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Fixes for Pathfinding + Metaverse Error 12

Fixes for Pathfinding + Metaverse Error 12

Test build - volunteers needed

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 [email protected]:
 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 [email protected] so that it will be easier for me to find them.  If you e-mail [email protected], 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.

87,060 views 104 replies
Reply #26 Top
Extracting to "C:\Program Files (x86)\Stardock\TotalGaming\GalCiv2\DarkAvatar\"
Use Path: yes Overlay Files: no
Error: Access is denied.
Cannot create C:\Program Files (x86)\Stardock\TotalGaming\GalCiv2\DarkAvatar\Lib3D.dll
Error: Access is denied.
Cannot create C:\Program Files (x86)\Stardock\TotalGaming\GalCiv2\DarkAvatar\GC2DarkAvatar.exe

i got these errors i didn't not remove any folders.
Reply #27 Top

Try extracting it to someplace like my documents and then copy the files over.

 

Reply #28 Top
I swear I must be the the only one who cant seem to follow along when you folks put patches and zipfiles and cut n paste n download instructions...especially when the tone of the post is "simply do this..." grr...
Reply #29 Top
Okay...I have opened what Im convinced are the requisite windows and extracted folders to somewhere in the ballpark where their supposed to go, I am convinced. The bug is still not fixed, Im afraid. I am also afraid that what seems to be intuitive to the crowd at large here is quite simply beyond me me. For instance, I have no earthly clue where to go for a debugger file.

I cant just flame and go to a console game because Im not a console gamer. The complexity of games like gciv2 is too much of a lure for me. But I feel you folks have to realize that some of us aren't comfortable or competant enough with their pcs to just cut zip and paste and tada. Not every gamer nerd is a pc nerd out here. It doesnt help when every joe on these forums has a proposed solution (admitedly in attempts to be helpful) that might or might not work.

Im addicted to this game as surely as a crackhead is addicted to his stuff, but what your selling right now is a batch of bunk stuff. I will still continue to use, but it seems an easier solution to tediously try and convince reluctant ships to go to destinations they dont want to go to, rather than manually repatch to make your most recent patch work. I can only hope that the next batch improves the situation.
Reply #30 Top
...I will still continue to use, but it seems an easier solution to tediously try and convince reluctant ships to go to destinations they dont want to go to, rather than manually repatch to make your most recent patch work. I can only hope that the next batch improves the situation.


This isn't a patch... yet. This is something that the devs haven't got around to testing yet. As such, they aren't going upload it to stardock central until they test it themselves.

Unfortunately, if you are having problem replacing files, then maybe you shouldn't be messing with this stuff.

I swear I must be the the only one who cant seem to follow along when you folks put patches and zipfiles and cut n paste n download instructions...especially when the tone of the post is "simply do this..." grr...


Let me help you.
1. Create a new folder on the desktop.
2. Download the .zip file to that folder.
3. Unzip that file.
4. Check to see if the following files were unziped:
-"DALaunch.exe"
-"Lib3D.dll"

5. Open this folder: (this assumes you installed to the c drive)
C:\Program Files\Stardock\TotalGaming\GalCiv2\DarkAvatar

6. Make a backup of the files you want to replace (in case you want to go back).
7. Replace the files ("DALaunch.exe" and "Lib3D.dll").
8. It should be ready to play now (you will probally get a notice from windows saying it hasn't been verified or something. Click ok, or whatever to proceed).
Reply #31 Top
I am convinced that I got it right. Both the aforementioned files read "last updated" to the appropriate time. What I am not sure of is that it fixed the pathing issue (I know as far as games already going, it did not). I also hope I am not going to be in too serious trouble for not backing up those files (just flat couldn't figure it out, sorry). Thanks for the tips.

-Boogly
Reply #32 Top
I have 1.8f installed and running, and mine crashes every other turn. I installed SmartException, and I'll be sending in reports.
Reply #33 Top
Well, I still can't seem to nurse even a fleet of two defenders to their destination. I am sure I could fuss with them and figure probably figure something out eventually, using rally points, reinstalling and running those zipfiles again, looking into installing "smartexeption" (whatever that is), praying, sprinkling holy water, or otherwise bogging my brains out trying to figure out what is up, but the fact is that fighting bugs to me means killing Thalans, not game glitches.

I adore this game and have utmost respect for Stardock, and so I will try to be patient during this time of trying to get the new expansion out, but I do hope that 1.8g will be forthcoming soon, and be up to the high standards I have come to expect from this company.

-Boogly
Reply #34 Top
Unzipped it, booted the game, my fleets stopped losing their way!
perfect fix for win xp (sp2) media centre edition.
Thanks!
Reply #35 Top
Eta on public 1.8 f? The aforementioned fix just isn't jiving.
Reply #36 Top
I clicked that link to download the 1.8f zip file and my Firefox 2 browser loaded a 'Page cannot be found' error page. Can you please re-upload this update? While using the fleet movement bug to instantaneously move ships across the galaxy was fun 2 or 3 times, it's a tedious and impractical bug exploitation that is not worth the loss of fleeting abilities. It's getting more and more irritating as 5000+ attack dreadnought fleets don't move to engage their enemies.
Reply #38 Top
The 1.8f download still gives a 404 error and the 1.8d version isn't available since SDC is only showing the 'latest' version, 1.80e.098, which I have. So until either this link is fixed, or 1.80d is resurrected, I'm stuck with paralyzed fleets.
Reply #40 Top
Ooops, sorry, had an extra underscore in there.
Reply #41 Top
Any ETA on whan a good working (no major bugs) version of DA 1.80 will be ready? I tried the 1.80f test 2 but as stated above major problems still exist. How about taking some time off on your currently NON released game TA and finish up your released game DA 1.80 :)
Reply #42 Top
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.


this was happening to me in earlier builds of 1.8. if you select on of the ships and press B, it'll continue to build. it happens when a fleet moves onto an SB while it still has movement points remaining.
Reply #43 Top

I updated the link with another test build. This makes some changes to the way that the available opponents list works on the screen where you select your opponents for a game.  If you make several variants of one of the major races (not a custom race), all of the variants will show up in the list until one is enabled.  Then the others are removed from the list.  Disabling the race will cause it and all of its variants to return to the list.

I also undid some code that was intended to help with the pathfinding code timing out on gigantic galaxies, since after running a version compare between 1.8d and 1.8f, that's the only code that changed that I thought might be causing the out of memory issues.

Reply #44 Top
Cari the extra work you are doing here is greatly appreciated!
Reply #45 Top
This is for the older test build, but are probably still valid.

1) Auto piloting into a foreign planet eats remaining turns. This seems to cause AI fleets to get stuck (they keep trying to attack a defenseless planet)

2) Still have problems with losing ship build notifications, very annoying.

3) Constructor/starbase graphics often get mangled when a fleet reach a resource, often show as a different ship. (not a big deal, but could be a sign of bigger problem)

4) Hitting rally point from the starport screen causes the pop up to come up behind the screen. (so you see it after you leave, and if you clicked it 10x, you get 10 pop ups...)

5) Still occasionally have farm bug where a farm is not counted, and if you destroy it, the pop limit jumps to 100k


Lastly can fleet behavior be restored to DL? I specifically mean fleets of constructors hitting a resource, and the being able to use "f" to fleet. Upon getting to a resource, generally you'll get the base built, but the rest just stop. "f" used to be a very nice way to fleet ships. Now in DA it's a click fest to make fleets.

Thanks for the updates.
Reply #46 Top
and the being able to use "f" to fleet


you still can, you just have to select multiple units--but i liked it better the old way, when F would fleet the first ships in a stack. saved lots of time on clicking.
Reply #47 Top

1) Auto piloting into a foreign planet eats remaining turns. This seems to cause AI fleets to get stuck (they keep trying to attack a defenseless planet)

Can you please send me a save game with directions on how to reproduce this?

5) Still occasionally have farm bug where a farm is not counted, and if you destroy it, the pop limit jumps to 100k

Is this something that you notice immediately upon building a farm? If you were to reload a save game from just before it was built, does it happen again?  If so, do you have any save games that you can zip and send in? 

Reply #48 Top
Ok. I'll send that in. I think the farm bug fixes itself on a reload, but I'll try to find that planet again... (and I've never noticed when the farm problem actually happens, but i read some where that it's caused by a farm being built the turn you load or maybe save?)

The auto pilot should be easy to do, just take a fleet a ships and auto them into an undefended planet. A few seconds after they get there, the moves go to zero. (or once you reclick the fleet it will show zero, if you click else where, the ships won't move)
Reply #49 Top
Hi there...

I am still using 1.8e and haven't tried the patch available here since I just bought DA last week and got not much time to play.

Well. I also have problems with the pathfinding bug (using Fleets) and want to give some additional informations to CariElf to help him fix it.

The bad thing is, the AI is suffering from the bug too. Making games very very easy since the AI's fleet is "stuck" when they have a fleet and don't move. To help you further more it looks for me that the fleets wont move if their destination is farer away than their move speed. For e.g. the fleet wants to move 5 parsecs to attack an enemy but their speed is only 2 then they are stuck. I found that out when i had my espionage level raised on some enemy's, then you can see their "destination" of the fleet where it wants to go. The AI is targetting ships/bases from me, but since the AI has a fleet and the range is to far away for them, they just don't move and are beeing stucked.
While a player can manually solve this by moving their fleet step by step the AI is just stucked which make game play suffer. Human brains always use this to beat the AI.

Well, like i wrote I havent tried the patches yet but I will do NOW :) Maybe this info is helpful for you CariElf and I hope you will have this fixed soon.

I got DA very late (last week) and its bugged too like the release with dread lords over 1 year ago. I wish more quality testing for the game. I am really scared what bugs will happen with the next addon :(((

c ya
Reply #50 Top
I have experienced this bug as well when I started a new DA campaign and I had all these problems and a odd bug where the ship upgrade parts (the 'extras' were not showing in the upgrade bar - they were just blank boxes!) when designing ships.

The really odd part is that they were all gone when I reloaded the game the following day.

Using version 1.80e.098

I'm not sure whats happening here, is this anything to do with back porting TA code to DA?

I did need to add that the move problem was concerned with fleets only!!