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  1. #1

    Default Re: Version 1.6 Beta Test Bug Reports

    Hello all!

    Let me start this bug hunt by reporting an old bug that is unfortunately still present in 1.6 - empire factions cannot build all available units on the first turn (does not apply on merchants, priests or various knight units). I remember this being an issue in 1.5.1 version of the game, the bug is caused by wrong sequence of buildings in the descr_strat.txt file. I also remember there was a fix for it in "Easy and painfree Installation" version of 1.5.1 made by the brilliant Gigantus.

    All other bugs will be reported in the correct format posted by Lord Necromancer.

    Also, loving the 1.6 so far!

  2. #2

    Default Re: Version 1.6 Beta Test Bug Reports

    So I appear to be having a problem that I haven't seen mentioned here yet. I can get to the faction select screen for the campaign, but no matter which faction I select, the game locks up in the loading screen and then crashes without even an error message. Also, I get the distinct impression my log file isn't supposed to be a mile long, and something has to be shown in it. I followed the instructions by Pilgrim exactly, as well as deleting the map.rwm file. There's also nothing related to Medieval 2 in my VirtualStore folders, which may have something to do with me playing through Steam. The weird thing though is that I'm having all of these problems, yet custom battles work perfectly.

    Link to my latest log for reference, hopefully it can help: https://www.dropbox.com/s/ecvxs3kdpc...og.txt.7z?dl=0

  3. #3

    Default Re: Version 1.6 Beta Test Bug Reports

    Also, just installed the disc-based version of Medieval 2 and the same thing happened, so I'm fairly certain the problem's not just the Steam version

  4. #4

    Default Re: Version 1.6 Beta Test Bug Reports

    Chaos dwarf death rocket causes crash first time it fires.

  5. #5

    Default Re: Version 1.6 Beta Test Bug Reports

    Well, finally got the mod working properly for campaign after the fifth reinstall today. Guess it's just finicky :/

    Anyway, I've found similar things to what Lord Baal's been having regarding crashes. Just started a new Skaven campaign, and of course, on turn 0 I got the same crash as him regarding the undeclared attack on the beastmen. Log is in my dropbox in case it helps: https://www.dropbox.com/s/g5igbn49jg...og.txt.7z?dl=0

  6. #6

    Default Re: Version 1.6 Beta Test Bug Reports

    Well what do you know? I was looking back at page 3 reading over some of the bug reports, and while I was reading Lord Baal's last post, I noticed he said that setting unit size to small minimized his crashes. I tried that myself, and now I no longer get the undeclared attack crash. It would appear that it has something to do with an army having too many units and somehow crashing the game. I don't know why that would be an issue when we can't see the AI's battles with each other, but that's the only logical explanation for me.

  7. #7

    Default Re: Version 1.6 Beta Test Bug Reports

    well ran into a bug it crashed on slanesh turn 2 at tomb king turn log went something like this

    18:45:42.344 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/afternoon_cloudy_winter.lighting
    18:45:42.344 [system.io] [trace] file open,,data/globallighting/afternoon_cloudy_winter.lighting,,not found
    18:45:42.344 [system.io] [trace] pack open,packs/localized.pack,data/globallighting/afternoon_cloudy_winter.lighting,,not found
    18:45:42.344 [system.io] [trace] pack open,packs/data_0.pack,data/globallighting/afternoon_cloudy_winter.lighting,196
    18:45:42.344 [system.io] [info] open: found data/globallighting/afternoon_cloudy_winter.lighting (from: packs/data_0.pack)
    18:45:42.345 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/env_maps/environment_afternoon_cloudy_winter.texture
    18:45:42.345 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/env_maps/environment_afternoon_cloudy_winter.texture
    18:45:42.345 [system.io] [trace] pack close,,data/globallighting/afternoon_cloudy_winter.lighting,,,-196
    18:45:42.345 [data.transgression] [info] Applied transgression TC_UNDECLARED_ATTACK_WITHDRAW from transgressor faction 13B3965A against faction 13B393E2
    18:45:42.422 [data.transgression] [info] Applied transgression TC_BATTLE_ENGAGEMENT from transgressor faction 13B3965A against faction 13B393E2
    18:45:42.447 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/afternoon_blizzard.lighting
    18:45:42.447 [system.io] [trace] file open,,data/globallighting/afternoon_blizzard.lighting,,not found
    18:45:42.447 [system.io] [trace] pack open,packs/localized.pack,data/globallighting/afternoon_blizzard.lighting,,not found
    18:45:42.447 [system.io] [trace] pack open,packs/data_0.pack,data/globallighting/afternoon_blizzard.lighting,191
    18:45:42.447 [system.io] [info] open: found data/globallighting/afternoon_blizzard.lighting (from: packs/data_0.pack)
    18:45:42.447 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/env_maps/environment_morning_storm_snow.texture
    18:45:42.447 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/env_maps/environment_morning_storm_snow.texture
    18:45:42.447 [system.io] [trace] pack close,,data/globallighting/afternoon_blizzard.lighting,,,-191
    18:45:42.447 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/afternoon_blizzard.lighting
    18:45:42.447 [system.io] [trace] file open,,data/globallighting/afternoon_blizzard.lighting,,not found
    18:45:42.447 [system.io] [trace] pack open,packs/localized.pack,data/globallighting/afternoon_blizzard.lighting,,not found
    18:45:42.447 [system.io] [trace] pack open,packs/data_0.pack,data/globallighting/afternoon_blizzard.lighting,191
    18:45:42.448 [system.io] [info] open: found data/globallighting/afternoon_blizzard.lighting (from: packs/data_0.pack)
    18:45:42.448 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/env_maps/environment_morning_storm_snow.texture
    18:45:42.448 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/env_maps/environment_morning_storm_snow.texture
    18:45:42.448 [system.io] [trace] pack close,,data/globallighting/afternoon_blizzard.lighting,,,-191
    18:45:42.448 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/afternoon_blizzard.lighting
    18:45:42.448 [system.io] [trace] file open,,data/globallighting/afternoon_blizzard.lighting,,not found
    18:45:42.448 [system.io] [trace] pack open,packs/localized.pack,data/globallighting/afternoon_blizzard.lighting,,not found
    18:45:42.448 [system.io] [trace] pack open,packs/data_0.pack,data/globallighting/afternoon_blizzard.lighting,191
    18:45:42.448 [system.io] [info] open: found data/globallighting/afternoon_blizzard.lighting (from: packs/data_0.pack)
    18:45:42.448 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/env_maps/environment_morning_storm_snow.texture
    18:45:42.448 [system.io] [info] exists: missing mods/Call_of_Warhammer/data/globallighting/env_maps/environment_morning_storm_snow.texture
    18:45:42.448 [system.io] [trace] pack close,,data/globallighting/afternoon_blizzard.lighting,,,-191
    18:45:42.449 [data.transgression] [info] Applied transgression TC_UNDECLARED_ATTACK from transgressor faction 13B3965A against faction 13B393E2
    18:45:42.571 [system.io] [trace] file open,,3E0E7AA8,4569632
    18:45:42.571 [system.io] [info] open: found temp/campaign_battle.rpy (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    18:45:42.601 [bink] [debug] [mods/Call_of_Warhammer/data/fmv/faction/minor_win.bik]Pause on
    18:45:42.601 [bink] [debug] [mods/Call_of_Warhammer/data/fmv/faction/minor_win.bik]Pause on
    18:45:42.879 [system.rpt] [error] Sigma preserve us, Chaos has taken over!

    Closing the gates to save our souls!


    i will attack full log if that helps keep geting failed upload, i uploaded in zip formatt and i done it before it not working the now soz

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Version 1.6 Beta Test Bug Reports

    Quote Originally Posted by Daedraord9 View Post
    Well what do you know? I was looking back at page 3 reading over some of the bug reports, and while I was reading Lord Baal's last post, I noticed he said that setting unit size to small minimized his crashes. I tried that myself, and now I no longer get the undeclared attack crash. It would appear that it has something to do with an army having too many units and somehow crashing the game. I don't know why that would be an issue when we can't see the AI's battles with each other, but that's the only logical explanation for me.
    It is a possibility, at least the reduction in crashes seems to point at it. I don't think the engine was designed to handle 5000 soldiers per army.

    I would suggest to remove the two bottom lines in the CFG file. One forces huge armies every time you start a new campaign, you will not know that until the game starts. The second removes the time limit on the battles. Not something you will be looking forward to if you can't kill the last soldier because he is in an inaccessible spot.

    The BAT file removes BIN files and the map.rwm file at every game start - completely unnecessary and time consuming. That said the map,rwm needs to be deleted after the patch has been installed. That can be avoided in the full patch by adding a dummy file to the base folder - empty map.txt file 'saved as' (any file) map.rwm.

    The BAT file is also designed for the retail version of M2. If you have the Steam version then simply edit the file by right clicking it and choosing 'edit' from the drop down menu. Now replace kingdoms with medieval2, save and start playing.

    For the full patch you may want to use the universal batch file method to make the BAT file compatible for both versions, it requires that the CFG file is called 'Configuration.cfg' and this entry goes then into the BAT file:
    Code:
    @echo off
    cd ..\..
    IF EXIST kingdoms.exe (start kingdoms.exe @%0\..\Configuration.cfg) ELSE (start medieval2.exe @%0\..\Configuration.cfg)
    During AI turn it showed red circle (like mission indicator) and some beastmen somewhere in Empire.
    That way of scripting does not work properly (the circles remain), rather use the arrows:

    Code:
                ui_indicator 0 arrow_up_right track_ground_3d 143 101 10 colour 255 0 0 period 3
                campaign_wait 4
                ui_indicator_remove 0
    Game crashes when during faction selection when you select one faction after another (just to view it), after
    selecting about 12 factions game crashes, but it may be Medieval's issue.
    This issue is as old as the game. Only solution: don't click too often.
    Last edited by Gigantus; January 14, 2015 at 11:03 AM.










  9. #9

    Default Re: Version 1.6 Beta Test Bug Reports

    the last bug didnt repeat after i loaded auto mabye not major bug soz for double post and i just being through i never hunted bugs before i hope last post helps others in future or the devlopers.

  10. #10
    Lord Baal's Avatar Praefectus
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    Default Re: Version 1.6 Beta Test Bug Reports

    I know it's not ideal, but I'll make the complete report latter.

    When my slayer dwarf fortress (the one north the capital that's kind of midway trough, filled with slayers) is besieged and either I win or lose there's a graphical error. The weird thing is that the error triggers after the battle map is loaded out, and the strategic map is loaded.
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  11. #11

    Default Re: Version 1.6 Beta Test Bug Reports

    Game crashes when during faction selection when you select one faction after another (just to view it), after
    selecting about 12 factions game crashes, but it may be Medieval's issue.

    Now report:

    Faction: Tzeentch Minions
    Options: assassins on
    Difficulty: M/M

    After turn 1: during AI turng CTD, not reproduced
    After turn 3: I've received about 40000 gold out of nowhere
    After turn 6: Nurgle received some units in besieged capital. It was 3-4th turn of siege.
    After turn 12: Dark Elfs allied with Slaanesh, though it was allied with me and take 20000 gold from me earlier.
    After turn 13: During AI turn I've seen full stack of beastmen attacking somebody in the center part of the map. I don't
    know why I could see them (maybe sth. like crusade, when target of crusade is visible).
    After turn 14: During AI turn it showed red circle (like mission indicator) and some beastmen somewhere in Empire.
    After turn 15: During AI turn I've seen full stack of night goblins in the south part of the map.
    After turn 17: I've received a diplomat, but he can't enter diplomatic negotiations with Khorne, Nurgle or
    High Elfs (don't know about other factions, they were out of reach for me).
    After turn 25: during AI turn CTD, not reproduced
    After turn 30: during AI turn CTD, not reproduced
    After turn 32: after manual battle, when strategic map was loading, CTD graphical error crash, not
    reproduced (log link: http://wikisend.com/download/880942/log-turn-32.rar )
    After turn 38: during AI turn CTD, not reproduced (log link: http://wikisend.com/download/141922/log-turn-38.rar )
    During turn 39: Khorne punished my insolence!

    Observations:
    - looks like Dog of War camps is a must have, since other Chaos factions uses trolls & ogres, having an edge over weaker forces.
    - money script is a killer. I had 3 settlements, Slaanesh had 3 settlements, and he had 3 full stacks (1 very strong),
    and I could affort 1 full stack plus half stack in the capital as a defence against Khorne.

    Overall: 5 CTDs during 39 turns, non reproduced.

  12. #12

    Default Re: Version 1.6 Beta Test Bug Reports

    I'm inclined to agree that the money script is brutal for some factions. For instance, I play Tzeentch, and I have to cheese all of the early fights with disc sorcerers just to survive the onslaught from Nurgle and Khorne, while steadily going into crippling debt from my army just to hold my meager gains. I've found that it takes about 17-18 turns just to get things under control.

  13. #13
    Semisalis
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    Default Re: Version 1.6 Beta Test Bug Reports

    honestly one of the solutions which was a miracle for me and avoided almost all the ctds i got was to patch both exes of the game with the 4gb patch ..+ using FPSboost.

  14. #14

    Default Re: Version 1.6 Beta Test Bug Reports

    You know, I completely forgot about the 4GB patch. I remember that being a lifesaver with big battles on Sins, so I think I'll give that a try in a few minutes and report back on whether it helped or not.

    Also, thanks for the tips Gig, it should make the game go a bit smoother for me. I've had mine running from that bat-to-exe launcher, and with the amount of crashes I've had, any extra boost in the startup time will help.

  15. #15

    Default Re: Version 1.6 Beta Test Bug Reports

    Well, after applying the 4GB patch and playing for several hours, I'm fairly confident in saying it's vastly improved my experience with this game. The crashes have been completely nonexistent today, and the only real downside it that it made the campaign map a bit choppy. Overall, I'd have to recommend that more people try it out and see for themselves if it helps them at all.

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Version 1.6 Beta Test Bug Reports

    4GB patch? For CoW or M2TW? Can you give me a link, I am not sure if I had worked that one into my version.
    Last edited by Gigantus; January 15, 2015 at 05:14 AM.










  17. #17
    Lord Baal's Avatar Praefectus
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    Default Re: Version 1.6 Beta Test Bug Reports


    But of course! The 4Gb patch! I have an auto patcher around to put it on each version of Dwarf Fortress and didn't occurred to me! Darn it.

    Also, very VERY happy Gigantus is involved!
    PROUD TO BE A PESANT. And for the dimwitted, I know how to spell peasant. <== This blue things are links, you click them and magical things (like not ending up like a fool) happens.
    Visit my utterly wall of doom here.
    Do you wanna play SS 6.4 and take your time while at it? Play with my 12 turns per year here.
    Y también quieres jugar Stainless Steel 100% en español? Mira por aca.

  18. #18

    Default Re: Version 1.6 Beta Test Bug Reports

    4GB patch for ya Gig
    Last edited by Gigantus; January 15, 2015 at 07:07 PM. Reason: link removed after review

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Version 1.6 Beta Test Bug Reports

    Thanks for the link.

    Ah, I see - it modifies the M2TW executive's 64bit memory allocation, I thought it was the size of the patch.

    You may apply this for private use but as it falls under one of the rules (altered game executables) there is no way that it may be distributed officially. Promoting it in the forum is a bit of a grey area due to the conflict of purely improving game play but modifying the exe - so I am going to remove the link.










  20. #20

    Default Re: Version 1.6 Beta Test Bug Reports

    Alright, no problem. Never knew that was against the rules, but I suppose it makes sense. I hope it isn't a problem if I keep using it to test though, as it's the only thing that's managed to prevent my game from crashing every other turn.

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