Fixes for Pathfinding + Metaverse Error 12

Test build - volunteers needed

By on November 12, 2007 12:02:42 PM from GalCiv II Forums GalCiv II Forums

CariElf

Join Date 08/2001
+54

Edit: (original text below)

The most current version of GalCiv2 is 1.8g, which is available for download on Stardock Central.  It fixes pathfinding bugs that were introduced in 1.8e, and in many cases will fix people's problems with error 12 when attempting to submit a metaverse game.  As long as your serial numbers have not changed in the registry since you started the saved game, you should be able to submit it.  However, the problem still remains if you have had to re-install GalCiv2 and have updated serial numbers from the lookup serial function in Stardock Central, so it's always a good idea to try and finish a metaverse game before re-installing Windows or anything else that would cause you to need to update your serial information.  If that's not possible, you can get the original serial number that was saved into your save game from the xml file in My Documents\My Games\GC2DarkAvatar\Metaverse that is created when you attempt to submit the game.  You should have this file and the end game save zipped and attached to any e-mails you send into support regarding metaverse error 12.

If Stardock Central is showing that you have the latest version installed but your Dark Avatar titlescreen still says 1.8e, you will need to either re-install Dark Avatar to get the latest version or edit the key in the registry.

Here are instructions on how to edit the version string in the registry:

First, close Stardock Central. Go to Start->Run and type in regedit.  On Vista, type it in the search box.  As soon as the registry opens, click on the My Computer icon and choose File->Export to backup the registry.

The install info for GalCiv2 is under HKEY_LOCAL_MACHINE, in the path Software\Stardock\Drengin.net\GalCiv2\DarkAvatar.

Just change the version string to 1.7 and SDC will show an update to 1.80g.

Here are instructions to make sure that you get the latest version once you've either re-installed or changed the version string in the registry:

Befiore installing the update, go to Tools->Settings and click on Internet.  US-1 is usually the best choice for servers because sometimes we have sync errors with US-2.  Click Refresh XML Data.  Also, if you have the setting turned off to check for updates to Stardock Central, turn it back on and then re-start Stardock Central.  If Stardock Central finds an update, let it update then restart SDC when prompted. 

If the above method doesn't work for you, it may be a more general issue with Stardock Central and I'll need you to send in these files to support@stardock.com:
 Program Files\Stardock\SDCentral\Installed\gc2_DarkAvatar.log
 Program Files\Stardock\SDCentral\Installed\gc2_DarkAvatar.xml

(Original text follows:)

Hey everyone,

I'm sorry about the bug with the pathfinding.  I didn't realize the code that was causing it made it into the 1.8e build, as I wasn't expecting to make that build and I had already started backporting some code from TA intended to fix the error where ships in gigantic galaxies will (1) seemingly randomly lose their destination, (2) not go to rallypoints and (3) fail to move towards a destination, but I hadn't had a chance to test it at that point. 

As for the error 12 when submitting scores to the metaverse, I found a bug in the code that gets the serial number from the registry that may have been there for quite awhile.  So people who weren't getting the error 12 may start getting it now with this build because now the game will be submitting the correct serial number, so they may have to change the serial that their character is using.

We're not going to have time to properly test a Dark Avatar build this week, so I'm going to put up a link to a build for you to test here, and you can test it if you want to.  However, I recommend backing up your save games and your current build before trying it, since there is the risk that this will change the serial number that is being submitted to the metaverse.

To use this build, you should already have DA 1.8e installed. If you have the latest version of Dark Avatar installed from SDC, go to the folder where GalCiv2 is installed and open the DarkAvatar subfolder.  Copy the GC2DarkAvatar.exe and Lib3D.dll files into another folder to back them up.  Then extract this zip to that folder:

(edit: I have removed the link because the SDC build is now the latest one)

Please make bug reports regarding this build in this thread or e-mail gc2bugs@stardock.com so that it will be easier for me to find them.  If you e-mail gc2bugs@stardock.com, please make sure to say in the body of the e-mail that it's the 1.8f test build, and include your debug.err file. If you have a save game to reproduce a problem, please zip the save game and attach it as well.

104 Replies
Search this post
Subscription Options


Reason for Karma (Optional)
Successfully updated karma reason!
November 12, 2007 3:08:52 PM from GalCiv II Forums GalCiv II Forums
Thanks CariElf,

We'll try 'er out.

Reason for Karma (Optional)
Successfully updated karma reason!
November 12, 2007 3:10:26 PM from GalCiv II Forums GalCiv II Forums
I can take a short break from TA beta to make sure this works.
Reason for Karma (Optional)
Successfully updated karma reason!
November 12, 2007 4:52:22 PM from GalCiv II Forums GalCiv II Forums
I've finished playing a game using DA 1-8f. I've found a movement error bug, but I was unable to save it. It doesn't appear to be something that you can save.

Long story short, fleeted ships don't always travel the full distance that they can travel in one turn.


On a side note, I was able to find and realibly reproduce several bugs relating to "anti-matter power plants". I'll be sending an email shortly.
Reason for Karma (Optional)
Successfully updated karma reason!
November 12, 2007 9:14:04 PM from GalCiv II Forums GalCiv II Forums

I've finished playing a game using DA 1-8f. I've found a movement error bug, but I was unable to save it. It doesn't appear to be something that you can save.

Long story short, fleeted ships don't always travel the full distance that they can travel in one turn.




Noticed this too... always a extra 0.2weeks or 1/2-1 move left! very annoying,
Reason for Karma (Optional)
Successfully updated karma reason!
November 12, 2007 9:42:44 PM from GalCiv II Forums GalCiv II Forums
In the Twilight of the Arnor beta 2, I cannot submit my completed tournament game. When I try to submit it, a message pops up telling me that the serial number of my application does not match the serial number on the metaverse. I compared the serial number in my confirmation email and the one on the metaverse, and found that they were very different. I could not find a way to change the one on the metaverse (I pressed the register button on the bottom of the page, but it only had an option for changing my Dread Lords serial number, which works fine). I changed the TA one on stardock central to the one on the metaverse, but I still could not submit my game.
Reason for Karma (Optional)
Successfully updated karma reason!
November 13, 2007 9:18:15 AM from GalCiv II Forums GalCiv II Forums

dagger, it should be submitting with your dread lords serial number to the metaverse, so if it's not, your serials may not be entered correctly in the registry.  Can you please go into Stardock Central, and go to Tools->Look up serial number.  When you get the e-mail, forward it to carielf@stardock.com along with the serial that you have registered in the metaverse, and list the serials as they are registered in Stardock Central for Dread Lords, Dark Avatar, and Twilight of the Arnor.  It would probably also be a good idea to zip your end game save and send that as well.

 

Reason for Karma (Optional)
Successfully updated karma reason!
November 14, 2007 12:24:41 PM from GalCiv II Forums GalCiv II Forums
So does this build fix the pathfinding error? Or just the serial number problem? I should also note; the pathfinding error is happening in large galaxies too. It makes it close to unplayable; every ship needs to be moved by hand for short distances each turn.
Reason for Karma (Optional)
Successfully updated karma reason!
November 14, 2007 2:39:59 PM from GalCiv II Forums GalCiv II Forums

BlueStalker,

It should, but since I haven't had time to test it, that's why I put it up here.

Reason for Karma (Optional)
Successfully updated karma reason!
November 15, 2007 9:01:23 AM from GalCiv II Forums GalCiv II Forums

So what do you guys who've tried this think? Any showstoppers left?

 

Reason for Karma (Optional)
Successfully updated karma reason!
November 15, 2007 9:50:34 AM from GalCiv II Forums GalCiv II Forums
I just found a little bug.
If you loose all ships of a fleet but one, that ship will have full movement points after the battle.
I think we can live with that.
Reason for Karma (Optional)
Successfully updated karma reason!
November 16, 2007 12:33:12 PM from GalCiv II Forums GalCiv II Forums
I updated the link to the test build because I fixed the bug where you couldn't rebuild anti-matter power plants.
Reason for Karma (Optional)
Successfully updated karma reason!
November 16, 2007 8:27:27 PM from GalCiv II Forums GalCiv II Forums
Thank you CariElf for fixing/updating DA for us. I'm gladly using your test builds. I did come across what I think may be a bug where the game locked up solid on me. But since it had nothing to do with a fleet pathfinding problem I didn't post about it in this thread. But in case your on a bug hunt and you want to read my post about it you can find it here...

Game locked up in the Civilization Manager - DA 1.80f

Due to the nature of what caused it I think it might be buried pretty deep within the code and hard to find though, or there is a slight possibility it was just a one-off occurrence.

Cheers
Reason for Karma (Optional)
Successfully updated karma reason!
November 16, 2007 9:46:38 PM from GalCiv II Forums GalCiv II Forums
Hi everyone -- I've been suffering from the same problem with fleet movement (or rather, complete lack thereof.) I don't know if it will help, but I've noticed that when I disband a stationary fleet, the ships appear to have many times more than their movement points, almost as though the individual ships' movement speeds were being added together. (e.g. -- two ships with 2pc/turn speed groups to 2/0, or no movement. However, both show 4/2 when taken out of the fleet.)

Also, there seems to be an exploitable side to this -- I've noticed that when I move the individual ships from the disbanded fleet onto the same gridsquare, reform them into a fleet, and then disband them again, their movement allowances are back to full. Using this, I was able to move across the entire galactic map in one turn by manually moving the fleet. Ridiculous, I know.

As I said, I'm not sure if this information will help resolve the problem in any way, although I think it's interesting enough to warrant mention. Has anyone else encountered these specific errors?

Thanks!
Reason for Karma (Optional)
Successfully updated karma reason!
November 17, 2007 10:12:16 PM from GalCiv II Forums GalCiv II Forums
CariElf,
There's still something wierd re. fleets in the 1.8f fix. When I drive a fleet of constructors over a resource it seems to get stuck on the created starbase with the 0/0 movement. Have to disband, move off and back on to upgrade the SB.

Also somewhere along the way the "F" fleet key changed. Somewhen earlier if one ship/fleet of a stack was highlighted and I hit the next ship/fleet(s) in the stack would pile on upto my logistics limits. Dunno when/why this went away but I'll take it back if its easy.

Thanks,

Dave
Reason for Karma (Optional)
Successfully updated karma reason!
November 18, 2007 8:43:12 PM from GalCiv II Forums GalCiv II Forums
Thanks for the fix.
Reason for Karma (Optional)
Successfully updated karma reason!
November 18, 2007 9:22:51 PM from GalCiv II Forums GalCiv II Forums
so they may have to change the serial that their character is using.


What does that mean? How do I do that, and is a game I just finished toast?

Thanks.

Reason for Karma (Optional)
Successfully updated karma reason!
November 18, 2007 9:50:45 PM from GalCiv II Forums GalCiv II Forums
I updated to it and ran a test game immediately on my league character and had no issues with the serial, so it may have just been being cautious in stating what might happen.

Edit:Just saw in another thread your already having the serial issue so disregard the above . Thought you were updating a nonproblematic game.
Reason for Karma (Optional)
Successfully updated karma reason!
November 19, 2007 1:25:55 AM from GalCiv II Forums GalCiv II Forums
I updated the link to the test build because I fixed the bug where you couldn't rebuild anti-matter power plants.


Although they are working better, the problem hasn't been completely fixed. There is also another problem I haven't mentioned yet, that involves space stations and sensor modules.

Expect both e-mails to be waiting for you monday morning.

P.S. Keep up the good work!
Reason for Karma (Optional)
Successfully updated karma reason!
November 19, 2007 9:38:52 AM from GalCiv II Forums GalCiv II Forums

so they may have to change the serial that their character is using.


What does that mean? How do I do that, and is a game I just finished toast?

Thanks.

When you create a character, you have to enter your serial number and there's a check done against that when you submit a game to make sure that you're not submitting someone else's save game.  If you were using the serial number that Dark Avatar was submitting (which would have been the Dark Avatar serial number), then your save games might start not showing up under your character because of the serial mismatch.  There's supposed to be a way to edit your characters on the website, but you don't seem to be able to change the serial number, so you would probably have to e-mail support and ask them to manually edit your character.  However, if you're already getting the error, your character is probably using the Dread Lords serial and it should work fine, unless we still check to see if the original serial number the game was started with is the same as the one that is in the registry when you attempt to submit it.

Reason for Karma (Optional)
Successfully updated karma reason!
November 21, 2007 9:30:47 PM from GalCiv II Forums GalCiv II Forums
Hi I'm a noob so sorry in advance but...

I always download the new patches (sp?) when they appear and downloaded the latest DA and TA stuff.

Now I am suffering the "pathfinder" problems on DA. Is there a way to remove the patch or perhaps an eta on when a fix might be avaliable?

Warmest regards and thanks in advance,

VanCam

PS: This game is simply a wonderful, thanks for making it.
Reason for Karma (Optional)
Successfully updated karma reason!
November 21, 2007 11:43:33 PM from GalCiv II Forums GalCiv II Forums
Cam,
Cari's test fix is available in a .zip file at the top of this thread.

There are testing delays due to the state of ferment that TA is in right now, and this is a huge holiday weekend from now til monday in the States, so 1.8f isn't going to be up on SDC til at least next week, but the engine from the .zip works fine. Follow Cari's cautionary instructions and install instructions.

drrider
Reason for Karma (Optional)
Successfully updated karma reason!
November 23, 2007 1:58:56 AM from GalCiv II Forums GalCiv II Forums
I am using the fix I got on winzip.... THANKYOU stardock... you guys/girls are the bestest best ever....
Reason for Karma (Optional)
Successfully updated karma reason!
November 23, 2007 2:31:22 PM from GalCiv II Forums GalCiv II Forums
Perhaps... well not perhaps, I know that I'm inept but It does not seem to be working for me. If I try to launch from the desktop then it just launches 1.8e. If I try to launch the .exe file that I copied and unziped the file into it says binkw32.dll was not found.. What am I doing wrong?
Reason for Karma (Optional)
Successfully updated karma reason!
November 23, 2007 2:57:11 PM from GalCiv II Forums GalCiv II Forums
You need to actually unzip it into the game's folder and replace the existing .exe and .dll that are there.
Reason for Karma (Optional)
Successfully updated karma reason!
November 24, 2007 7:50:51 PM from GalCiv II Forums GalCiv II Forums
Thanks Kyro, that got it    and thanks CariElf for taking the time to put this. You guys continue to rock.
Reason for Karma (Optional)
Successfully updated karma reason!
Stardock Forums v1.0.0.0    #108433  walnut3   Server Load Time: 00:00:00.0001641   Page Render Time: