R160 train bug
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R160 train bug
When I tried to launch game (demo route) with R160, it just launches menu. Where is problem?
here is where i found train https://www.youtube.com/watch?v=lJWuIUzq5ic&ab_channel=GamingwithTrust
And I will also send bug report
here is where i found train https://www.youtube.com/watch?v=lJWuIUzq5ic&ab_channel=GamingwithTrust
And I will also send bug report
Railduck- Posts : 60
Join date : 2021-08-26
Location : Topoľčany, Slovakia
Re: R160 train bug
bug report
https://www.mediafire.com/file/khx7pomrchfez9k/openBVE_Bug_Report24_07_2023.zip/file
https://www.mediafire.com/file/khx7pomrchfez9k/openBVE_Bug_Report24_07_2023.zip/file
Railduck- Posts : 60
Join date : 2021-08-26
Location : Topoľčany, Slovakia
Re: R160 train bug
Did I ever mention I *hate* NYCTA stuff
That train is what I can only describe as an unmitigated mess of the highest order.
Please ensure that you're using the 64-bit build with this one, or it'll not work with pretty much anything, and I don't think we've got a way to specifically force that at the minute.
I've found the (immediate) cause of the crash, which is because the sim is attempting to reverse a non-existant object. This has been fixed in today's build
However, that should have been picked up earlier in the load process. I'm investigating that one further and may come across some other bits along the way.
That train is what I can only describe as an unmitigated mess of the highest order.
Please ensure that you're using the 64-bit build with this one, or it'll not work with pretty much anything, and I don't think we've got a way to specifically force that at the minute.
I've found the (immediate) cause of the crash, which is because the sim is attempting to reverse a non-existant object. This has been fixed in today's build
However, that should have been picked up earlier in the load process. I'm investigating that one further and may come across some other bits along the way.
SP1900, Rakago and BPI-919 Andris like this post
Re: R160 train bug
Yeah, I figured it out that most US addons are (and some addons are just modified addons of other people and yes, I mean 1969-70 leaked ones)leezer3 wrote:Did I ever mention I *hate* NYCTA stuff
That train is what I can only describe as an unmitigated mess of the highest order.
Please ensure that you're using the 64-bit build with this one, or it'll not work with pretty much anything, and I don't think we've got a way to specifically force that at the minute.
I've found the (immediate) cause of the crash, which is because the sim is attempting to reverse a non-existant object. This has been fixed in today's build
However, that should have been picked up earlier in the load process. I'm investigating that one further and may come across some other bits along the way.
Railduck- Posts : 60
Join date : 2021-08-26
Location : Topoľčany, Slovakia
Re: R160 train bug
Sorry to leach onto this topic but also having something similar. I swear NYC content is the most awfully optimised i have ever seen.
The train from here
https://www.youtube.com/watch?v=0RH3sV_X3oE&t=0s
It will load everything except the main panel. So speedo numbers, brake gauge needles and pilot light.
Some have suggested to run it in it 1.8.x.x with no luck. Still the same issues when run in the latest stable version. Apparently it could also be a security/permission issue according to them but they wouldnt say what.
However upon studying the logs. it always throws "Attempted to create an invalid size element" right under the "Loading Train Panel"
The train from here
https://www.youtube.com/watch?v=0RH3sV_X3oE&t=0s
It will load everything except the main panel. So speedo numbers, brake gauge needles and pilot light.
Some have suggested to run it in it 1.8.x.x with no luck. Still the same issues when run in the latest stable version. Apparently it could also be a security/permission issue according to them but they wouldnt say what.
However upon studying the logs. it always throws "Attempted to create an invalid size element" right under the "Loading Train Panel"
Re: R160 train bug
That's another total disaster of a train in terms of optimisation....
The short answer is that it attempts to load a 17mb compressed (~150mb uncompressed) file as the panel texture. Ridiculously oversized.....
From slower storage, this seems to take in the region of 6-12 seconds.
If a texture takes more than a second to load, it's way too big, or more usually terminally broken in some manner, hence the render thread was set to pass back control to the loader thread after a second.
(I can't think off the top of my head when the loading was threaded, but probably in the 1.7.* series of builds)
Now, the panel parser requires the size of the texture in order to positition it and some elements, and as control was being passed back too soon on slower storage, the texture hadn't loaded, and the size was missing.
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2024-01-27.zip
I've increased the timeout to 20s for stuff which requires the size to perform calculations, which fixes this, but the real answer here unfortunately is for the developer to actually use sensible size textures throughout.
(Please do report anything else like this. It's incredibly frustrating that people bandy about the solution of using lower versions, and don't bother to tell me it's broken.....)
The short answer is that it attempts to load a 17mb compressed (~150mb uncompressed) file as the panel texture. Ridiculously oversized.....
From slower storage, this seems to take in the region of 6-12 seconds.
If a texture takes more than a second to load, it's way too big, or more usually terminally broken in some manner, hence the render thread was set to pass back control to the loader thread after a second.
(I can't think off the top of my head when the loading was threaded, but probably in the 1.7.* series of builds)
Now, the panel parser requires the size of the texture in order to positition it and some elements, and as control was being passed back too soon on slower storage, the texture hadn't loaded, and the size was missing.
https://vps.bvecornwall.co.uk/OpenBVE/Builds/OpenBVE-2024-01-27.zip
I've increased the timeout to 20s for stuff which requires the size to perform calculations, which fixes this, but the real answer here unfortunately is for the developer to actually use sensible size textures throughout.
(Please do report anything else like this. It's incredibly frustrating that people bandy about the solution of using lower versions, and don't bother to tell me it's broken.....)
Re: R160 train bug
Still a no go I'm afraid.
Tried loading the train up on that version you put and it either crashes back to the menu or is stuck at 75% loading.
Could this now be system/hardware related now?
Tried loading the train up on that version you put and it either crashes back to the menu or is stuck at 75% loading.
Could this now be system/hardware related now?
Re: R160 train bug
Quite possibly
Have you got ancient / integrated graphics?
The offending texture would be upscaled to 8096px a side in memory, and anything above 2048px *may* cause some of these sorts of cards to gave an issue.
Will try and find something suitably ancient to test with this week.
If it's producing a crash log when it dies at 75%, this might also be interesting.
Have you got ancient / integrated graphics?
The offending texture would be upscaled to 8096px a side in memory, and anything above 2048px *may* cause some of these sorts of cards to gave an issue.
Will try and find something suitably ancient to test with this week.
If it's producing a crash log when it dies at 75%, this might also be interesting.
Re: R160 train bug
With the patch, this seems to be OK on the oldest thing I've got immediately available, which is a Thinkpad X220 with integrated Intel HD graphics.
You *must* use 64-bit with this train.
I've managed to trigger a couple of crashes with 32-bit (generally during loading) which I'll see if I can make work a little better, but when the whole thing is bouncing off 32-bit limits, depending on the route selected and total system load, the whole house of cards can come falling down at any point.
You *must* use 64-bit with this train.
I've managed to trigger a couple of crashes with 32-bit (generally during loading) which I'll see if I can make work a little better, but when the whole thing is bouncing off 32-bit limits, depending on the route selected and total system load, the whole house of cards can come falling down at any point.
Re: R160 train bug
I'll try again but I'll post both logs after my trials.
My machine is "ok" but if you can load it on integrated graphics, my setup shouldn't be an issue. Shall report back
If only NYC developers knew how to optimise their content properly.......
My machine is "ok" but if you can load it on integrated graphics, my setup shouldn't be an issue. Shall report back
If only NYC developers knew how to optimise their content properly.......
Re: R160 train bug
Wanted to advise that with the latest stable version. All the troublesome content is now loading and functioning.
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