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Unspeakable Horror
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Has anyone seens this? Sometimes (AI) unit movement sound keeps playing over and over again during it´s turn. It seems that the sound doesn´t stop when the next unit starts to move and then it gets stuck playing it until the human turn.
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kaan
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Aarhus
Mar 2001 time: 05:36
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quote: Originally posted by Unspeakable Horror
Has anyone seens this? Sometimes (AI) unit movement sound keeps playing over and over again during it´s turn. It seems that the sound doesn´t stop when the next unit starts to move and then it gets stuck playing it until the human turn. |
thank you for confirming that the bug still exist.
noone has experienced it for quite a while.
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Tamerlin
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Toulouse (South-western France)
Apr 2002 time: 06:36
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quote: Originally posted by Flinx
concept.txt and civilization.txt are in ..\ctp2_data\default\gamedata and are language independent. The mods you are applying must be replacing these files with ones that have a structure incompatible with the 2004.09.14 playtest. |
We are not using any mod, these messages are sent while the software is launching CtP2 and initializing the database. There seems to be an incompatibility with the French version then.
Perhaps am I wrong, but it seems that the software is checking if all the entries in the concept.txt and civilization.txt have a corresponding string in the French text and does not find some of them.
Last edited by Tamerlin on 04-10-2004 at 15:26
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Tamerlin
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Toulouse (South-western France)
Apr 2002 time: 06:36
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OK, I think I know where the problem is coming from. Some civilizations have seen their number of cities increased from 30 to 50 in the civilizations.txt (language independant) but in the same time the number of entries for each of these civilizations have not been increased in the civ_str.txt (language dependant of course). There is a lot of work to do here as each selected civilization must be increased to 50 translated entries. I will try to produce quickly a temporary French civ_str.txt with the last 20 entries of each civ untranslated so that the game can be played with a French version.
The entries related to the new ages (like "Classical Age"), have not been added into the gl_str.txt.
Last edited by Tamerlin on 04-10-2004 at 21:20
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tigerduck
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Could somebody please explain why why game crashes ? I posted the crash.txt on the side before!
Thanks !
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calvitix
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Strasbourg (North-Est France)
Jun 2003 time: 05:36
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quote: Originally posted by tigerduck
Could somebody please explain why why game crashes ? I posted the crash.txt on the side before!
Thanks ! |
Hi,
I Had the same crash yesterday, (your second crash), but I didn't find yet the reasons. The crash appened when one of my units have taken a 1-size city on icy tile.
I'll try to find from where is it coming.
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FMP thE mAd
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Auch, France
Feb 2001 time: 05:36
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Ok i corrected all the file (there was some error with Brazil, Ethiopian and Mexican. And there was some problem with Diplomat_photo too).
There's the complete file in attachment (it's the french translate file, of course)
Attachment: civ_str.txt
This has been downloaded 0 time(s).
Last edited by FMP thE mAd on 05-10-2004 at 00:58
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rdorau
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Together with a friend I played a lan game with the newest playtest version. We played without any mod like never before, so I really can't compare with the playtest before, only with modded gameplay.
What we found:
- The synchronization is much faster.
- Even when the sync process is ready many variables aren't right (at the machine that isn't the host)
- e.g. Money and 'Bautruppen' (sorry, don't know, the english word, the points for building streets, etc.) turn correct, if you open the national manager.
- You only can move the units if you open the unit manager before.
- The only variable I wasn't able to correct this way were the turns to the development of the next science. But though the display is wrong you will develop the new invention at the right time.
- And sometimes the game crashes to desktop without any message (this time at the host). But after reloading there's no problem.
Because we can't play a lan game very often: Is there a possibility to play an email game with our saved game?
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kaan
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Aarhus
Mar 2001 time: 05:36
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quote: Originally posted by J Bytheway
Well, persistence pays off. Finally, after innumerable failed uploads (about 40 hours worth ), I think I've managed to get the new version uploaded. I wiped and started my codetree from scratch, so that, amongst other things it no longer causes the MSVC++ IDE to crash all the time while I'm compiling, which I take as a good sign.
There are lots and lots of changes here. The list below lists all changes since the last version I released, not the last released by anyone (although the list below is probably not complete, and possibly not accurate).
If Martin, Fromafar and Flinx could edit the posts in which they posted playtest versions to point at this one, I'd appreciate it.
I'm afraid that the playtest has become so bloated that it will no longer fit in a single file. After repeatedly cutting it into ever smaller chunks, I finally managed to get it uploaded in seven parts, each roughly 1MB in size:
2004.09.14.CTP2Playtest.exe.rar (1354KB - the ctp2.exe)
2004.09.14.CTP2Playtest.prog.scen.rar (1119KB - ctp2_program (except ctp2.exe) and the scenarios)
2004.09.14.CTP2Playtest.gamedata.rar (935KB - ctp2_data\default\gamedata, except the pictures)
2004.09.14.CTP2Playtest.pic1.rar (1159KB - some of the pictures)
2004.09.14.CTP2Playtest.pic2.rar (1127KB - the rest of the pictures)
2004.09.14.CTP2Playtest.eng.ger.jap.rar (855KB - the English, German and Japanese files)
2004.09.14.CTP2Playtest.fre.ita.spa.rar (935KB - the French, Italian and Spanish files)
Each file should be extracted into your main CTP2 directory.
You should need only one of the last two downloads - whichever contains the language you use.
Unfortunately it has taken me so long to upload this that this playtest is already out of date. Feel free to request a more up to date version.
I was messing around with these files so much that I would not be surprised to find I had made an error somewhere so if it doesn't work, shout.
My sig should be up to date now, too...
Changes:
Added: Option (In advanced options) to display all orders any unit in an army can perform
Added: Recalculation of support costs upon change of government
Added: New messages when investigating a city depending on whether spying unit captured
Fixed: Possible wrong sorting by "turns till production finished" in National Manager
Changed: Sorting logic to speed sorting of lists
Fixed: Sorting by govener type
Fixed: Possible crash-causing behaviour on missing files
Fixed: Text file errors in Alexander scenario
Added: Prevention against a city revolting twice in a row to allow the new owner to
repair problems with it and stand a chance of keeping it
Fixed: Various memory leaks
Fixed: Gaia controller messages
Fixed: Various hotseat bugs
Changed: Behaviour of text in Starting and Ending Age buttons in multiplayer setup to
best cope with variations introduced by different mods.
Fixed: Some problems with the original fix for the Miles sound library
Changed: Many things to improve MSVC.NET compatibility
Changed: Behaviour of messages tab so that newest message always displayed
Added: New option to put newest messages at the top
Changed: String hashing to prevent crash in Cradle
Added: Target coordinates to 'armytext' playtest feature
Changed: AI personalities system to improve flexibility
Fixed: Possible double assignment of same civ at the start of the game
Added: New city styles
Added: New civs
Changed: Buffer size when reading GL texts to prevent truncation of the longest entries
Changed: Lots (and lots) of things related to AI movement in an effort to improve that
Fixed: Crashes due to invalid units
Fixed: Crash caused by starting a new game from the menu
Fixed: Crashes due to malformed data files
Added: Backwards compatibility with original data files
Changed: Freight values to make caravans practical
Changed: Sprite limit to 255 (from 200)
Changed: Terrain scores to improve AI settling strategy
Changed: AI tile improvement placement strategy to allow it to place undersea tunnels
and be more intelligent in other placements |
The pic packages are broken 
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Unspeakable Horror
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I get "the requested document contained no data" often at Poly, no idea why but after clicking again it always works.
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Maquiladora
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Well me and EPW tried MP again last night with a few things to report.
1. The screen freezes for the non-host when it changes to their turn. You can press buttons and the units and everything is still functioning, except everything on screen doesnt change, you move mouse and the hand moves, but the yellow square cursor doesnt. This didnt happen with the first playtest, so some change from the first to the current did this. The only way we found to "unfreeze" the screen is to open national manager with the button on the wheel on the main interface, the F-keys dont work when its in this frozen state.
2. Public works doesnt work consistently. I was non-host so I can only speak for that side, but I wasnt getting full pw that I allocated with the tax everytime. I would allocate say 100% tax for 555pw then it would give me 220 or something seemingly random then it would either reappear with a resynch on a turn later in the game or just reappear without a resynch later in the game.
3. As rdorau mentioned, resynchs are ALOT faster. But the same bugs after a resynch occur. ie, graphs getting messed up, science resetting the counter (but thankfully not the internal counter), but these were in the 1.11 game.
4. A new bug I noticed was that I exchanged maps with an AI and that revealed some of EPW's cities under the fog of war of course, 2 of his cities had the modern city style (we were in ancient period) also the AI I exchanged maps with had 1 modern city style, obviously EPW didnt see that, he saw all the right styles for his cities. A bug fix that has worked at least is city styles are right for the non-host, they used to always be asian no matter what civ you chose.
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rdorau
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If I try to save a game it always crashes to desktop.
A friend has the same problem. It's only possible to play with the autosaved game. We play with the newest playtest (sp).
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