
I'm experiencing a similar problem to RaZoR1394, with Cedega 5.1. Everything runs smoothly (including the intro videos) until I try to start a new game. The problem occurs either after I click OK to select my leader, or after I click anything (including OK) on the screen where you choose the level of difficulty. The music continues to play, but the graphics freeze. If I do anything to obscure the window (e.g. minimise it or place a window on top), the part that was obscured becomes black. The CPU utilisation of the game drops to miniscule levels (presumably just enough to play the music). Running the game full screen doesn't make a difference.1veedo wrote:This sounds like a problem I had with Windows. Some of the information at the civ forums suggest drivers but their conclusion was that it's not a hardware problem.RaZoR1394 wrote:I tried it with Cedega 5 after following the more comprehensive guide posted on the Transgaming forums. It starts fine and I'm able to orientate myself in the menus but I get a black screen when changing character (leader) or starting a new game. I guess It's an ATI problem as usual as most nVidia users following that guide managed to play the game though it may crash sometimes if you have graphics on higher than "low". It's also said that it runs even better than Civ3.
The fix is to basically reveal the whole map. In the python scripts you can set fishing/mining/starting advances to "reveal whole map." You still get fog of war, of course. The only downside is that you dont get to explore or anything and ...I hate the fix.
Go into assets/XML/technologies and open up Civ4TechInfos.xml. Replace all <bMapVisible>0</bMapVisible> with <bMapVisible>1</bMapVisible> and see if that doesn't work. There are other fixes but that was the only one that worked for me.
It's called the black map, look it up at the civ forums if that doesn't work for you.
(heh I want to play civ over here w/ my video card but mesa is masked -- along with all of its dependencies, "Modularized X, upstream release candidates.")

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0002:trace:x11drv:X11DRV_DDHAL_DestroySurface surface=0x63d5884
0002:trace:ddraw:Direct3DDevice9_Release (0x6a83140)->()
0002:trace:ddraw:Direct3DDevice9_LightEnable (0x6a83140)->(15,0)
0002:trace:ddraw:Direct3DDevice9_LightEnable (0x6a83140)->(16,0)
0002:trace:ddraw:Direct3DTexture9_Release (0x524cf24)->()
0002:trace:ddraw:D3DGL_DemolishTexture demolishing 0x0532e218
0002:trace:ddraw:IDirect3DResource9_ReleaseInternal (0x532e1e8)->()
0002:trace:ddraw:Direct3DSurface9_Release (0x532e1e8)->()
0002:trace:ddraw:D3DGL_DestroySurface surf=0x532e218
0002:trace:ddraw:D3DGL_DestroySurface deleted texture 26
0002:trace:x11drv:X11DRV_GLX_D3dRenderLock (0x560c328,0)
0002:trace:ddraw:D3DGL_MakeCurrent (0x3dd8cc20,0x0560c328,0x560c438,0x560c490,0x0)
0002:trace:x11drv:X11DRV_GLX_MakeCurrent already current
0002:trace:seh:EXC_RtlRaiseException code=c0000005 flags=0 addr=0x3ad5aa8d
0002:trace:seh:EXC_RtlRaiseException info[0]=00000000
0002:trace:seh:EXC_RtlRaiseException info[1]=ff00000c
0002:trace:seh:EXC_CallHandler calling handler at 0xacde59 code=c0000005 flags=0
0002:trace:seh:EXC_CallHandler handler returned 1
0002:trace:seh:EXC_CallHandler calling handler at 0xace205 code=c0000005 flags=0
0002:trace:seh:EXC_CallHandler handler returned 1
0002:trace:seh:EXC_CallHandler calling handler at 0xac3d6b code=c0000005 flags=0
0002:trace:seh:EXC_CallHandler handler returned 1
0002:trace:seh:EXC_CallHandler calling handler at 0xad5848 code=c0000005 flags=0
0002:trace:seh:EXC_CallHandler handler returned 1
0002:trace:seh:EXC_CallHandler calling handler at 0xaf8b08 code=c0000005 flags=0
0002:trace:seh:EXC_CallHandler handler returned 1
0002:trace:seh:EXC_CallHandler calling handler at 0xaf8cca code=c0000005 flags=0
0002:trace:seh:EXC_CallHandler handler returned 1
0002:trace:seh:EXC_CallHandler calling handler at 0xaf8e05 code=c0000005 flags=0
0002:trace:seh:EXC_CallHandler handler returned 1
0002:trace:seh:EXC_CallHandler calling handler at 0x9a22fc code=c0000005 flags=0
wine: Unhandled exception, starting debugger...
0002:trace:seh:start_debugger Starting debugger (fmt=/usr/lib/transgaming_cedega/winex/bin/winedbg -- --auto %ld %ld)
0002:err:seh:start_debugger Couldn't start debugger ("/usr/lib/transgaming_cedega/winex/bin/winedbg -- --auto 1 832") (2)
Read the Wine Developers Guide on how to set up winedbg or another debugger
0002:trace:seh:EXC_RtlUnwind code=c0000027 flags=2
0002:trace:seh:EXC_CallHandler calling handler at 0x3ab0ea50 code=c0000027 flags=2
0002:trace:seh:EXC_CallHandler handler returned 1
0002:trace:seh:EXC_CallHandler calling handler at 0xacde59 code=c0000027 flags=2
0002:trace:ddraw:Direct3DVertexBuffer9_GetDesc (0x532e4cc)->(0xefffd0)
0002:trace:ddraw:Direct3DVertexBuffer9_Release (0x532e4cc)->()
0002:trace:ddraw:D3DGL_DestroyEB (buf=0x532e4ec)
0002:trace:x11drv:X11DRV_GLX_D3dRenderLock (0x560c328,0)
0002:trace:ddraw:D3DGL_MakeCurrent (0x3dd8cc20,0x0560c328,0x560c438,0x560c490,0x0)
0002:trace:x11drv:X11DRV_GLX_MakeCurrent already current
0009:err:ntdll:display_wait_error Timeout. Retry with 60 secs: crit=0x3b481298 name="X11DRV_CritSection" ec=764 cc=764
0009:err:ntdll:display_wait_error backtrace="0x3ab0d6c6,0x3ab0d2ab,0x3ab0cc9b,0x3ab0cc3e,0x3ab76d4c,0x3b42ede1,0x3b42f2f9,0x3"...
0009:err:ntdll:display_wait_error crit (0x3b481298): lc 2 rc 2 ot 2 sem 868 spin 0
0009:trace:seh:EXC_RtlRaiseException code=c0000194 flags=0 addr=0x3ab0ecf8
0009:trace:seh:EXC_RtlRaiseException info[0]=3b481298
0009:trace:seh:EXC_CallHandler calling handler at 0x3ab0f1b0 code=c0000194 flags=0
0009:trace:seh:EXC_RtlUnwind code=c0000194 flags=2
0009:trace:seh:EXC_CallHandler calling handler at 0x3ab0ea50 code=c0000194 flags=2
0009:trace:seh:EXC_CallHandler handler returned 1
0003:err:ntdll:display_wait_error Timeout. Retry with 60 secs: crit=0x3b481298 name="X11DRV_CritSection" ec=765 cc=765
0003:err:ntdll:display_wait_error backtrace="0x3ab0d6c6,0x3ab0d2ab,0x3ab0cc9b,0x3ab0cc3e,0x3ab76d4c,0x3b42ede1,0x3b42f2f9,0x3"...
0003:err:ntdll:display_wait_error crit (0x3b481298): lc 3 rc 2 ot 2 sem 868 spin 0
0003:trace:seh:EXC_RtlRaiseException code=c0000194 flags=0 addr=0x3ab0ecf8
0003:trace:seh:EXC_RtlRaiseException info[0]=3b481298
0003:trace:seh:EXC_CallHandler calling handler at 0x3ab0f1b0 code=c0000194 flags=0
0003:trace:seh:EXC_RtlUnwind code=c0000194 flags=2
0003:trace:seh:EXC_CallHandler calling handler at 0x3ab0ea50 code=c0000194 flags=2
0003:trace:seh:EXC_CallHandler handler returned 1
I followed the instructions from the Cedega 5.1 release notes:sh00ter wrote:In what mode did you run civ4 in winxp? win2k? Do you use nocd pach? Did you set nvidia extentions "on" in p2p menu?
As the instructions say, I installed in win98 mode and play in winxp mode. I have tried different modes but they don't make any difference. I am using a nocd patch (my drive is dodgy and can't read the disc properly). I don't see any Nvidia extensions in the Cedega GUI. Were they removed in 5.1?# This game must be installed in Windows 98 compatiblity mode to ensure that a number of required DLLs are installed.
# Users MUST choose to accept the installation of DirectX 9.0C to play this game. Please carefully read the associated EULA and only accept if you meet all DirectX license requirements. Note that the DirectX installer prompt may be obscured by an incorrectly drawn installer window.
# This game must be run in Windows XP compatibility mode to pass copy protection.
# The 1.52 game patch is highly recommended as it resolves a number of gameplay and performance issues.
# The background on the loading screen may not always be displayed properly.
# The game will warn about being unable to start voice capture unless Full Duplex mode is properly configured in cedega and for your sound system.
# Medium or low detail is recommeded particularly later in the game to improve performance.
# ATI users should disable VBO for this title.


My problem is different. When the graphics freeze, the image is still shown fully. However, if I do something which obscures the window (e.g. move another window over it or minimise it), the bits which were obscured turn completely black. The freeze occurs even before the game is generated, so there's no map or units. The music continues to play, but the CPU utilisation of the wine process drops to almost nil, indicating that the graphics aren't being rendered at all.1veedo wrote:It sounds like that may be slightly differeny problem. Can you still see your units overtop the black? Can you move units and build cities? You should be able to enable cheats and then "reveal whole map." I'm pretty sure the latest patch fixed it. If you havn't tried it then put the "real" civ4 exe back and update. (then use the no-cd for version 1.05 or whatever it is) I read a thread where they decided it was completely a software problem. At first people blammed hardware, "update your drivers," but latter Pyerun found the XML thing.
I had to clear out my ~/.cedega directory, but I finally see that option. Playing with various combinations of options on the Graphics page doesn't seem to make any difference.sh00ter wrote:nvidia extentions are in Graphics->NV_VAR
Nope, it's an Nvidia card, with Nvidia drivers (the xorg-x11 nv driver doesn't do 3D well).ChrisJumper wrote:First.. i think you have an Radion-ATI -Card ... then forget the nvidia-thing.. i thinke the nvidia-buttons are hiding for you.

Hi,Yama wrote:After lots of reading and experimentation, I finally managed to get Civ4 going. The solution is to use a 24 bit colour depth for the X server. I'm surprised that this hasn't been noted anywhere (unless I missed it). Transgaming should mention it in a FAQ or something.
There are two problems that I am still experiencing:
- 1. Sometimes when I load a game, the entire map is visible (no fog of war). This normally rectifies itself the next turn.
2. The information displayed below the cities on the map (saying their name, what they're producing, etc.) is replaced by a series of cyan (light blue) squares. The recommended fix for this is to set GUIManagedTextures = 1 in the CivilizationIV.ini file. However, this doesn't solve the problem for me.

Thank you! This works brilliantly!trinity wrote:The solution for cities names: Uncheck Vertex Shaders
I don't see a "Check Program" option, but I set "Fixed Program" to Yes. Is that what you mean?trinity wrote:and choose "Yes" to Check Program (If you don't do this, the game will be slow).
I'm not experiencing that problem. The closest thing I can find to what you describing is the page 1veedo linked to earlier in the thread. I might possibly be an MX-related issue (the Geforce4 MX is in fact an upgraded Geforce2 and bears little resemblance to the real Geforce4). Are you running the latest Nvidia kernel and GLX drivers?trinity wrote:It works for me, but the map is still revealed (I see trees and rivers in black). Someone knows how to fix my latest problem with Civ4?! I have a Geforce4 MX 4000.
