
Prince
Toronto, ON CANADA
Nov 2001
time: 00:34
  Old Post 05-05-2004 21:52 Visit Flinx's homepage!
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Unexciting things that could be done:
* Remove all the references in the executable to the unused data files so that they can be deleted.
* Remove all the references in the executable to the unused entries in the data files and cleanup data files e.g. some data appears in more than one file.

This would make it easier for modders...

Locutus is offline Locutus
ACS CTP1/2 Manager & Civ4 Co-Manager
Hengelo, The Netherlands
Nov 1999
time: 06:34
  Old Post 30-05-2004 16:19 Visit Locutus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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I hadn't updated this in a while, so just a *bump* to let you know that I have now.

Only 16 issues left to fix (8 of which are MP related)...

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:34
  Old Post 03-06-2004 02:21 Visit E's homepage!
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I know it may take a bit to get the patch upto 1.1 standard, but just curious what will be the next step. Have you guys discussed it?

I don't want to get to ahead but it would be nice to see either the Apolyton patch stuff integrated,
or an internal modmanager (on the menu screen)
or the AI improved.

I know everyone will have their own interest but I'm wondering what people are thinking...

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 03-06-2004 02:25 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
I don't want to get to ahead but it would be nice to see either the Apolyton patch stuff integrated,
or an internal modmanager (on the menu screen)
or the AI improved.


What do you mean by Apolyton Patch, we are working on an "Apolyton Patch" and everything we have done here will be included in v.1.2. And version 1.2 is reached when all the worth stuff of v.1.1 is in.

-Martin

E is offline E
King
July 24,2005 Ctp2 Tiles in sig!
May 1999
time: 21:34
  Old Post 03-06-2004 02:32 Visit E's homepage!
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quote:
Originally posted by Martin Gühmann


What do you mean by Apolyton Patch, we are working on an "Apolyton Patch" and everything we have done here will be included in v.1.2. And version 1.2 is reached when all the worth stuff of v.1.1 is in.

-Martin


D'oh, I meant the Super Apolyton Pack, the fan based patch. I know a lof that was slic'd and IIRC some people said it might be better if it is hard coded, but I could be wrong.

Martin Gühmann is offline Martin Gühmann
Emperor
Berlin, Germany
Mar 2001
time: 06:34
Post  Old Post 03-06-2004 02:39 Visit Martin Gühmann's homepage!
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quote:
Originally posted by E
The fan based patch.


It is a mod not a patch. Well it has features of a patch, but that is all. I had my reasons to add the question about the difference between a patch and a mod to the CTP2 FAQ. It confuses me espeacilly since the source code release and since we started to relase playtest versions.

Well for adding CityMod2 I would like to see it in our patch, unfortunatly some rework need to be done, so I have to postpone it a little bit, the diplomacy photos on the civ parchments must be replaced by adequate ones with a new diplomanager, and then only slic and some text file changes are left that should be incoorperated on source level for the slic and on the text file level for the text files, given these changes are good.

-Martin

 
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