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Thread: Bug (Reports) version 1.4.3 Main topic

  1. #121
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    It could cut off at 20 units without a crash (similar to excess factions in descr_sm_factions) - but I wouldn't bet on it.

    Thanks for the pointer anyhow - I am busy going through the script to remove formatting errors like the one below: it is missing the 'end' argument of the spawn and has 'end_if' instead. Possibly causing a crash at the spawn.

    Code:
    monitor_event FactionTurnStart FactionIsLocal
    and I_TurnNumber = 1
    spawn_army
    faction egypt
                    character    random_name, named character, x 15, y 87, battle_model Bestigor
                    traits    LoyaltyStarter 1, Loyal 4
                    unit        Bestigor bodyguard            exp 9 armour 0 weapon_lvl 0
                    unit        Bestigor                exp 0 armour 0 weapon_lvl 0
                    unit        Bestigor                exp 0 armour 0 weapon_lvl 0
                    unit        Gor spear                exp 0 armour 0 weapon_lvl 0
                    unit        Gor spear                exp 0 armour 0 weapon_lvl 0
                    unit        Gor                exp 0 armour 0 weapon_lvl 0
                    unit        Gor                exp 0 armour 0 weapon_lvl 0
                    unit        Gor                        exp 0 armour 0 weapon_lvl 0
                    unit        Gor    exp 0 armour 0 weapon_lvl 0
                    unit        Gor spear                exp 0 armour 0 weapon_lvl 0
                    unit        Gor spear                exp 0 armour 0 weapon_lvl 0
                    unit        Gor                exp 0 armour 0 weapon_lvl 0
                    unit        Gor                exp 0 armour 0 weapon_lvl 0
                    unit        Gor                exp 0 armour 0 weapon_lvl 0
                    unit        Gor    exp 0 armour 0 weapon_lvl 0
                    unit        Gor    exp 0 armour 0 weapon_lvl 0
                    unit        Gor    exp 0 armour 0 weapon_lvl 0
            end_if
    terminate_monitor
    end_monitor
    Last edited by Gigantus; August 25, 2011 at 09:06 AM.










  2. #122
    diadok's Avatar Senator
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    When you get more than 20 units in descr_strat, the game crash when starting campaign, so i am afraid it do the same when it spawn 23 units. But maybe it cut like the garrison script can do.

    For the "end", i have add it before "end if", hope it works.

    You like EPIC battles ? watch Diadok's Gallery, play Epic Late Campaign for TATW 2.1
    "They rob the poor under the cover of law, forsooth, and we plunder the rich under the protection of our own courage." (Black Sam Bellamy)



  3. #123
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    The end_if is not needed, it should have been end only (edited my post after your reply). I finished going through the script, check here.










  4. #124
    diadok's Avatar Senator
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    In the EDU, there was a unit which had two times the attribute "general_unit". I removed it and i can't remember which one it was, but you can easily find it with a research on "general_unit".

    You like EPIC battles ? watch Diadok's Gallery, play Epic Late Campaign for TATW 2.1
    "They rob the poor under the cover of law, forsooth, and we plunder the rich under the protection of our own courage." (Black Sam Bellamy)



  5. #125
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    I don't think duplicated attributes have any effect, but for good housekeeping that should be removed. The reason why I am positive: you can enter any word in that line and then use it for reference. Works very well for garrison scripts if you want to disband units that have been spawned previously with those attributes.
    I also use it to sink pirate ships periodically (they have that nasty habit to pop up in lakes without ports and nobody can get to them), saves to write multiple lines, one for each unit. Red is the attribute in the EDU:

    Code:
    declare_counter piraten 
    monitor_event FactionTurnStart FactionIsLocal
        and I_TurnNumber > 10
        inc_counter piraten 1
    
        if I_CompareCounter piraten > 9
            destroy_units slave piratenschiff
            set_counter piraten 0
        end_if
    end_monitor










  6. #126

    Default Re: Bug (Reports) version 1.4.3 Main topic

    * Name of your issue -CTD
    * Is CTD repeatable? -yes
    * Did CTD occur during the a) year turn b) Strategy map activates c) Battle map activates d) can't start the game -When loading battle map.
    * What is you operating system-XP
    * What language version of the game do you have?-English
    * What year are you playing when CTD occurred? -Around 30th turn, but it happened before.
    * What faction do you play?-Hochland.
    * What faction is creating the CTD (if known, leave speculations to your comments)
    * Briefly describe the issue and add comments. (Be specific and detailed!):-Before a battle, loading bar stops when partly completed and a CTD ensues. Almost every time I will use a mortar in battle. The only exception was a town assault.
    * Provide link to your log file after the issue has happened. How to extract log file:
    * Provide Screenshot if applicable
    * Provide link to your save game

    Thanks in advance.

  7. #127
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    Please compress the whole log and attach, sometimes indications of might be wrong are further up.










  8. #128

    Default Re: Bug (Reports) version 1.4.3 Main topic

    The log has been overwritten because I have been able to play, using the french version.
    No CTD since then and I had mortar and cannon.
    I never thought the entire log would be needed, next time I'll do as you say.
    With the english version, I never had a crash when the mortar was not present.
    There must be something wrong with that gun.
    Thank you for your time helping us to play this extraordinary mod.

  9. #129

    Default Re: Bug (Reports) version 1.4.3 Main topic

    CTD again, I still suspect artillery.

  10. #130
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    My language installer is geared for version 1.4.4 - it might help, but better keep a back up of the data\text folder.

    I agree with your suspicion, either it's the 'empire_rocket_launcher' unit (Rocket Launcher) or the unit following it. To narrow it down it would suggest to do custom battles with just one of those units at a time to find out "who's da bad guy".










  11. #131

    Default Re: Bug (Reports) version 1.4.3 Main topic

    Fortunately, the bug usually does not repeat when I reload a save.
    Changing the language is not necessary, just a reload is enough.
    The circumstances common to all CTD's are :
    - The presence of any artillery.
    - A leader using artillery for the first time.
    Never a crash without those two conditions.
    I am already using your installation, both for the mod and the language.

  12. #132
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    The language was mentioned because the lack of an entry for an event in data\text\historic_event will cause a crash when that event fires.










  13. #133

    Default Re: Bug (Reports) version 1.4.3 Main topic

    Update : the bug repeats after a reload.

  14. #134
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    It seems to be an error with siege engine (emperor_cannon). Conduct some custom battles only with cannons and mortars to narrow down which unit it could be.










  15. #135

    Default Re: Bug (Reports) version 1.4.3 Main topic

    After many crashes ( I don't report all of them !) I cannot say which one is the culprit, cannon or mortar.
    CTD's do not occur every time.
    It seems the problem could be related to the seasonal variations.
    Another thing : the game crashes less often when only one kind, mortar or cannon is present.
    The presence of different artillery units is more conducive to CTD.

  16. #136

    Default Re: Bug (Reports) version 1.4.3 Main topic

    Around turn 74 I was asked to evacuate Salzenmund to give the city to the Nordland faction which had been extinguished.
    After I complied, they reappeared and took it, putting us at war by doing so.
    Middenheim attacked them next turn (Nordland had lost all their imperial allies).
    Then without any explanation, I was again allied with Nordland, but the Theogonist broke his alliance with me, along with Kislev and the Dwarves.
    Is that normal ?
    On the artillery bug front, I had a battle with Rocket Launcher and my reinforcements had Grudgebringer and Imperial cannons and a mortar, no CTD, go figure.
    Next battle with less guns, CTD again !
    "There is no problem that cannot be solved with cannons".
    Well, I know of one.

  17. #137

    Default Re: Bug (Reports) version 1.4.3 Main topic

    so im guessing the common fix for the starting the campaign crash to main menu is reinstalling????? im to confused for these forums

  18. #138
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    Quote Originally Posted by Zaratt View Post
    Around turn 74 I was asked to evacuate Salzenmund to give the city to the Nordland faction which had been extinguished.
    After I complied, they reappeared and took it, putting us at war by doing so.
    Middenheim attacked them next turn (Nordland had lost all their imperial allies).
    Then without any explanation, I was again allied with Nordland, but the Theogonist broke his alliance with me, along with Kislev and the Dwarves.
    Is that normal ?
    On the artillery bug front, I had a battle with Rocket Launcher and my reinforcements had Grudgebringer and Imperial cannons and a mortar, no CTD, go figure.
    Next battle with less guns, CTD again !
    "There is no problem that cannot be solved with cannons".
    Well, I know of one.
    I think the alliance stuff must be scripted, but maybe one round late.

    Artillery bug - it could be just one model or the connected siege engine.










  19. #139

    Default Re: Bug (Reports) version 1.4.3 Main topic

    Now, if in EDU, I replace empire_cannon by cannon, the game would use the vanilla textures, right ?
    And if a CTD occurs then, we can eliminate the graphics as the source of the problem, or do I get it wrong ?
    I am no modder.
    Last edited by Zaratt; September 09, 2011 at 12:15 AM.

  20. #140
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bug (Reports) version 1.4.3 Main topic

    You are only going to replace the texture of the engine - it also comes together with the texture of the gunners, hence the test would be inconclusive.

    I haven't got this problem in my version, but I can't recall what I might have done to fix it. Probably a side effect of some other fix.

    To find out if it is indeed artillery, conduct custom battles with just one type of artillery at a time, use a simple infantry for the opponent. Once you are sure which unit it is, then we can start hunting for a bug. Otherwise it could even an error in the script.










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