Thread: Bugs Reports & Technical Help

  1. #3741

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    097E or 097E+KCC ? Or anything else?

    Merchant limit is indeed broken in 097E. This was discussed in this (or general) thread just a few days ago. And Gigantus named the problem, I've got it actually fixed in my files.

    Drengjar is not my business.
    Just 097. I am not even aware of any hotfix. I will grab one and see how it goes.

  2. #3742
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bugs Reports & Technical Help

    A fully formatted and error free modelDB file is now available.










  3. #3743

    Default Re: Bugs Reports & Technical Help

    So, I came across another persistent crash on non-player faction turn. This time, I tried something, and it had me wondering about it.

    You see, my laptop is a Windows 7.1 Ultimate, hardcoded, and not exactly 100% functional, but it plays the mod. Even before I got the latest bugfixed SS6.4 installation, I could switch to compatibility mode to Windows 7 and the mod would just work crash free. In fact, the only times I saw it crashing when I did that, was when I was quitting the game. No pre-battle, no (most importantly) post-battle, and no end turn crash. However, there was one problem, and a fairly big one to me.

    When I play the mod without compatibility, an early end turn usually lasts around 40 seconds. With compatibility on, almost 3 minutes, and it can get worse later.

    So, my real question is, what is out of order there? By playing without compatibility, are my turns going *faster* than they are meant to? Am I skipping scripts? Should I play with compatibility on all the time and just stomach through the very long turns, or just turn it on to get through a persistent end turn crash, like I did before?

  4. #3744
    Nemesis2345's Avatar Semisalis
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by RodriguesSting View Post
    So, I came across another persistent crash on non-player faction turn. This time, I tried something, and it had me wondering about it.

    You see, my laptop is a Windows 7.1 Ultimate, hardcoded, and not exactly 100% functional, but it plays the mod. Even before I got the latest bugfixed SS6.4 installation, I could switch to compatibility mode to Windows 7 and the mod would just work crash free. In fact, the only times I saw it crashing when I did that, was when I was quitting the game. No pre-battle, no (most importantly) post-battle, and no end turn crash. However, there was one problem, and a fairly big one to me.

    When I play the mod without compatibility, an early end turn usually lasts around 40 seconds. With compatibility on, almost 3 minutes, and it can get worse later.

    So, my real question is, what is out of order there? By playing without compatibility, are my turns going *faster* than they are meant to? Am I skipping scripts? Should I play with compatibility on all the time and just stomach through the very long turns, or just turn it on to get through a persistent end turn crash, like I did before?
    This is interesting, i think the compatibility mode does indeed conflict with the game . I play on win 7 ultimate as well , i have no problems of sort. Yes, im pretty sure longer turn times prove the scripts work but 3-4 minutes long sounds atrocious , even on my crappiest pc i never had more than 45-50 second turn times. Usually i get around 40 just like you , Jurand can also confirm in earlier comments he had the same loading times. I suppose , as long as the game's events work , you should work with whatever is more stable for you.

    Jurand, i am also interested in this : Which event is the 1st to trigger in the script on a new game? How can we find out surely the script is working? I remember Roma Surrectum had a confirmation ingame where you would get +1 gold after you pressed the announcer on loading the game. Can something similar be made here?

  5. #3745
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bugs Reports & Technical Help

    This should be the first 'greeting' event (only plays at start of a campaign): historic_event INFO_ON_INFOS:

    {INFO_ON_INFOS_TITLE}SSHIP v.0.97, patch E
    {INFO_ON_INFOS_BODY} Welcome to the version 0.97 of the mod\n Stainless Steel Historical Improvement Project\n\nThe SSHIP is meant to be a "difficult" mod: little money, problems with .\...

    The absence of a radar map restriction (on the left, remember vanilla?) is a sign that the script is running as this requires a script command: restrict_strat_radar false is the very first command in the script that governs this. In fact most mods (this one included) write on that cover 'error', see here on the stratpage_03 graphic:











  6. #3746
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by RodriguesSting View Post
    So, I came across another persistent crash on non-player faction turn. This time, I tried something, and it had me wondering about it.
    I don't know the other issues but 097 without patches will crash very often.
    Only in patch E most of the crashes were eradicated (the only noticable is the one related to the faction re-emergence, and later to the Mongols)

    Quote Originally Posted by Nemesis2345 View Post
    Which event is the 1st to trigger in the script on a new game? How can we find out surely the script is working? I remember Roma Surrectum had a confirmation ingame where you would get +1 gold after you pressed the announcer on loading the game. Can something similar be made here?
    As Gigantus showed: the ERROR red text in the left bottom corner.
    Last edited by Jurand of Cracow; November 23, 2020 at 10:56 AM.

  7. #3747
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    ... the only noticable is the one related to the faction re-emergence, and later to the Mongols
    The checker is telling me that the counters used in the emergent scripts are declared AFTER they have been set - that could be an issue. Not sure if I mentioned it already in the other thread, here is the complete list:

    CS 3853: Declared counter "faction_emerged" is set before being declared (CS:32304).
    CS 32317: Declared counter "scotland_emerge" is set before being declared (CS:32398).
    CS 32320: Declared counter "england_emerge" is set before being declared (CS:32785).
    CS 32323: Declared counter "portugal_emerge" is set before being declared (CS:33182).
    CS 32326: Declared counter "spain_emerge" is set before being declared (CS:33572).
    CS 32329: Declared counter "aragon_emerge" is set before being declared (CS:33967).
    CS 32332: Declared counter "france_emerge" is set before being declared (CS:34359).
    CS 32335: Declared counter "hre_emerge" is set before being declared (CS:34756).
    CS 32338: Declared counter "norway_emerge" is set before being declared (CS:35154).
    CS 32341: Declared counter "denmark_emerge" is set before being declared (CS:35540).
    CS 32344: Declared counter "sicily_emerge" is set before being declared (CS:35931).
    CS 32347: Declared counter "venice_emerge" is set before being declared (CS:36323).
    CS 32350: Declared counter "pisa_emerge" is set before being declared (CS:36712).
    CS 32353: Declared counter "poland_emerge" is set before being declared (CS:37101).
    CS 32356: Declared counter "hungary_emerge" is set before being declared (CS:37493).
    CS 32359: Declared counter "lithuania_emerge" is set before being declared (CS:37887).
    CS 32362: Declared counter "russia_emerge" is set before being declared (CS:38275).
    CS 32365: Declared counter "kievan_rus_emerge" is set before being declared (CS:38667).
    CS 32368: Declared counter "cumans_emerge" is set before being declared (CS:39065).
    CS 32371: Declared counter "serbia_emerge" is set before being declared (CS:39458).
    CS 32374: Declared counter "byzantium_emerge" is set before being declared (CS:39841).
    CS 32377: Declared counter "georgia_emerge" is set before being declared (CS:40235).
    CS 32380: Declared counter "rum_emerge" is set before being declared (CS:40629).
    CS 32383: Declared counter "turks_emerge" is set before being declared (CS:41024).
    CS 32386: Declared counter "egypt_emerge" is set before being declared (CS:41422).
    CS 32389: Declared counter "moors_emerge" is set before being declared (CS:42209).
    CS 32392: Declared counter "abbasid_emerge" is set before being declared (CS:42601).
    CS 48801: Declared counter "hanseatic_guild_allowed" is set but never declared.










  8. #3748
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Gigantus View Post
    The checker is telling me that the counters used in the emergent scripts are declared AFTER they have been set - that could be an issue. Not sure if I mentioned it already in the other thread, here is the complete list:

    CS 3853: Declared counter "faction_emerged" is set before being declared (CS:32304).
    CS 32317: Declared counter "scotland_emerge" is set before being declared (CS:32398).
    CS 32320: Declared counter "england_emerge" is set before being declared (CS:32785).
    CS 32323: Declared counter "portugal_emerge" is set before being declared (CS:33182).
    CS 32326: Declared counter "spain_emerge" is set before being declared (CS:33572).
    CS 32329: Declared counter "aragon_emerge" is set before being declared (CS:33967).
    CS 32332: Declared counter "france_emerge" is set before being declared (CS:34359).
    CS 32335: Declared counter "hre_emerge" is set before being declared (CS:34756).
    CS 32338: Declared counter "norway_emerge" is set before being declared (CS:35154).
    CS 32341: Declared counter "denmark_emerge" is set before being declared (CS:35540).
    CS 32344: Declared counter "sicily_emerge" is set before being declared (CS:35931).
    CS 32347: Declared counter "venice_emerge" is set before being declared (CS:36323).
    CS 32350: Declared counter "pisa_emerge" is set before being declared (CS:36712).
    CS 32353: Declared counter "poland_emerge" is set before being declared (CS:37101).
    CS 32356: Declared counter "hungary_emerge" is set before being declared (CS:37493).
    CS 32359: Declared counter "lithuania_emerge" is set before being declared (CS:37887).
    CS 32362: Declared counter "russia_emerge" is set before being declared (CS:38275).
    CS 32365: Declared counter "kievan_rus_emerge" is set before being declared (CS:38667).
    CS 32368: Declared counter "cumans_emerge" is set before being declared (CS:39065).
    CS 32371: Declared counter "serbia_emerge" is set before being declared (CS:39458).
    CS 32374: Declared counter "byzantium_emerge" is set before being declared (CS:39841).
    CS 32377: Declared counter "georgia_emerge" is set before being declared (CS:40235).
    CS 32380: Declared counter "rum_emerge" is set before being declared (CS:40629).
    CS 32383: Declared counter "turks_emerge" is set before being declared (CS:41024).
    CS 32386: Declared counter "egypt_emerge" is set before being declared (CS:41422).
    CS 32389: Declared counter "moors_emerge" is set before being declared (CS:42209).
    CS 32392: Declared counter "abbasid_emerge" is set before being declared (CS:42601).
    CS 48801: Declared counter "hanseatic_guild_allowed" is set but never declared.
    I doubt very much it was a problem as factions "emerged" many times in the playthroughs, afaik.

    Furthermore, this seems to be a false positive. The inc_ are positioned first in the file, but the monitor is triggered much later (slave turn) than the triggers would be declared (at the first go through the script).
    Code:
        monitor_event FactionTurnStart FactionType slave
    
            if I_SettlementOwner Edinburgh = slave
                inc_counter scotland_emerge 1
            end_if
            if I_SettlementOwner London = slave
                inc_counter england_emerge 1
            end_if
            if I_SettlementOwner Coimbra = slave
                inc_counter portugal_emerge 1
            end_if
            if I_SettlementOwner Leon = slave
                inc_counter spain_emerge 1
            end_if
            if I_SettlementOwner Zaragoza = slave
                inc_counter aragon_emerge 1
            end_if
            if I_SettlementOwner Paris = slave
                inc_counter france_emerge 1
            end_if
            if I_SettlementOwner Frankfurt = slave
                inc_counter hre_emerge 1
            end_if
            if I_SettlementOwner Bergen = slave
                inc_counter norway_emerge 1
            end_if
            if I_SettlementOwner Lund = slave
                inc_counter denmark_emerge 1
            end_if
            if I_SettlementOwner Palermo = slave
                inc_counter sicily_emerge 1
            end_if
            if I_SettlementOwner Venice = slave
                inc_counter venice_emerge 1
            end_if
            if I_SettlementOwner Pisa = slave
                inc_counter pisa_emerge 1
            end_if
            if I_SettlementOwner Krakow = slave
                inc_counter poland_emerge 1
            end_if
            if I_SettlementOwner Esztergom = slave
                inc_counter hungary_emerge 1
            end_if
            if I_SettlementOwner Kernave = slave
                inc_counter lithuania_emerge 1
            end_if
            if I_SettlementOwner Novgorod = slave
                inc_counter russia_emerge 1
            end_if
            if I_SettlementOwner Kiev = slave
                inc_counter kievan_rus_emerge 1
            end_if
            if I_SettlementOwner Sarkel = slave
                inc_counter cumans_emerge 1
            end_if
            if I_SettlementOwner Ras = slave
                inc_counter serbia_emerge 1
            end_if
            if I_SettlementOwner Constantinople = slave
                inc_counter byzantium_emerge 1
            end_if
            if I_SettlementOwner Tbilisi = slave
                inc_counter georgia_emerge 1
            end_if
            if I_SettlementOwner Konya = slave
                inc_counter rum_emerge 1
            end_if
            if I_SettlementOwner Isfahan = slave
                inc_counter turks_emerge 1
            end_if
            if I_SettlementOwner Cairo = slave
                inc_counter egypt_emerge 1
            end_if
            if I_SettlementOwner Marrakesh = slave
                inc_counter moors_emerge 1
            end_if
            if I_SettlementOwner Baghdad = slave
                inc_counter abbasid_emerge 1
            end_if
    
    
        end_monitor
    
    
    
    
        declare_counter scotland_emerge
        set_counter scotland_emerge 0
    
    
    
        monitor_event CityRiots SettlementName Edinburgh
            ;  and I_NumberOfSettlements scotland = 0
            and I_IsFactionAIControlled scotland
            and not I_SettlementOwner Edinburgh = scotland
            inc_counter scotland_emerge 3
        end_monitor
    
    
        monitor_event FactionTurnEnd FactionType slave
            and I_CompareCounter scotland_emerge > 5
            and I_CompareCounter faction_emerged = 0
            and not I_SettlementUnderSiege Edinburgh
    Hanse also worked as it was supposed to work (and even better - there're too many).
    I don't think an event counter should be declared beforehand, should it? Actualy, I had it declared before but I've noticed an error in the script for such a declaration.
    set_event_counter hanseatic_guild_allowed 0

  9. #3749

    Default Re: Bugs Reports & Technical Help

    0.97E and the Bugfixed 6.4, installed at the best of my capabilities. When I try to purchase Lyon from the HRE with my diplomat by 55000 or similar amount, I get a CTD. I will try again with compatibility on just to see if I can carry on.

    Quicksave.rar

    Edit: Compat mode worked. Took a while for them to evacuate the city though. Wonder if that's the reason why it was crashing, models moving in the strategy map.

    Edit 2: Similar issue when buying Arles. Once again, game crashed as soon as I made an offer they would accept. I wonder if the problem is when their generals and agents are leaving the settlement.
    Last edited by RodriguesSting; November 23, 2020 at 05:21 PM.

  10. #3750

    Default Re: Bugs Reports & Technical Help

    Hi guys,
    First of all I want to say that the mod is great! Im writing because I need help with CTDs. In about 10 turns it crashes even 3-4 times, of course after reloading saves most of the time it works, but sometimes it annoys the hell out of me. For example I have captured scottish capital and there is an event with scottish rebel army Fergus mc Choluim or something like that, anyway they started to besiege a castle of course and that was really a hell of a fight it lasted for about 30 minutes, managed to defeat them and after closing battle stats Window as campaign map was loading in - crash, I was like ok lets do it again, it happened few times, but finally I have managed to get back on campaign map. I spent like 3 hours on that battle repeating it but im mad lol. Im experiencing crashes after a battle often as well as crashes during ai turns, especially after rebel turn. Its weird because then i have an autosave after THAT ai turns just dont have all notifications etc. Anyway im having a lot of fun with the mod, but I wish there was something to help with those crashes because sometimes its a huge pain when you managed to achieve heroic victory and you cant even save and you have to do it again. So I hope for some solutions from you guys, cheers.
    Im using sship 0.97 patch E with latest KCC unit models (love it aswell!)

  11. #3751
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    I doubt very much it was a problem as factions "emerged" many times in the playthroughs, afaik.

    Furthermore, this seems to be a false positive. The inc_ are positioned first in the file, but the monitor is triggered much later (slave turn) than the triggers would be declared (at the first go through the script).
    Code:
        monitor_event FactionTurnStart FactionType slave
    
            if I_SettlementOwner Edinburgh = slave
                inc_counter scotland_emerge 1
            end_if
    
        end_monitor
    
    
    
    
        declare_counter scotland_emerge
        set_counter scotland_emerge 0
    
    
    
        monitor_event CityRiots SettlementName Edinburgh
            ;  and I_NumberOfSettlements scotland = 0
            and I_IsFactionAIControlled scotland
            and not I_SettlementOwner Edinburgh = scotland
            inc_counter scotland_emerge 3
        end_monitor
    
    
        monitor_event FactionTurnEnd FactionType slave
            and I_CompareCounter scotland_emerge > 5
            and I_CompareCounter faction_emerged = 0
            and not I_SettlementUnderSiege Edinburgh
    Hanse also worked as it was supposed to work (and even better - there're too many).
    I don't think an event counter should be declared beforehand, should it? Actualy, I had it declared before but I've noticed an error in the script for such a declaration.
    set_event_counter hanseatic_guild_allowed 0
    I haven't followed up on that but when I cut all factions except scotland then your script section looks like the one above: the inc_counter line appears to come before the declare_counter line - that being what the log points out:
    CS 32317: Declared counter "scotland_emerge" is set before being declared (CS:32398).

    As to the hanseatic issue - you are right that event counter do not require declaring. There are however a great number of log entries mentioning that you have regular and event counters with the same name. This is such case, however an unintentional one, the lack of a second line number in the log error meaning that the counter wasn't declared:
    Code:
        set_event_counter hanseatic_guild_allowed 0
        
        monitor_event FactionTurnStart FactionType slave
    
            inc_counter hanseatic_guild_allowed 1 ; line 48801
            
            if I_EventCounter hanseatic_guild_allowed > 20 
                set_event_counter hanseatic_guild_allowed 0
            end_if    
            
        end_monitor
    It should have been 'inc_event_counter hanseatic_guild_allowed 1' - basically you are increasing a non existing (undeclared) regular counter instead of the event counter that is referenced here. Which means the event counter will never increase, resulting in a logical fail of the monitor, eg the event_counter will always be zero.
    Last edited by Gigantus; November 24, 2020 at 02:53 AM.










  12. #3752
    Ducenarius
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    Default Re: Bugs Reports & Technical Help

    Im I the only one that has crashes although not repeatable but consant?






  13. #3753

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Andrew1994 View Post
    Im I the only one that has crashes although not repeatable but consant?
    No, you're not alone. I crash a lot in this version. Crashes when entering or leaving battle are fixed now. Most of the crashes now are probably connected with factions trying to emerge / reemerge. At least this is what often shows in sytemlog.

  14. #3754
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Andrew1994 View Post
    Im I the only one that has crashes although not repeatable but consant?
    Quote Originally Posted by Waluk View Post
    No, you're not alone. I crash a lot in this version. Crashes when entering or leaving battle are fixed now. Most of the crashes now are probably connected with factions trying to emerge / reemerge. At least this is what often shows in sytemlog.
    I actually have a similar experience as Andrew does: for no apparent reason the game crashes between the turns for various factions, starting very early 2 or 5 turn. Doesn't look related to the faction reemergence.
    Do you use 097E or you use with the KCC minimod?
    Such constant crashes is not something I've experienced while testing version E without KCC. I would go for 50 turns without any crash at that time. But I also use some new modding do by myself (eg Georgian reforms) so I had thought it was the issue...

    @Gigantus:
    - declare / inc_ - the script will ready declare first, and only after a few goes through the script, when it comes to the slave faction, it will read the inc_. I think it's safe.
    - hanseatic league - thanks, this is a valid point, I didn't know it.
    Last edited by Jurand of Cracow; November 24, 2020 at 08:34 AM.

  15. #3755
    kostic's Avatar Domesticus
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    Icon4 Re: Bugs Reports & Technical Help

    DANGER !

    Patch F, as presented in the download thread, will have its battle_models.modeldb overwritten by that of KCC 0.9.5 which is not the same !

    Gigantus has so far corrected some errors on the battle_models.modeldb of SSHIP 0.9.7 which is not that of KCC !

  16. #3756
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    I've meant exactly this: KCC overwrites battle_models.modeldb with it's own. KCC is installed over the SSHIP097 anyway. As a result they are compatible. The only difference between E and F would be the fix to the unlimited priests/merchants. (if you don't install KCC then there's also

    NO DANGER

  17. #3757

    Default Re: Bugs Reports & Technical Help

    Gotta say, game is pretty solid right now. Battle crashes seem to be gone entirely, alongside a somewhat improved performance on my end. The only crashes I am getting now are from buying settlements and turn sequences.

  18. #3758
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by RodriguesSting View Post
    Gotta say, game is pretty solid right now. Battle crashes seem to be gone entirely, alongside a somewhat improved performance on my end. The only crashes I am getting now are from buying settlements and turn sequences.
    That's true, but still the crashes at the turn sequences are annoying.

  19. #3759

    Default Re: Bugs Reports & Technical Help

    Quote Originally Posted by Jurand of Cracow View Post
    I've meant exactly this: KCC overwrites battle_models.modeldb with it's own. KCC is installed over the SSHIP097 anyway. As a result they are compatible. The only difference between E and F would be the fix to the unlimited priests/merchants. (if you don't install KCC then there's also

    NO DANGER
    So you mean that first I overwrite the new patch F with its own battlemodedb and then I overwrite it again with Kostic's minimod right? the whole minimod or just the battlemodedb file?
    I have a fairly advanced campaign and I would not like to lose it or fail, I hope it is save compatible ...
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



    Sign the petition to remove hardcoded limits for M2TW

  20. #3760
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: Bugs Reports & Technical Help

    Yes, the new patch F includes the Gigantus' battle_models file but if you install KCC this file will get overwritten with the KCC version. I'd think changing this file would break the game, but I may err here.

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