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Silier

WFG Retired
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Everything posted by Silier

  1. For now (replays): 22022 works, 22023 fails
  2. well, callstack after watching replay and pressing no mozjs38-ps-release-vc140.dll!js::jit::GetPcScript(JSContext * cx, JSScript * * scriptRes, unsigned char * * pcRes) Line 1545 C++ mozjs38-ps-release-vc140.dll!JSContext::currentScript(unsigned char * * ppc, JSContext::MaybeAllowCrossCompartment allowCrossCompartment) Line 463 C++ > mozjs38-ps-release-vc140.dll!js::ObjectGroup::callingAllocationSiteGroup(JSContext * cx, JSProtoKey key) Line 1159 C++ mozjs38-ps-release-vc140.dll!js::str_split(JSContext * cx, unsigned int argc, JS::Value * vp) Line 3786 C++
  3. I have no crashlogs, game just close. Even interestinglog is empty as i said A23b fine
  4. But never before? and it has nothing with memory. max 20 units in some cases.
  5. No logs, just crash to windows. Replays crashing too, sometimes before end, sometimes after I press No and move with camera or wait some time, again crash to windows no logs. No mods on. Best reproduction of mine for replay watching test, watch 20x speed on Observer and follow hero. Here are replays. (replays with no problem on A23b) commands.txt commands (1).txt
  6. I think you overnamed your picture. You have twice .png
  7. it has to be <Icon>units/ lege_infantry_spearman.png</Icon>
  8. you should check errors and warnings in log files: https://trac.wildfiregames.com/wiki/GameDataPaths You may have it in wrong folder. Where did you place it ? and how do you call it in template
  9. you need to have them in template files as units for your civ, or you can switch in atlas from entities to all entities and there you can choose every single created actor file you might have enabled modnif it is part of it and starting atlas from game
  10. @Yves no problem, take whatever you want
  11. WHAT ?? Somebody forgot delete breakpoint ? Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Breakpoint) Location: unknown:0 (?) Call stack: (error while dumping stack: No stack frames found) errno = 13 (Insufficient access rights to open file) OS error = 0 (no error code was set)
  12. Allright, now game crashed no logs, no error and no mod on. Weird.
  13. I have managed to get this:A Assertion failed: "0 && (L"Writing a structured clone with JS_WriteStructuredClone failed!")" Location: ScriptInterface.cpp:1134 (ScriptInterface::WriteStructuredClone) Call stack: ScriptInterface::WriteStructuredClone (scriptinterface.cpp:1134) this = (unavailable) v = { (js::ValueOperations<JS::Handle<JS::Value> >) } ptr = 0x0153ED48 -> data = asBits = -515277330616 (0xFFFFFF880713E748) s = { payload = i32 = 118744904 (0x0713E748) u32 = 118744904 (0x0713E748) boo = 118744904 (0x0713E748) str = 0x0713E748 -> (JSString) sym = 0x0713E748 (see above) obj = 0x0713E748 (see above) cell = 0x0713E748 (see above) ptr = 0x0713E748 (see above) why = 118744904 word = 118744904 (0x0713E748) uintptr = 118744904 (0x0713E748) , tag = -120 } asDouble = -1.#QNAN (0xFFFFFF880713E748) asPtr = 0x0713E748 (see above) rq = mContext = 0x0E03D128 -> (JSContext) data = 0x00000000 nbytes = 0 (0x00000000) ret = (shared_ptr<ScriptInterface::StructuredClone>) ScriptInterface::CloneValueFromOtherContext (scriptinterface.cpp:1112) this = (unavailable) otherContext = 0x0F8B9860 -> m_CxPrivate = { pScriptInterface = 0x0F8B9860 (see above), pCBData = 0x0F8B9860 (see above) } m = (unique_ptr<ScriptInterface_impl,default_delete<ScriptInterface_impl> >) m_rng = 0x00000007 m_CustomObjectTypes = (unsupported map<basic_string<char,char_traits<char> >,ScriptInterface::CustomType >) val = { (js::ValueOperations<JS::Handle<JS::Value> >) } ptr = 0x0153ED48 (see above) rq = mContext = 0x19BA44C0 -> (JSContext) out = { (js::ValueOperations<JS::Rooted<JS::Value> >) } stack = 0x19BA44F4 -> 0x0153ECDC -> (js::RootedBase<void *>) stack = 0x19BA44F4 (see above) prev = 0x0153EDAC -> (js::RootedBase<void *>) stack = 0x19BA44F4 (see above) prev = 0x0153F108 -> (js::RootedBase<void *>) stack = 0x19BA44F4 (see above) prev = 0x0153F4D0 -> (js::RootedBase<void *>) stack = 0x19BA44F4 (see above) prev = 0x0153F4C0 -> (js::RootedBase<void *>) stack = 0x19BA44F4 (see above) prev = 0x0153F4EC -> (js::RootedBase<void *>) stack = 0x19BA44F4 (see above) prev = 0x00000000 ptr = 0x2FA86070 ptr = 0x22EF6A20 ptr = 0x00000000 ptr = 0x00000001 ptr = 0x00000000 ptr = 0x00000000 prev = 0x0153EDAC (see above) ptr = data = asBits = -541165879296 (0xFFFFFF8200000000) s = { payload = i32 = 0 (0x00000000) u32 = 0 (0x00000000) boo = 0 (0x00000000) str = 0x00000000 sym = 0x00000000 obj = 0x00000000 cell = 0x00000000 ptr = 0x00000000 why = JS_ELEMENTS_HOLE word = 0 (0x00000000) uintptr = 0 (0x00000000) , tag = -126 } asDouble = -1.#QNAN (0xFFFFFF8200000000) asPtr = 0x00000000 structuredClone = (shared_ptr<ScriptInterface::StructuredClone>) JSI_Simulation::GuiInterfaceCall (jsinterface_simulation.cpp:71) pCxPrivate = 0x2005B320 -> { pScriptInterface = 0x2005B320 (see above), pCBData = 0x2005B160 } name = 0x0153ED94 -> (unsupported basic_string<wchar_t,char_traits<wchar_t> >) data = { (js::ValueOperations<JS::Handle<JS::Value> >) } ptr = 0x0153EE30 -> data = asBits = -545460836098 (0xFFFFFF81000028FE) s = { payload = i32 = 10494 (0x000028FE) u32 = 10494 (0x000028FE) boo = 10494 (0x000028FE) str = 0x000028FE sym = 0x000028FE obj = 0x000028FE cell = 0x000028FE ptr = 0x000028FE why = 10494 word = 10494 (0x000028FE) uintptr = 10494 (0x000028FE) , tag = -127 } asDouble = -1.#QNAN (0xFFFFFF81000028FE) asPtr = 0x000028FE ret = { (js::ValueOperations<JS::Rooted<JS::Value> >) } stack = 0x0E03D15C -> 0x0153ED40 -> (js::RootedBase<void *>) stack = 0x0E03D15C (see above) prev = 0x0153ED30 -> (js::RootedBase<void *>) stack = 0x0E03D15C (see above) prev = 0x00000000 ptr = 0x000028FE ptr = 0x0713E748 (see above) prev = 0x0153ED30 (see above) ptr = data = asBits = -515277330616 (0xFFFFFF880713E748) s = { payload = i32 = 118744904 (0x0713E748) u32 = 118744904 (0x0713E748) boo = 118744904 (0x0713E748) str = 0x0713E748 (see above) sym = 0x0713E748 (see above) obj = 0x0713E748 (see above) cell = 0x0713E748 (see above) ptr = 0x0713E748 (see above) why = 118744904 word = 118744904 (0x0713E748) uintptr = 118744904 (0x0713E748) , tag = -120 } asDouble = -1.#QNAN (0xFFFFFF880713E748) asPtr = 0x0713E748 (see above) rqSim = mContext = 0x0E03D128 (see above) arg = { (js::ValueOperations<JS::Rooted<JS::Value> >) } stack = 0x0E03D15C (see above) prev = 0x00000000 ptr = data = asBits = -545460836098 (0xFFFFFF81000028FE) s = { payload = i32 = 10494 (0x000028FE) u32 = 10494 (0x000028FE) boo = 10494 (0x000028FE) str = 0x000028FE sym = 0x000028FE obj = 0x000028FE cell = 0x000028FE ptr = 0x000028FE why = 10494 word = 10494 (0x000028FE) uintptr = 10494 (0x000028FE) , tag = -127 } asDouble = -1.#QNAN (0xFFFFFF81000028FE) asPtr = 0x000028FE ScriptInterface::call<JS::Value,std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,JS::Handle<JS::Value>,&JSI_Simulation::GuiInterfaceCall> (nativewrapperdefns.h:125) cx = 0x19BA44C0 (see above) argc = 2 (0x00000002) vp = 0x0153EE18 -> data = asBits = -514810481216 (0xFFFFFF8822E775C0) s = { payload = i32 = 585594304 (0x22E775C0) u32 = 585594304 (0x22E775C0) boo = 585594304 (0x22E775C0) str = 0x22E775C0 -> (JSString) sym = 0x22E775C0 (see above) obj = 0x22E775C0 (see above) cell = 0x22E775C0 (see above) ptr = 0x22E775C0 (see above) why = 585594304 word = 585594304 (0x22E775C0) uintptr = 585594304 (0x22E775C0) , tag = -120 } asDouble = -1.#QNAN (0xFFFFFF8822E775C0) asPtr = 0x22E775C0 (see above) rq = mContext = 0x19BA44C0 (see above) typeConvRet0 = true a0 = (unsupported basic_string<wchar_t,char_traits<wchar_t> >) rval = { (js::ValueOperations<JS::Rooted<JS::Value> >) } stack = 0x19BA44F4 (see above) prev = 0x0153F108 (see above) ptr = data = asBits = -541165879296 (0xFFFFFF8200000000) s = { payload = i32 = 0 (0x00000000) u32 = 0 (0x00000000) boo = 0 (0x00000000) str = 0x00000000 sym = 0x00000000 obj = 0x00000000 cell = 0x00000000 ptr = 0x00000000 why = JS_ELEMENTS_HOLE word = 0 (0x00000000) uintptr = 0 (0x00000000) , tag = -126 } asDouble = -1.#QNAN (0xFFFFFF8200000000) asPtr = 0x00000000 349E5118 0153EE04 FFFFFF88 22E62290 FFFFFF88 13C53CE0 FFFFFF85 errno = 0 (No error reported here) OS error = 0 (no error code was set)
  14. New way of handling infantry archers (and maybe javelins). Notice that attack animation is not as long as repeat time. Instead they wait ready to fire. https://drive.google.com/file/d/19aS5LWFpHBj0EIHErgzdl__JUEYIhGhz/view?usp=sharing
  15. Batalion Test Update soldiers are trained in battalions of size 15 (infantry) + banner carrier cannot build cannot be disbanded cannot be merged hero deploys with his specific battalion to use ram or siege tower you has to "garrison" battalion into it, but units stays visible and can be attacked garrisoning into buildings is possible and in garrison panel all units from battalion are grouped under one icon (you can ungarirson only all of them) units can be put into Free formation, in this case they will not keep any of the shape and this is preferred in city spaces ammo refill should be fixed technologies have been removed from structure tree visualisation because of space house has 10 population bonus some buildings have been moved to phases Sentry Tower -> town phase Palisade -> town phase Farmstead -> town phase Barracks, Ranged -> town phase (+ blacksmith) Stables -> town phase (+ corral) Field -> needs farming research (available town phase) Stone Tower -> city phase Stone Wall -> city phase Technology Forging is needed for archery axes swords spears mace City Phase is needed for chain armour Vision range of units is lower ( a lot ). Infantry speed is lower, cavalry speed is a bit higher (percentage wise compared to infantry). Gather rate is drastically lower -> technologies has huge boost for gather rate. Worship of gods You can choose which god your people will worship. You can worship 3 gods from 6 (now). In each phase you can choose one from pair. First two are in CC. 3th is in temple. God of animals (cavalry training boost) God of builders (building boost) God of family (worker training boost) God of farming (farming rate boost) God of blacksmiths (research in blacksmiths boost) God of war (infantry training boost) A bit changed Civilisation selection. ----------------------------------------------------------------------------------------------- Each battalion has its banner carrier, but they do not really fit in as unit type yet. Running or charging might not drain energy for battalions (I am not sure what I messed up) Capturing is kind of not possible using battalions yet ( dont worry, it will be). AI is a bit broken because of number of units in battalions and slowdown (to be fair I broke it) so enjoy smashing AI because it does not train soldiers. Or find someone for MP (better to test it) --------------------------------------------------------------------------------------------- Thank you for support Please report weird animations (like alive blooded soldier, soldier without helm but rest of his battalion has, not moving capes - this drives me mad, I always find one)
  16. Yeas. I was like well they will refill. but actually never did it Edit: I am making last checks before batalion testing update.
  17. @wowgetoffyourcellphone working copy
  18. The missing prop point is far at the start of the gameplay and it bugged after decent time of playing. So i dont think it is related. It looks like at totaly random time. I try to reproduce and get the longer error description but it would be hard.
  19. Hero with formation deployment. Opened for suggestions. If you would like to see some hero with specific units as hero bodyguards, let me know.
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