LoneGazebo / Community-Patch-DLL

Community Patch for Civilization V - Brave New World
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Can't press next turn button #2021

Closed obic123 closed 8 years ago

obic123 commented 8 years ago

Bug Report Template

Mod Version (i.e Date - (4/23b)): 6-15 I think

  1. Mod List (if using standard CPP set, leave blank):
  2. Type of error (i.e. crash, interface bug, AI quirk):

When I click next turn nothing happens

  1. Steps to reproduce:
  2. Additional information:

Supporting information:

Please note that you can attach .zip files to Issues by dragging-and-dropping them. If possible, zip up all supporting data and post that way.

  1. Log files: Database.log and Lua.log needed
  2. Minidump file (located in your Civ5.exe directory)
  3. Screenshots (if needed)
obic123 commented 8 years ago

I should add that even when I reload from an earlier save, when I get to the turn I was on the problem still occurs. It's also happened in other games, and I also did a complete re-install and still have the same problem

LoneGazebo commented 8 years ago

You didn't include an required information.

ilteroi commented 8 years ago

it's interesting, i have the same problem but i thought it was only on the latest git. something is wrong with the unit focus. it used to jump to units with unfinished moves when pressing next turn but not anymore ...

LoneGazebo commented 8 years ago

I haven't touched it I swears it.

LoneGazebo commented 8 years ago

@ilteroi so here's something that may be related to the end turn issue - orders to build a fishing boat just fail right now. And I know why. In PushMission iData1 and iData2 are being set as values that are, in continuemission, called on as x/y coordinates for a plot. Thing is, they aren't x/y coordinates (at least they're not created as such in the lua->dll transition) so it is failing.

LoneGazebo commented 8 years ago

Also, @ilteroi archaeologist seem to be broken in the current github build as well.

ilteroi commented 8 years ago

reproduced. will look at it on the weekend

ilteroi commented 8 years ago

just tried but the game doesn't break in PushMission when trying to build fishing boats. don't know whats going on. if it's a lua issue i'm clueless anyway. where did you put your breakpoint?

LoneGazebo commented 8 years ago

I put my breakpoint at line 504 of unitmission (::continuemission). I'm not sure why, but workboats and archaeologists (but not workers, for some arcane reason) are just looping indefinitely. It might be responsible for the end turn issue, as they're not spending their movement when you assign them to tasks.

ilteroi commented 8 years ago

ah. stupid mistake, i had modified CvUnit so the breakpoint wasn't were it appeared to be.

anyway this destination plot business only applies to move missions but right now it's checked for other missions as well - bad idea. fixed. but the next turn issue was independent of this.

LoneGazebo commented 8 years ago

Oh. Well damn. One less problem, one more problem, eh?

LoneGazebo commented 8 years ago

I've spent some time debugging on the end turn button thing and I'm utterly stumped. Seems that there aren't any notification blockers causing it. Any ideas I could pursue to help with the process?

LoneGazebo commented 8 years ago

@ilteroi while you are looking at units, mind taking a quick look at settlement logic? AI seems shy when it comes to smaller islands and/or offshore settling.

ilteroi commented 8 years ago

re: settling ... no changes there lately re: end turn ... also stumped. checking old versions now for differences

ilteroi commented 8 years ago

fixed and pushed

LoneGazebo commented 8 years ago

What was it?

ilteroi commented 8 years ago

when a unit reached its target, the mission was ended without "awakening" the unit

ilteroi commented 8 years ago

just pushed again - found a bad merge error in serialization - maybe that explains the "CTD on first turn" reports

LoneGazebo commented 8 years ago

Gotcha. Merging and testing now. Re: settlers, I'm just concerned that 1-4 tile islands are being ignored.

LoneGazebo commented 8 years ago

Seeing this: Warning 3 warning C4101: 'uiSentinel' : unreferenced local variable C:\Users\Jeff\Documents\Visual Studio 2008\Projects\CommunityPatch\CvGameCoreDLL_Expansion2\CvRandom.cpp 175

LoneGazebo commented 8 years ago

Benign?

ilteroi commented 8 years ago

benign. it's the macro definition, change it to the one below:

define MOD_SERIALIZE_INIT_READ_NO_SENTINEL(stream) uint uiDllSaveVersion; stream >> uiDllSaveVersion;

LoneGazebo commented 8 years ago

I changed it, yep. That's what I figured.