CTD - Tempe: Pulling Tight the Noose

This forum is for bug reports and support requests.

Moderator: Arjuna

Post Reply
GoodGuy
Posts: 1506
Joined: Wed May 17, 2006 5:36 pm
Location: Cologne, Germany

CTD - Tempe: Pulling Tight the Noose

Post by GoodGuy »

Just restarted that scenario, in order to try a new strategy, playing without order delay this time .... as usual, I use to play this on "fast" game speed most of the time. I can't get past 9 or 10:00 hrs since I get a CTD each time. Savegame sent to support[at]panthergames[dot]com.

First, it looked like it's that infamous bug which happens if you drag existing tasks (move task, attack task, etc.) and drop it on another location, but the game already CTD's if I select a unit just to look at its stats, or if I select an existing task (to check ROF/aggro settings).
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: CTD - Tempe: Pulling Tight the Noose

Post by Arjuna »

TT3330 - CTD - Check out GoodGuys's Tempe Saved Game
 
This is probably due to the same error that caused other Tempe crashes - ie the constrct bridge task concluding and the resulting recalc of the map not being thread safe. This has been fioxed for Patch 3, which we're still working on. But I'll check it out.
Dave "Arjuna" O'Connor
www.panthergames.com
GoodGuy
Posts: 1506
Joined: Wed May 17, 2006 5:36 pm
Location: Cologne, Germany

RE: CTD - Tempe: Pulling Tight the Noose

Post by GoodGuy »

Thanks for the quick reply, appreciated. Hmm ... no, my engineers didn't touch/blow up any bridge. I've played this scenario a week ago and finished it without a problem.
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: CTD - Tempe: Pulling Tight the Noose

Post by Arjuna »

Not demolish, but construct. The demolish crossing code is already thread safe, but the construct crossing code was not. Hence if you use the UI while it is recalcing the map terrain table after the construction is completed and that interface tries for any reason to calc a route or access map data then you get a CTD.
Dave "Arjuna" O'Connor
www.panthergames.com
GoodGuy
Posts: 1506
Joined: Wed May 17, 2006 5:36 pm
Location: Cologne, Germany

RE: CTD - Tempe: Pulling Tight the Noose

Post by GoodGuy »

...No sir... neither demolishing nor constructing anything :)
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: CTD - Tempe: Pulling Tight the Noose

Post by Arjuna »

Played this saved game through past 1100hrs without incident. I didn't issue any new orders. It was based on the new build which includes fixes to all reported problems to date. So I reckon those fixes have fixed this CTD too.
 
Time now to put out a new COTA Patch 3 build for the testers to check and hopefully give the all clear. [:)]
Dave "Arjuna" O'Connor
www.panthergames.com
GoodGuy
Posts: 1506
Joined: Wed May 17, 2006 5:36 pm
Location: Cologne, Germany

RE: CTD - Tempe: Pulling Tight the Noose

Post by GoodGuy »

Cool, sounds good.
"Aw Nuts"
General Anthony McAuliffe
December 22nd, 1944
Bastogne

---
"I've always felt that the AA (Alied Assault engine) had the potential to be [....] big."
Tim Stone
8th of August, 2006
Post Reply

Return to “Conquest of the Aegean Support”