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License: MIT License
Not really sure if it's the parser or any other agent of PYDT...
When opening a save game with mac, game load exits after few seconds of showing the "loading" screens (where the civ leader and its description appears).
Reproduced with two different games. On windows, it works fine
I'm trying to figuring out more data in civ6's save file. I opened the file with a hex editor but the grammar file seems to be not correct, it got civ name, game turn, etc all wrong.
The parser works fine, so maybe it's just not up-to-date?
This is really cool! I've been working on a site to share seeds for Civ 6 (civseeds.com) but it's a big pain to copy all the seed data, leader and map options like sea level, map type, etc. and I was wondering if I can grab it from a save automatically which lead me here.
I checked out the code but tbh I'm fairly lost and figured I'd start by just asking - do you guys think it's possible to parse the type of data I'm looking for?
I'm happy to contribute too, just figured I'd ask first.
Creating a new game with current version of civ 6 with all DLCs enabled after February 21 update ist not possible.
Started game with 8 players. 4 human 4 AI. Upload initial turn as usual fails with message only 6 players found, expected 8.
When using --outputCompressed
option, zlib throws following error:
zlib.js:489
throw error;
^
Error: unexpected end of file
at Zlib.zlibOnError [as onerror] (zlib.js:153:17)
at processChunkSync (zlib.js:481:12)
at zlibBufferSync (zlib.js:139:12)
at Object.unzipSync (zlib.js:695:14)
at readCompressedData (/tmp/foop/index.js:472:33)
at Object.module.exports.parse (/tmp/foop/index.js:113:9)
at Object.<anonymous> (/tmp/foop/index.js:217:35)
at Module._compile (internal/modules/cjs/loader.js:702:30)
at Object.Module._extensions..js (internal/modules/cjs/loader.js:713:10)
at Module.load (internal/modules/cjs/loader.js:612:32)
Hi!
While playing PYDT, i created a user marker in my turn. After trying to submit savegame, error appeared.
Replayed turn without placing the marker, and all went fine.
I attach you this savegame with the marker (renamed to txt)
PEDRO 10 3640 a. C..Civ6Save.txt
Thx for your work!
Hey,
Thanks for creating this! It's really awesome to see people parsing Civ 6 saves already. How are you finding the process? Do you think you'll eventually be able to expand it to parse maps too, or is it too complex a task?
Hello,
so I took a look at the source code - and I didn't see support for parsing specific turn actions. Given the increasing size of savegames as the game goes on I assume turn actions are saved, or atleast end of turn data for statistical reasons.
I am wondering if you are working on trying to parse those?
node index.js PERICLES\ 139\ 1812\ AD.Civ6Save --simple
#
# Fatal error in ../deps/v8/src/deoptimizer.cc, line 2045
# Check failed: result == fixed_size + (stack_slots * kPointerSize) - StandardFrameConstants::kFixedFrameSize + outgoing_size.
#
==== C stack trace ===============================
1: V8_Fatal
2: v8::internal::Deoptimizer::ComputeInputFrameSize() const
3: v8::internal::Deoptimizer::Deoptimizer(v8::internal::Isolate*, v8::internal::JSFunction*, v8::internal::Deoptimizer::BailoutType, unsigned int, unsigned char*, int, v8::internal::Code*)
4: v8::internal::Deoptimizer::New(v8::internal::JSFunction*, v8::internal::Deoptimizer::BailoutType, unsigned int, unsigned char*, int, v8::internal::Isolate*)
5: 0xe38bfd06ac9
Illegal instruction: 4
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