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Posted: Tue Feb 05, 2013 4:33 pm
by Baris
Been playing 1914 scenario and French 1,2,3rd armies has mandatory attack. But restriction can be bypassed by giving movement order and then cancelling the move. I remember it is much better after patches but for mandatory attack to be mandatory is it better to play strict turn based mod? How anyone handle it in pbem?

Posted: Tue Feb 05, 2013 4:46 pm
by Tamas
Baris wrote:Been playing 1914 scenario and French 1,2,3rd armies has mandatory attack. But restriction can be bypassed by giving movement order and then cancelling the move. I remember it is much better after patches but for mandatory attack to be mandatory is it better to play strict turn based mod? How anyone handle it in pbem?



oh, good thing you mentioned mandatory attacks, I meant to write about them for quite a while. It seems the AI is quite free of avoiding them (not attacking when it has to). Is that WAD?

Posted: Tue Feb 05, 2013 5:12 pm
by calvinus
Yes, it's a WAD as it caused stupid bottlenecks and AI freezes.

Posted: Tue Feb 05, 2013 5:47 pm
by Random
I'm not a huge fan of the mandatory attacks and would have preferred objectives tied to a significant loss of National Will for failure to capture but without a corresponding gain for success. But that's just me.

I have gotten the new patch to run with my GC Naval Mod. Copied the stock the Maps and Scenarios folders to the modded DB folder (the GoldMaps and GoldScenarios folders were already there) and the crash no longer occurs when the Mod is activated using JSGME.

No idea why this works, it makes no sense based on my understanding of how WW1G and JSGME manage files. So, obviously I have been understanding incorrectly and I know less (probably much less) than I thought I did. Am still working on a fix for those who use the Naval Mods but not JSGME to activate them.

-C

Posted: Tue Feb 05, 2013 6:29 pm
by Tamas
calvinus wrote:Yes, it's a WAD as it caused stupid bottlenecks and AI freezes.


ok, thanks!

One more question: how significant the river-crossing MP-bug be? During my MP tests in the past I always got out of synch pretty fast but you can't really have a meaningful turn without crossing major rivers :) Would it worth for me to try an MP game again?

Posted: Tue Feb 05, 2013 6:53 pm
by calvinus
Tamas wrote:ok, thanks!

One more question: how significant the river-crossing MP-bug be? During my MP tests in the past I always got out of synch pretty fast but you can't really have a meaningful turn without crossing major rivers :) Would it worth for me to try an MP game again?


I believe it was a significant cause of synch loss.

Posted: Wed Feb 06, 2013 8:36 pm
by calvinus
Random wrote:I'm not a huge fan of the mandatory attacks and would have preferred objectives tied to a significant loss of National Will for failure to capture but without a corresponding gain for success. But that's just me.

I have gotten the new patch to run with my GC Naval Mod. Copied the stock the Maps and Scenarios folders to the modded DB folder (the GoldMaps and GoldScenarios folders were already there) and the crash no longer occurs when the Mod is activated using JSGME.

No idea why this works, it makes no sense based on my understanding of how WW1G and JSGME manage files. So, obviously I have been understanding incorrectly and I know less (probably much less) than I thought I did. Am still working on a fix for those who use the Naval Mods but not JSGME to activate them.

-C


Is your mod up to date here?

http://www.ageod-forum.com/showthread.php?22851-WW1G-Grand-Campaign-Naval-Mod&p=219722#post219722

Posted: Wed Feb 06, 2013 8:50 pm
by Random
calvinus wrote:Is your mod up to date here?

The files should be. The version below has been formatted to be JSGME ready for activation in WW1G but the individual files should be unchanged as I recall.

http://www.ageod-forum.com/showthread.php?23964-Naval-Mods-and-Generic-Mod-Enabler

Thanks for chasing this, it is much appreciated.

-C

Posted: Thu Feb 07, 2013 12:34 am
by poweraxe
Since installing this patch (no mods) WW1 crashes in turn 2 after resolving battles and sieges. I tried it 4 times, and half the time it crashes with a debug error and the other half with no debug error, but to Windows. The crash has the following error message:

Problem signature:
Problem Event Name: APPCRASH
Application Name: WW1.exe
Application Version: 1.0.8.17
Application Timestamp: 510e2b67
Fault Module Name: WW1.exe
Fault Module Version: 1.0.8.17
Fault Module Timestamp: 510e2b67
Exception Code: c0000005
Exception Offset: 005e8917
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1043
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Attached is the save of the crashing turn.

Posted: Thu Feb 07, 2013 8:16 am
by calvinus
I will investigate on these crashes.

The latest revision of 1.08Q has added a new version of irrKlang lib.
So quick question, do crash happen also with sounds and musics off? :confused:

Posted: Thu Feb 07, 2013 11:02 am
by NY Rangers
calvinus wrote:So quick question, do crash happen also with sounds and musics off? :confused:


Yes, no change. Looking at the LogError.txt it seems to be a map related problem. I'm using a clean install with no mods here.

Posted: Thu Feb 07, 2013 11:42 am
by calvinus
NY Rangers wrote:Yes, no change. Looking at the LogError.txt it seems to be a map related problem. I'm using a clean install with no mods here.


I don't think so. Those logs are just warnings.

I will try tonight with a clean install + patch, with sounds activated or not.
I'll try to spend some time also on the naval mod crashes.

Thanks for your patience. :love:

Posted: Thu Feb 07, 2013 4:25 pm
by poweraxe
When I'm back at my pc, I'll try the save with sounds off as well, perhaps it helps.

Posted: Thu Feb 07, 2013 6:10 pm
by poweraxe
Turning off all sound worked for me, the turn advanced and did not crash :) Of course I'd like to be able to turn the sound on; I'm sure you can fix this, Calvinus? Rangers, have you tried turning off the sound in the Configurator? (that is what I used) What other settings do you use?

Posted: Thu Feb 07, 2013 6:42 pm
by NY Rangers
poweraxe wrote: Rangers, have you tried turning off the sound in the Configurator? (that is what I used) What other settings do you use?


Yes, didn't help. I have used various settings to test it out. Something in the latest patch made the game go belly up for me.

Posted: Thu Feb 07, 2013 6:44 pm
by calvinus
Ok, I reproduced the crash, with sounds on. But the CTD is strongly inside some DLL of Windows, heap corrupted, and it requires a long step into assembler debugging to catch the calling function within the source code of WW1, if any... :wacko:

Posted: Thu Feb 07, 2013 7:52 pm
by Baris
Only had "exe stop working" crash during war plan phase. I got around with setting vsync on both from ingame and graphic card . GC in which I have played in one session till mid 1916 didn't have single crash or debug error with music and sound.

Random wrote:
I have gotten the new patch to run with my GC Naval Mod. Copied the stock the Maps and Scenarios folders to the modded DB folder (the GoldMaps and GoldScenarios folders were already there) and the crash no longer occurs when the Mod is activated using JSGME.


Random thanks for the mod. I will try, but it has been while since I have last used JSGME.

Posted: Thu Feb 07, 2013 8:19 pm
by calvinus
I tried the Naval Mod, no crash during the WarPlans phase, or after that phase.

Please note I created the Data folder of the Mod in the correct way:
1) I copied the entire Data folder into a 'NavalModData' directory;
2) I unzipped the Naval Mod files into the proper sub-folders of the NavalModData dir;
3) I set the modding path to NavalModData with the WW1 Configuration tool.

Posted: Thu Feb 07, 2013 8:33 pm
by poweraxe
Baris wrote:Only had "exe stop working" crash during war plan phase. I got around with setting vsync on both from ingame and graphic card . GC in which I have played in one session till mid 1916 didn't have single crash or debug error with music and sound.


And you can keep the sound on with those settings? Might try setting that in my video card's settings.

Posted: Thu Feb 07, 2013 9:02 pm
by Baris
Calvinus thanks, I will do as written in description.
poweraxe wrote:And you can keep the sound on with those settings? Might try setting that in my video card's settings.


I just tried a few times now, this time playing as Entente there is an exe crash during execution of war plans. I wonder if is it related to donating ships. Usually entente AI gives the battleships so no crash .
And yes if there is no crash after war plan phase, I change settings of only vsync. Music and sound are always on.

Posted: Thu Feb 07, 2013 9:14 pm
by calvinus
Baris wrote:Calvinus thanks, I will do as written in description.


I just tried a few times now, this time playing as Entente there is an exe crash during execution of war plans. I wonder if is it related to donating ships. Usually entente AI gives the battleships so no crash .
And yes if there is no crash after war plan phase, I change settings of only vsync. Music and sound are always on.


What is the option you selected for the warships?

Posted: Thu Feb 07, 2013 9:33 pm
by calvinus
Ok I catched and fixed the crash caused by warship Events! :thumbsup:

Posted: Thu Feb 07, 2013 9:34 pm
by Baris
When trying Entente I choose give battleships to Turkey this time. That didn't seem to crash. now that also crashed !! :bonk: It is interesting that no other crash occur throughout the game for me;played 2 full campaigns overall with this beta but that event or war plans have something. My guess of course.

EDIT: Thank you Calvinus. :D

Posted: Thu Feb 07, 2013 9:48 pm
by calvinus
Baris wrote:When trying Entente I choose give battleships to Turkey this time. That didn't seem to crash. now that also crashed !! :bonk: It is interesting that no other crash occur throughout the game for me;played 2 full campaigns overall with this beta but that event or war plans have something. My guess of course.

EDIT: Thank you Calvinus. :D


Well I just found only one cause of crash, indeed introduced by the latest revision of 1.08Q.
It was not determined by the option actually selected, but it was a mistake in the implementation of EAI_NotGoodFor new Events AI tweaking feature.
Fixed now, it will come with the new patch.

But I still have to fix the other CTDs, those reported by poweraxe...

So stay tuned! :)

Posted: Fri Feb 08, 2013 8:22 pm
by calvinus
I uploaded a new revision of Beta Patch 1.08Q, download links are unchanged. This revision fixes the crashes reported for Events and WarPlans phase.

Edit: I'm experiencing no more crashes with the savegame of poweraxe, sounds on.

Posted: Fri Feb 08, 2013 8:49 pm
by NY Rangers
Many thanks!

Posted: Fri Feb 08, 2013 9:04 pm
by Random
Thank You, Calvinus for continuing to improve WW1G.

-C

Posted: Fri Feb 08, 2013 9:41 pm
by Baris
Thanks Calvinus. Now no crash in battle plans. Even I alt tab game time to time it seems stable.

Posted: Fri Feb 08, 2013 10:04 pm
by poweraxe
Too bad I still get crashes, during the turn resolution :(

Problem signature:
Problem Event Name: APPCRASH
Application Name: WW1.exe
Application Version: 1.0.8.17
Application Timestamp: 510e2d4a
Fault Module Name: WW1.exe
Fault Module Version: 1.0.8.17
Fault Module Timestamp: 510e2d4a
Exception Code: c0000005
Exception Offset: 005ea2d0
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1043
Additional Information 1: 0a9e
Additional Information 2: 0a9e372d3b4ad19135b953a78882e789
Additional Information 3: 0a9e
Additional Information 4: 0a9e372d3b4ad19135b953a78882e789

Are there things I can do to help find the cause of this error?

Posted: Fri Feb 08, 2013 10:17 pm
by calvinus
Bad, but let's try to find some clue. Poweraxe, send me your email address by PM. Thanks.