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Pocus
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CW2 next patch: Need help on evasive bug

Thu Feb 05, 2015 11:34 am

Hi all!

There is a bug happening for some players using the public beta 1.05 patch. It seems to be about an error message when the new turn is ready. This might be linked to having 'pause on battle' during turn execution, or perhaps the existence of a message pop-up on new turn. That's not too clear, as I never get the bug, even with long tries.

So that would be appreciated if you can run some turns with the public beta patch, release candidate 6, here:
http://www.ageod-forum.com/showthread.php?38307

You don't really need to play your turns. Pick a campaign, then process some turns. If you get battles, that's better. Try running with 'pause on battles'. If you get the problem, then please report. If you don't get it, please report too :)

Thanks all.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Captain_Orso
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Fri Feb 06, 2015 9:26 am

Running AI vs AI using "aiFlushOnCalc = 1". Didn't get any errors at turn end directly, but just before it I got an access violation.

Saves, all logs and script reports and an hardcopy of the access violation pop-up archived and attached.

Hope this helps.
Attachments
105RC7PB_Test Turn16.rar
(3.96 MiB) Downloaded 141 times
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Pocus
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Fri Feb 06, 2015 11:22 am

you mean aiAutoTurn or aiFlushOnCalc?

I have you tried without 'Pause on battle'?
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Captain_Orso
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Fri Feb 06, 2015 2:18 pm

I haven't tried without 'Pause on battle', but I'll do that too.

Actually I have "aiAutoTurn = 0". If it's turned on, it would just ask if it should take over for the CS, and if I answer 'yes', plot and execute the turn every time I click 'Proceed to next turn', but I was too lazy to plot the Union moves too ;) .

This way, I load the Union and click 'Proceed'. The engine then asks if the AI should take over the CS. Once the CS move is plotted, the UI drops to the menu. I load the CS side, delete the Union plot and hit 'Proceed' again. The engine asks if it should take over the Union, I click 'yes', the AI plots the Union move and drops to the Menu. I load the Union side and execute the turn. This way I get to see the AI battle the AI :w00t: ... it's not pretty :blink:
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Captain_Orso
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Fri Feb 06, 2015 6:44 pm

Okay, got the installation fixed.

Pause after battle is turned on (PauseAfterBattle = 1), but I got two battles without pause. Saves and logs attached.
Attachments
105RC7PB_Test Turn 17.rar
(1.31 MiB) Downloaded 164 times
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Prussia
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Sat Feb 07, 2015 2:47 am

I can confirm that "Pause after Battle" is not working. Activated from settings page.

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Captain_Orso
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Sat Feb 07, 2015 3:43 am

After consideration, in my case the not pausing for battles may be expected. Since each turn, in my case, is run with both CS and Union orders in place, the engine might understand that the person running the turn is only hosting the game and basically might not be interested is pausing the game for battles. Then again maybe not.

3 different errors encountered.

Turn 17: I lost the hardcopy of the pop-up, but the message was an access violation during the middle of turn execution. After clicking OK the turn execution continued without issue.

Turn 27: Access violation. Hardcopy included. Something about J. Dix in the message. After clicking OK the turn execution continued without issue.

Turn 28: Access violation. First pop-up during the middle of turn execution. After clicking OK the turn execution continued. Last pop-ups appeared at the end of turn execution right when it execution completion message and music come. All hardcopies included.
Attachments
105RC7PB_Test Turn 28.rar
(3.68 MiB) Downloaded 166 times
105RC7PB_Test Turn 27.rar
(3.13 MiB) Downloaded 162 times
105RC7PB_Test Turn 17.rar
(1.25 MiB) Downloaded 137 times
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Smitzer52
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Sat Feb 07, 2015 12:32 pm

I tested the game for day and half now with atleast 20 turns. And the bug with "apllication is stalling" during supply resolution stopped happening altogether.

Only difference is that battle results do not appear during turn resolution. So far I did´t run into a similar problem as Cpt. Orso
"Best way to win a war is not to fight it"

Prussia
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Sat Feb 07, 2015 5:07 pm

Smitzer52 wrote:I tested the game for day and half now with atleast 20 turns. And the bug with "apllication is stalling" during supply resolution stopped happening altogether.

Only difference is that battle results do not appear during turn resolution. So far I did´t run into a similar problem as Cpt. Orso


[ATTACH]32959[/ATTACH]

This screen cap was from very first turn on rc7 during the management phase- was placing a new to build unit in Columbia- and message popped up, but was able to continue playing game (had not saved game at this point) with no further incidents.

- Pause on Battle is activated but not working.

- Matagorda Cotton bales is still displaying the 2675 and -2675 turns placed display error.

- Additionally Matagorda displayed bales is doing some erratic things:

Early April- 12 bales available, place one leaving 11; process turn, Late April now displays 10 bales. Select one which leaves 9, but Early May now displays 8 bales available. Late May I now have 7 bales, but have the 2675/-2675 display error, so I place a new bale which now displays the correct turn info, but I still have 7 bales available. The next turn I get the "Cotton bales Rotting" message and I now have 3 bales left.

- Have turned off Auto Replacements, and seem to have sufficient Resources, Money and Manpower to manage the Confederacy properly:

One observation: in all prior iterations (1.04 to present), Jackson's unit within the Army of Shenandoah never seemed to appropriately receive replacements to bring to strength as the other units within that Army. Usually I had to leave him behind for several months to have his units come to full strength. With this new iteration and Auto Replacements set to off (I used 15 percent prior to this) I have no problem bringing his unit to full strength. His unit was the only one to have this happen to that I've seen so far.

- Running as Admin; 16 gig memory; 4 gig GPU memory; win 8.1; 2600k cpu.
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Capture.jpg

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Captain_Orso
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Sun Feb 08, 2015 5:26 am

With both Union and CS orders generated, I clicked on the white 'units in harbor' box of Beaufort, SC and got an access violation. After clicking 'OK' all went well an the AV could not be repeated.

All relevant files attached.
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105RC7PB_Test pre Turn 41.rar
(3.59 MiB) Downloaded 140 times
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Captain_Orso
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Sun Feb 08, 2015 10:31 am

New access violation. Everything attached.
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105RC7PB_Test Turn 51.rar
(3.84 MiB) Downloaded 161 times
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Captain_Orso
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Sun Feb 08, 2015 10:59 am

Numerous access violations with FULLDEBUG pop-up and termination. This happened right after the previous turn's execution had comp. The Union side was loaded, I clicked on 'Proceed to next turn' and then the check-box when asked if the AI should take-over for the CS.

All files attached.

I have to say, until this point I had been running turn after turn--over 20 turns altogether--without ending the program, so this may have something to do with with the sudden influx.

I've also noted that some stacks cannot have the Use Rail movement SO canceled no matter how often I click on the button, Hooker's Corps in Charleston SC for example.
Attachments
105RC7PB_Test pre Turn 52.rar
(4.39 MiB) Downloaded 172 times
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Pocus
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Mon Feb 09, 2015 11:11 am

With latest code (present in latest release candidate of EAW but not in CW2) I got no error at all. I'll release it this afternoon. Keeping fingers crossed...
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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Smitzer52
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Location: Prague, Czech republic

Mon Feb 09, 2015 2:38 pm

Prussia wrote:
This screen cap was from very first turn on rc7 during the management phase- was placing a new to build unit in Columbia- and message popped up, but was able to continue playing game (had not saved game at this point) with no further incidents.

- Pause on Battle is activated but not working.

- Matagorda Cotton bales is still displaying the 2675 and -2675 turns placed display error.

- Additionally Matagorda displayed bales is doing some erratic things:

Early April- 12 bales available, place one leaving 11; process turn, Late April now displays 10 bales. Select one which leaves 9, but Early May now displays 8 bales available. Late May I now have 7 bales, but have the 2675/-2675 display error, so I place a new bale which now displays the correct turn info, but I still have 7 bales available. The next turn I get the "Cotton bales Rotting" message and I now have 3 bales left.



I guess the first thing is unit specific so I didn´t get that. The other things you write about I get them too although I do not pay much attention to those. Only downside is the pause battle turn-off. But game is atleast stable on 1.05 now no more continuous crashes.
"Best way to win a war is not to fight it"

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Pocus
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Mon Feb 09, 2015 2:59 pm

Can you please check now the just release RC8 with pause ON? We now know that pause OFF solves the issue, but this is not very satisfying.
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Hofstadter's Law: "It always takes longer than you expect, even when you take into account Hofstadter's law."

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