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Re: BUGZILLA report all bugs here![message #335181] Thu, 28 August 2014 15:53 Go to previous messageGo to next message
RunAwayScientist

 
Messages:85
Registered:September 2001
Flugente

As a result, visiting those sites led to the game writing over other variables.



Using static arrays instead of vectors... http://i.imgur.com/v2Vsf7t.png



Thanks for the fixes, Flug, time to go get mercilessly run down by the new tanks! http://i.imgur.com/x1McwPo.png http://i.imgur.com/x1McwPo.png http://i.imgur.com/x1McwPo.png


To clarify on Issue #3:

The bug with the helicopter occurs when using the 'Load Sector' button in the bottom right of the UI, -NOT- the 'Enter Sector' button at the top left middle of the red sector combat pop-up window that replaces the squad screen.

[Updated on: Thu, 28 August 2014 15:59] by Moderator


Re: BUGZILLA report all bugs here![message #335189] Thu, 28 August 2014 20:46 Go to previous messageGo to next message
darkelf1986

 
Messages:22
Registered:February 2014
Will there be a new SCI version due to some annoying bugs fixed?
Re: BUGZILLA report all bugs here![message #335190] Thu, 28 August 2014 21:03 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
There will be a new SCI when a new SCI is due


Re: BUGZILLA report all bugs here![message #335191] Thu, 28 August 2014 21:13 Go to previous messageGo to next message
darkelf1986

 
Messages:22
Registered:February 2014
Was here any info about dates of a stable release?
Re: BUGZILLA report all bugs here![message #335192] Thu, 28 August 2014 21:23 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Only the giant newspost on the frontpage.


Re: BUGZILLA report all bugs here![message #335197] Fri, 29 August 2014 00:49 Go to previous messageGo to next message
RunAwayScientist

 
Messages:85
Registered:September 2001
darkelf1986
Will there be a new SCI version due to some annoying bugs fixed?



https://ja2svn.no-ip.org/source/ja2/trunk/GameSource/ja2_v1.13/Build/

https://ja2svn.mooo.com/source/ja2_v1.13_data/GameDir/


Get SVN Tortoise for Windows. Enable Shell Integration during install. Make a folder on your desktop. Right click on it -> SVN Checkout. Use those links.


Open the .sln in /Build/ with Visual Studio 2010. Build -> Configuration Manager. Set for 'Release'. Build it (F6 keyboard key).

Retrieve the .exe from bin\VS2010\. Replace current .exe. Copy data from \GameDir\ to your JA2 folder and replace (or use WinMerge to selectively replace). Done.


If you require further help, PM me or please post in this thread after reading it thoroughly----> http://www.ja-galaxy-forum.com/ubbthreads.php/topics/56723/1

Re: BUGZILLA report all bugs here![message #335207] Fri, 29 August 2014 08:09 Go to previous messageGo to next message
darkelf1986

 
Messages:22
Registered:February 2014
RunAwayScientist - why is there 2 links?
Why do i need Visual Studio? Nothing is said about it in a description here


P.S. well i understand now... VS is needed for exe compilation...

[Updated on: Fri, 29 August 2014 09:58] by Moderator

Re: BUGZILLA report all bugs here![message #335289] Sun, 31 August 2014 02:44 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
http://i58.tinypic.com/1t4idz.png
Fresh install of current GameDir r2132 and compiled and exe r7458 in a clean installation. There is an odd glitch in the merc inventory in strategic. Basically, the second hand slot is still visible even if you carry a two-hand item, the item in your first hand is not visible below the merc's face if the inventory is open, and there is some sort of overlay on the face items. Weird part is that this seems to be resolution-dependent: It happens with resolution 16, but not with 1 or 4.

Edit1: Gradually reverting to old code reveals that the glitch is not present in r7343, but is present in r7345.

Edit2: Come to think of it... it seems like the glitch is a patch that is supposed to 'hide' the second hand if it should not be shown... perhaps the vertical offset is simply wrong?

Edit3: Fixed in r7460.

Nothing to see here, move along :computer3:

[Updated on: Sun, 31 August 2014 03:23] by Moderator



Re: BUGZILLA report all bugs here![message #335296] Sun, 31 August 2014 10:25 Go to previous messageGo to next message
tais

 
Messages:670
Registered:February 2008
Location: NL
lol, coders who find bugs.. always funny...


Re: BUGZILLA report all bugs here![message #335301] Sun, 31 August 2014 14:06 Go to previous messageGo to next message
Uriens

 
Messages:340
Registered:July 2006
Makes me feel obsolete. Razz
Re: BUGZILLA report all bugs here![message #335326] Sun, 31 August 2014 21:02 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
Since we now have up to 15 different difficulty levels, I wanted to try it out. However, when starting with a new difficulty, I get the following error upon starting:
http://i60.tinypic.com/21l7dd0.png
Code in initunderground.lua:
...
s["P3-1"].numElites = ({ 8, 10, 14, 20 })[difficultyLevel]
                        + math.random(0, ({ 2, 5, 6, 0 })[difficultyLevel])
...
If I understand the code bit right, this will always crash if difficulty level is 4 or higher. Hmm... Perhaps some scripts are missing? Or are we supposed to just fill in tons of 0s here?


Re: BUGZILLA report all bugs here![message #335337] Sun, 31 August 2014 23:11 Go to previous messageGo to next message
Realist

 
Messages:28
Registered:September 2005
Location: Duesseldorf, Germany
Quote:
If I understand the code bit right, this will always crash if difficulty level is 4 or higher. Hmm... Perhaps some scripts are missing?

You're right indeed that with new difficulty levels this will result in an index out of bounds. However I don't think there are any scripts missing but rather the new feature is just not compatible with the existing scripts at this point.

The proper solution would probably be to specify further array elements in accordance with new difficulty levels or change the method of calculation entirely. As a quick and dirty hack you should be able to clamp the variable like this
local difficultyLevel = math.min(gameSettings["difficultyLevel"], 4)

in the BuildUndergroundSectorList function and likewise
newDIFFICULTY_LEVEL = math.min(newDIFFICULTY_LEVEL, 4)

in InitializeMines() in initmines.lua

[Updated on: Sun, 31 August 2014 23:15] by Moderator

Re: BUGZILLA report all bugs here![message #335339] Sun, 31 August 2014 23:26 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
This is more of a fix this than a how do I fix this? kind of post Smile


Re: BUGZILLA report all bugs here![message #335342] Mon, 01 September 2014 00:03 Go to previous messageGo to next message
Realist

 
Messages:28
Registered:September 2005
Location: Duesseldorf, Germany
Flugente
This is more of a fix this than a how do I fix this? kind of post Smile

I know and this is the fix I am offering. It seems the main problem is that we now have competing externalizations with the lua scripts and the difficulties xml:
(a) if you add new difficulty levels you have to edit the xml and the scripts, so it's not all nicely together in one place but functionality is spread across multiple files
(b) the xml defines enemy population tags for a hardcoded selection of underground sectors, which duplicates parts of the functionality of the lua scripts.

While (a) is merely an inconvenience, (b) is likely the real issue here and I don't know how you guys wanna approach this one.
Re: BUGZILLA report all bugs here![message #335349] Mon, 01 September 2014 07:31 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
Flugente
Since we now have up to 15 different difficulty levels, I wanted to try it out. However, when starting with a new difficulty, I get the following error upon starting:
http://i60.tinypic.com/21l7dd0.png
Code in initunderground.lua:
...
s["P3-1"].numElites = ({ 8, 10, 14, 20 })[difficultyLevel]
                        + math.random(0, ({ 2, 5, 6, 0 })[difficultyLevel])
...
If I understand the code bit right, this will always crash if difficulty level is 4 or higher. Hmm... Perhaps some scripts are missing? Or are we supposed to just fill in tons of 0s here?


Exactly, to get more difficulties working, you have to make changes to the LUA scripts. I have uploaded (which JAZZ send to me) an example with additional difficulties in our Modding-Examples SVN folder:
https://ja2svn.mooo.com/source/ja2/trunk/Documents/1.13%20Modding/Modding%20Examples

Just check the file "Additional Difficulty Settings Example.zip"

And here is what JAZZ told me:
Quote:

You should add the new of the difficulty in the file initmines.ini.

look :

-- 25 - Novice, 25 - Experienced, 20 - Expert, 15 - Insane, 30 - My Example 1, 3 - My Example 2
local numProductionIncreases = ({ 25, 25, 20, 15, 30, 3 })[newDIFFICULTY_LEVEL]

and look to initunderground.lua.

Also look to the file Gameinit.ini.
There is the there new function :

-- Get starting cash from DifficultySettings.xml
SetStartingCashDifLevel(newDIFFICULTY_LEVEL)


Re: BUGZILLA report all bugs here![message #335367] Tue, 02 September 2014 00:40 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Trying to do my fortnightly SCI building, UB does not compile anymore. It seems to be another issue with the new difficulty levels.
3>GameInitOptionsScreen.cpp(3154): error C2065: 'ubDiffLevel': nichtdeklarierter Bezeichner
3>GameInitOptionsScreen.cpp(3154): error C2228: Links von ".szConfirmText" muss sich eine Klasse/Struktur/Union befinden.


Re: BUGZILLA report all bugs here![message #335368] Tue, 02 September 2014 00:50 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
Fixed in r7476.


Re: BUGZILLA report all bugs here![message #335427] Wed, 03 September 2014 19:09 Go to previous messageGo to next message
RunAwayScientist

 
Messages:85
Registered:September 2001


With regards to morale.xml and the Battle Reports/News Feature:


As of the new build, the MORALE_RAN_AWAY morale is now coupled with MORALE_HEARD_BATTLE_LOST when entering a sector then leaving, but not engaging (as in a scouting action). Previously it just applied MORALE_RAN_AWAY, even though the battle was reported as being lost.


Additionally, though it has been this way for awhile, the Battle Reports News item tracks and reports all your scouting actions, even though no actual engagement occurs. So you'll have many battles reported as 'Insignificant Incidents' with zero shots fired and zero casualties etc. simply for traversing a sector with enemies.



Naturally, for someone who does a lot of stealth work and scouting work morale deficits are incurred globally/strategically where they logically shouldn't be applied.

[Updated on: Wed, 03 September 2014 19:11] by Moderator


Re: BUGZILLA report all bugs here![message #335438] Thu, 04 September 2014 00:27 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
What do you mean, 'coupled'? Which code part are you referring to?

The part about tracking events where the player retreated without the enemy is a bit annoying, true... perhaps I'll revamp it out.

How should the game know that you are scouting and not retreating? Note that disguised spies do not take this morale penalty if they retreat.


Re: BUGZILLA report all bugs here![message #335439] Thu, 04 September 2014 00:47 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
Flugente

How should the game know that you are scouting and not retreating? Note that disguised spies do not take this morale penalty if they retreat.


Based on condition of enemies (condition green / red / black etc) maybe? If the AI is not aware of your presence, and you leave the sector, it should probably not count as a battle.


Re: BUGZILLA report all bugs here![message #335441] Thu, 04 September 2014 00:54 Go to previous messageGo to next message
DepressivesBrot

 
Messages:3698
Registered:July 2009
Then some people would get a lot of not-battles ending with 'Patrol, lost with all hands, cause unknown'.
I'd say if anyone initiates any kind of attack, flag it as a battle since at the very least your scout bungled it.


Re: BUGZILLA report all bugs here![message #335442] Thu, 04 September 2014 01:01 Go to previous messageGo to next message
smeagol

 
Messages:2730
Registered:June 2008
Location: Bremen, Germany
DepressivesBrot
Then some people would get a lot of not-battles ending with 'Patrol, lost with all hands, cause unknown'.
I'd say if anyone initiates any kind of attack, flag it as a battle since at the very least your scout bungled it.


Well... if that works, fine with me...

Don't know if this is easy to keep track of, though.


Re: BUGZILLA report all bugs here![message #335466] Thu, 04 September 2014 20:28 Go to previous messageGo to next message
RunAwayScientist

 
Messages:85
Registered:September 2001
Quote:
What do you mean, 'coupled'? Which code part are you referring to?


Every battle where no engagement occurs (but you retreat) results in the 'HEARD_BATTLE_LOST' morale penalty being applied at the strategic level. Previously, it did not do this. Which could simply mean it's actually working as it was intended now.


I was merely pointing out that ran_away morale penalties were added onto the heard_battle_lost for mercs involved in the retreating action.


Quote:
Note that disguised spies do not take this morale penalty if they retreat.


That's odd. I haven't seen this working. I have used disguised spies to scout and I'm pretty sure they took hits to morale when moving between occupied sectors. I cannot confirm, however.


Quote:
I'd say if anyone initiates any kind of attack, flag it as a battle since at the very least your scout bungled it.


Agreed. Wasn't this how morale penalties worked in the base game? It specifically detected for an initiating combat action and then any retreats after were considered a lost battle?

Re: BUGZILLA report all bugs here![message #335522] Sat, 06 September 2014 01:57 Go to previous messageGo to next message
Cboen

 
Messages:14
Registered:July 2012
Playing on the unstable, 7393. This has been a problem for a while. Everytime I close the game in windowed mode, my desktop resolution gets automatically changed to 1280x720. I'm playing on a Surface Pro 2, running Windows 8.1, so I think the DPI scaling feature that windows 8 has might be the cause of the problem.
Re: BUGZILLA report all bugs here![message #335610] Sun, 07 September 2014 17:11 Go to previous messageGo to next message
LootFragg

 
Messages:349
Registered:August 2009
Location: Berlin, Germany
JA2_Options.ini still has a semi-colon after
AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50;
Typical C dev reflex, I believe.
Re: BUGZILLA report all bugs here![message #335613] Sun, 07 September 2014 17:42 Go to previous messageGo to next message
wanne (aka RoWa21)

 
Messages:1974
Registered:October 2005
Location: Austria
LootFragg
JA2_Options.ini still has a semi-colon after
AIMING_LEVELS_REDUCTION_ON_ALTWEAPHOLD = 50;
Typical C dev reflex, I believe.


Thanks for reporting, fixed in development and stable GameDir.

[Updated on: Sun, 07 September 2014 17:42] by Moderator



Re: BUGZILLA report all bugs here![message #335696] Thu, 11 September 2014 23:22 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
If you are not a coder, ignore this post.

Just fixed a really, really annoying error Buggler found in stable in r7507/7508. Basically, what happens was that a merc's inventory is full - including the slots on the legs - and the merc then picks up an MP holster. What is supposed to happen is that the holster is worn, and the items that are in the leg slots are moved to the holster or droppped to the floor.

However, what happened was that one of items dropped was tuned into a NADA, and the holster was turned into one of the items - so you have a camo kit in the LBE slot. You can get the savegame here.

Now, the problem here was basically that during picking up the item, we told the game to 'remove' the item from the sector inventory - and after that, we put it into our inventory. This is wrong, and I would like to remind any coder who might read this as to why. If we remove a world item, we don't NULL it - we set its existence to FALSE. This allows us to still access it (which we did here), but whenever new space in the inventory is needed (say, if we drop an item to the world), this world item slot and everything in it is fair game. Which is very, VERY bad if we are still working on the thing. If you remove a world item, you can no longer rely upon its existence. So do any work that needs to be done before that, okay?


Re: BUGZILLA report all bugs here![message #335702] Fri, 12 September 2014 00:51 Go to previous messageGo to next message
grim

 
Messages:349
Registered:July 2006
Location: France
Thanks Flugente! HRVG tried to report this bug some time ago (2014 stable version), he'll be relieved to know that it's gone, at least in the new builds.
Re: BUGZILLA report all bugs here![message #335729] Fri, 12 September 2014 18:05 Go to previous messageGo to next message
grim

 
Messages:349
Registered:July 2006
Location: France
Bug report

Game version :
7492 on latest gamedir

Description :
After a militia restock, i happen to have magazines with 0 bullets.

http://img4.hostingpics.net/thumbs/mini_576763zeromag.png

In the sector inventory, if i click on 'Sort ammo into crates/boxes', it creates several empty crates/boxes (0 bullets).
http://img4.hostingpics.net/thumbs/mini_978720zerocrate.png
http://img4.hostingpics.net/thumbs/mini_212681zerobox.png
Of course, if i happen to click several times, i get a lot of empty crates/boxes, it's exponential.
Re: BUGZILLA report all bugs here![message #335778] Sun, 14 September 2014 19:59 Go to previous messageGo to next message
grim

 
Messages:349
Registered:July 2006
Location: France
Update: savegame to reproduce the bug

Link to the savegame (zipped)

How to reproduce :
1) You can check sector inventory in B2 (Chitzena), there are no 0 ammo mags. The militia is fresh newly trained and not equiped yet.
2) Go in tactical with Lee (militia restocks)
3) Check sector inventory : There should be 0 ammo mags
4) Transforming ammo into crates or boxes results in the problem described in my previous post.
Re: BUGZILLA report all bugs here![message #335784] Mon, 15 September 2014 00:19 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
Grim
Update: savegame to reproduce the bug

Link to the savegame (zipped)

How to reproduce :
1) You can check sector inventory in B2 (Chitzena), there are no 0 ammo mags. The militia is fresh newly trained and not equiped yet.
2) Go in tactical with Lee (militia restocks)
3) Check sector inventory : There should be 0 ammo mags
4) Transforming ammo into crates or boxes results in the problem described in my previous post.
Fixed in r7518. This solves the creation of these items in the first place. It doesn't solve any crate-merging issues though.


Re: BUGZILLA report all bugs here![message #335789] Mon, 15 September 2014 01:53 Go to previous messageGo to next message
grim

 
Messages:349
Registered:July 2006
Location: France
Good catch! The crate/box merge problem was a consequence of the 0 ammo mag issue (and how i noticed there was a problem in the first place). If this is solved, the consequence too!
Kingpin's assassins not assassinating[message #335799] Mon, 15 September 2014 21:40 Go to previous messageGo to next message
navaroe

 
Messages:79
Registered:August 2012
Hi,
at least from build 7393 to the current 7516 the Kingpin's assassins are not attacking when they spot my men and just run around instead. The militia ignores them as well. The game enters turn based mode tough.

Only when they get attacked in melee, then militia "sees through the disguise", starts fighting and the assassin fights as well.

The game dir. version is always the one associated with the build in SCIs distributed by kind guys here.

Saved game for build 7516 is here as well as altered inis and xmls:
http://ulozto.net/xepVjnny/assassinbug-zip


I thought that dealing with the previous assassins was surprisingly easy this time... Smile

Re: Kingpin's assassins not assassinating[message #335807] Tue, 16 September 2014 00:34 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
Nav|Naf
Hi,
at least from build 7393 to the current 7516 the Kingpin's assassins are not attacking when they spot my men and just run around instead. The militia ignores them as well. The game enters turn based mode tough.

Only when they get attacked in melee, then militia "sees through the disguise", starts fighting and the assassin fights as well.

The game dir. version is always the one associated with the build in SCIs distributed by kind guys here.

Saved game for build 7516 is here as well as altered inis and xmls:
http://ulozto.net/xepVjnny/assassinbug-zip


I thought that dealing with the previous assassins was surprisingly easy this time... Smile

Good find. Fixed in r7522 in both stable and unstable.


Re: Kingpin's assassins not assassinating[message #335828] Tue, 16 September 2014 22:05 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

unstable sci 7516/2145,game dont read data from options.ini[i set my own amount money on start] ....
Re: BUGZILLA report all bugs here![message #335830] Tue, 16 September 2014 22:20 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
wolf00
unstable sci 7516/2145,game dont read data from options.ini[i set my own amount money on start] ....
Hey, no running away!

To quote from this very another thread:

Flugente

ramzesLOL
Hello,

I have a rather weird bug.
Game does not read STARTING_CASH_NOVICE, STARTING_CASH_EXPERIENCED, STARTING_CASH_EXPERT STARTING_CASH_INSANE from Ja2_Options, it takes all other options (tested with arrival time and A.I.M availability) but not starting cash :/.

Im running r.7476 with wildfire 6.07 maps.
To check that my game does not read Ja2_Options from other folders than the folder that ive instaled r.7476 i have changed starting cash in EVERY SINGLE Ja2_Options file that i colud find on my hard drive and it still uses defalut values(in game).

Re: BUGZILLA report all bugs here!

For test porpuses Ive set STARTING_CASH_NOVICE to an unacceptable value, this is the result:
http://imgur.com/6wi5RTf

It sais that game will use 2000 but guess what it STILL uses defalut value of 45000 that i cannot change :/.

Other than that game runs great.
First off, this is a bug with an unstable relase, not the '14 stable, so this post and all following posts should be moved to the right place. This issue does NOT happen in the '14 stable release.

Now, to the issue at hand. You, dear sir, are right to be confused. Very recently, a separate method to define game difficulty was added. Some values that were in JA2_Options.ini were moved to TableData/Data-1.13/DifficultySettings.xml. Here you can set those values, and add more difficulty levels (although doing so will crash your game, because apparently we don't test what we commit, so just don't). The starting cash bits in the ini are just relics - the game will read them, complain if you give bad ones, but never use them anyway.

Should you feel very confused by this right now, don't worry, you have every right to. This change was not publicly announced, so you have no chance of knowing unless you read our SVN logs daily :whythis: . Just edit the DifficultySettings.xml and wonder :dontknow2:


Re: BUGZILLA report all bugs here![message #335832] Tue, 16 September 2014 22:26 Go to previous messageGo to next message
wolf00

 
Messages:1147
Registered:September 2006
Location: Czech Republic

ok i have solved my problem,sorry if i cause any trouble to you ....
Re: BUGZILLA report all bugs here![message #336020] Mon, 22 September 2014 19:34 Go to previous messageGo to next message
silversurfer

 
Messages:2800
Registered:May 2009
Revision 7491 breaks VS2008 code generation. It's not possible to create a working release exe anymore. The game will crash before it gets to the main menu.

Debug exe still runs.

Crash happens in Init.cpp:
strcpy(fileName, directoryName);
strcat(fileName, STRUCTUREDECONSTRUCTFILENAME);
SGP_THROW_IFFALSE(ReadInStructureDeconstructStats(fileName),STRUCTUREDECONSTRUCTFILENAME);

strcpy(fileName, directoryName);
strcat(fileName, STRUCTURECONSTRUCTFILENAME);
SGP_THROW_IFFALSE(ReadInStructureConstructStats(fileName),STRUCTURECONSTRUCTFILENAME);

When I comment these lines the game starts.

edit: To be more precise - the crash happens for this call in function "ReadInStructureDeconstructStats" in "XML_StructureDeconstruct.cpp" and "ReadInStructureConstructStats" in "XML_StructureConstruct.cpp":
if(!XML_Parse(parser, lpcBuffer, uiFSize, TRUE))

[Updated on: Tue, 23 September 2014 11:55] by Moderator


Re: BUGZILLA report all bugs here![message #336091] Wed, 24 September 2014 13:05 Go to previous messageGo to next message
Flugente

 
Messages:3528
Registered:April 2009
Location: Germany
Grml. Errors that happen only in certain compiler versions, and only in Release, are annoying.

Does the error still exist if you erase the content of the xmls, or if you comment out the reading part of the xml functions?


Re: BUGZILLA report all bugs here![message #336097] Wed, 24 September 2014 17:41 Go to previous messageGo to previous message
silversurfer

 
Messages:2800
Registered:May 2009
First test was to remove the contents from both XMLs and just leave this in:




Now the release exe starts fine.

Second test was to comment some more code. First thing I did was comment the deconstruction call in init.cpp. That way I only have to look at the construction part.
Then I commented some lines in "structureconstructEndElementHandle" to get the exe running with the default XMLs:

Toggle Spoiler

Looks like the game has problems with the vectors and some array. More writing over foreign memory regions perhaps?

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