View Full Version : PLJ's stubborn attempt to track CTD's
I will be devoting some time to CTD tracking from now on. If you use sober's list, and get CTD's, read on:
Please reply in this topic, and upload a save of the situation closest to that CTD, and what I need to do to replicate it. I will then try to do just that, and start collecting info and comparing situations. I will be reporting back regularly and probably asking questions too, as my actual game knowledge is atm limited, so I'll probably have some questions along the way.
Situations where you seem to be getting random CTD's while doing nothing but watching stars or sub interior: please report the gametime between last save and CTD and actions taken between those two points as best as possible.
If you use a different list then sober's current list, which prevents me from using the save, I will probably not look into it unless it doesnt take me half a campaign to get to the point of CTD.
Feel free to discuss any CTD related issue here, it might spark ideas and it wont litter other topics that mention one, but are not ment for in-dept discussion about them. (guilty of that myself)
This is obviously not related to CTD's that can be related to a version update of one of the mods or using different versions of mods or different orders.
================================================== ================================================== =======================
- First of all, saving often seems to keep CTD's to a minimum. Using a lot of TC at high rates between saves seems to increase the risk of CTD's. Reloaded games often work fine.
- Need to test with minimum .exe patching and see if CTD's persist
- JSGME seems to play a role in certain CTD scenarios
Ignore this, it's my public noteblock. Feel free to comment on it if you think you have something to add.
WIP: test scenarios:
OK First CTD from vicinty of Danzig bay on completion of Baltic ops proceeding to Kiel as ordered at 17kts TC512 until 20kms from Kiel estuary dropped to TC32 when CTD on approaching Kiel estuary. I was planning on dropping to 12kts when level with mainland coastline.
2nd CTD. loaded game as continue campaign from last autosave before CTD 1. Again restarted game in vicinity of Dazig bay when proceeded at 17Kts TC512 upon entering Kiel estuary at TC16 and 17kts, I had just changed course 3-5kms short of a waypoint to avoid DD, then CTD.
Accurate German Flags
sobers game loading tips V8 SH5
DBM Background Video
SteelViking's Interior Mod V1.2
SteelViking's Interior Mod V1.2.2 Patch
sobers multi color mod V5
DynEnv v2.9 - 1. Main Mod
DynEnv v2.9 - 4.a Camera Filters - Realistic Colors
DynEnv v2.9 - 5.c Ambient Settings - Darker Nights-No Murky Waters
DynEnv v2.9 - 12. Sounds
Small_trees_SH5_V1
sobers smoke screen V1 SH5 (DynEnv compatible)
sobers water splash anim SH5
sobers best ever fog V22 SH5
sobers base sky mechanics V1
sobers better terrain v3 SH5
sobers waves mod V12 27032013
sobers more trees SH5
SH5_7A_Conning_Fix
Fuel Gauge WoGaDi_SteelViking's Interior
Equipment_Upgrades_Fix_v1_4_byTheBeast
Equipment_Upgrades_Fix_v1_4_Patch_1
#Equipment_Upgrades_Fix_v1_4_Patch_1_HotFix
Equipment_Upgrades_Fix_v1_4_Patch_1 (available by date) V9 by sober
EUF_UBoat_FX_v0_0_3_ byTheBeast
SH5 Longer Repairs v.1
FX_Update_0_0_22_ByTheDarkWraith
FX_Update_0_0_22_Torpedoes (modified for torpedoes failure patches)
AI_sub_crew_1_0_2_TheDarkWraith
NewUIs_TDC_7_5_0_ByTheDarkWraith
NewUIs_TDC_7_5_0_alt_officer_wounded_by_Torpedo
NewUIs_TDC_7_5_0_RadCapTools_0_2_alpha
Submarine's .sim&cfg (modified for engine ratio + independent control patches).7z
Sjizzle's - Charts for NewUIs part1_07.06.2013
Manos Scopes-patch for 16x9
IRAI_0_0_39_ByTheDarkWraith
IRAI_0_0_39_ByTheDarkWraith_Patch_1
R.E.M_by_Xrundel_TheBeast_1.2
R.E.M_by_Xrundel_TheBeast_1.2 - no hyd on surface - NewUIs-IRAI compatible
Depth Charge Fix Reduced Explosion Range
Cerberus62 Corrected Depth Charge Projector 1.0
Reworked Morale and Abilities v.1.1
MFCMCCDLite
Speech fixes and additions (english version)
TDW FX Fix for Sobers chimney smoke
Church's Compass Dials Mod v2.2 - Option One
OPEN HORIZONS II_full v2.2
Sobers Terrain fix for OH2 V2.2
R.S.D. - Reworked Submarine Damage v5.4 by vdr1981
R.S.D. & R.E.M. - GHG Hydrophone add-on (no hyd on surface)
Bullet_spark_test
Intel(R) Core(TM) i7-2600K CPU @ 3.40GHz (8 CPUs), ~3.7GHz 64 bit
NVIDIA GeForce GTS 450 1GB GDDR5
RAM 8GB
HDD Barracuda 7200.12 1TB
Try to reproduce with sober list.
[reserved for actual helpfull info2]
So yeah, I'm probably about to duplicate a lot of work already been done. Feel free to ignore this if that bothers you.
For simplicity's sake, I'll be using the list created and maintained by Sober .. and possibly will switch for the current WIP megamod once that's released.
I will investigate every reproduceable CTD with that list, so please report them in this topic to keep me bussy and upload a save as close to the CTD as possible. Using the same list, that should work fine.
This will ensure two things:
- actual reproduction of the CTD and thus a confirmed issue and not a random event or installation error
- increased focus on those issues
I cant mod .. so I cant fix anything, I'm just going to track stuff down and report my findings.
Any suggestions are welcome.
I will investigate every reproduceable CTD with that list, so please report them in this topic to keep me bussy and upload a save as close to the CTD as possible.
Just a quick note to say that savegames, as some crashes, are mod list-related, therefore people posting their savegames should also post a snapshot of their enabled mods, for you to enable them on your end.
I was gonna try and limit myself to sober's list to rule out any obvious modconflicts and limit myself to trying to recreate using that list.
I might perhaps make that the few circulating compilations, but only if I can install sh5 that many times without issues. uplay wont be one, no worries.
If that does not give enough data to work with, I'll be forced to use each and every different compilation .. I rather hope to avoid that tho :p
Trevally.
10-23-13, 09:59 AM
I have some tips:D
If you enable equipment in your boat through a mod and then load an old save you will ctd.
If you start a campaign and then remove a mod that added something to that campaign - you will ctd
If you go higher than 1052 TC in Kiel - you will ctd
if you listen through the hydro to an enemy sub without installing OHII, TDWs UI or hydro fix - you will ctd
see here for mod advice http://www.subsim.com/radioroom/showpost.php?p=2119977&postcount=26
Hence my reason for wanting to stick to sober's list and proposed settings .. that way saves will be interchangable and only a relative few options can differ .. which can be changed quick and easy.
I cant even go to 1024 TC ;)
V13dweller
10-23-13, 11:58 PM
I run a slightly modified version of Sobers modlist and run at over 1024 time compression without any drama's:D, but I re-installed recently, so I will test that again soon.
I run a slightly modified version of Sobers modlist and run at over 1024 time compression without any drama's:D, but I re-installed recently, so I will test that again soon.
I have the feeling (read: no hard evidence yet) that my system chokes on the amount of stuff happening in-game that it needs to process.
Even if I'm in navmap mode, which takes a LOT of strain off the GPU, and just cruise around in a no-contact, no-land situtation, I occasionaly CTD on high TC levels.
I'm not sure what's causing this .. my diskspeed is my system bottleneck .. so perhaps it's related given the high volume of text files that sh5 parses. Altho I'm not sure if it does that once at loading, or continuasly ..
THE_MASK
10-24-13, 05:52 AM
Nothing is going to fix frustration with ctds if its from a computer system that cannot cope with a highly modified SH5 .
Nothing is going to fix frustration with ctds if its from a computer system that cannot cope with a highly modified SH5 .
I'm not frustrated .. I'm intrigued .. and setting up monitoring so that I will be able to look back in detail what my system was doing right before the crash.
If my system would be reliably slow in certain spots or CTD at predictable situations, I would not be looking into this .. I would be upgrading my system ;)
THE_MASK
10-24-13, 06:11 AM
I'm not frustrated .. I'm intrigued .. and setting up monitoring so that I will be able to look back in detail what my system was doing right before the crash.
If my system would be reliably slow in certain spots or CTD at predictable situations, I would not be looking into this .. I would be upgrading my system ;)I unenebled my mod list today and the n reinstalled witht he Tasks/Load mod profile option . I noticed half way thru jsgme stopped responding . Ctds ever since then with a new campaign . Even after I reinstalled the game . Maybe a mod is corrupted , who knows .
Mikemike47
10-25-13, 12:07 PM
I noticed half way thru jsgme stopped responding .
I have noticed in my situation that JSGME stops responding according to windows task manager. I do not get the CTDs like you mention in your situation because of a stop responding issue. I just let it run.
Does post #3 in my signature help with your issue?
On a side note, not related to PLJ's mission but, related to JSGME and possible CTDs:
I am not at my game computer at the moment. I am going to add some new information to JSGME help thread I created in about 12 hours for something else I discovered in JSGME issues. With all of the various threads about CTDs lately, perhaps it will help others.
The veterans Sober, gap, volodya61 trevally, have all helped :salute:with CTD and mod soup JSGME issues so much. Now vdr1981 and especially plj :salute:mentioning JSGME CTDs a lot. I hope know one feels left out.
I have noticed in my sitauation that JSGME stops responding according to windows task manager.
I can confirm: I had the same happening on my rig. It is probably connected with the enabling of burdensome mods or large mod lists, because it never happens when enabling small mods (in terms of Kb). What I do, is leaving JSGME alone: after a while the program gets back responding, and the mod(s) is/are enabled as supposed.
I unenebled my mod list today and the n reinstalled witht he Tasks/Load mod profile option . I noticed half way thru jsgme stopped responding . Ctds ever since then with a new campaign . Even after I reinstalled the game . Maybe a mod is corrupted , who knows .
I dont want to be too optimistic, but it looks like we are zooming in on the issue. It seems that under certain conditions, JSGME does not work propperly.
I have noticed in my sitauation that JSGME stops responding according to windows task manager. I do not get the CTDs like you mention in your situation because of a stop responding issue. I just let it run.
Does post #3 in my signature help with your issue?
On a side note, not related to PLJ's mission but, related to JSGME and possible CTDs:
I am not at my game computer at the moment. I am going to add some new information to JSGME help thread I created in about 12 hours for something else I discovered in JSGME issues. With all of the various threads about CTDs lately, perhaps it will help others.
The veterans Sober, gap, volodya61 trevally, have all helped :salute:with CTD and mod soup JSGME issues so much. Now vdr1981 and especially plj :salute:mentioning JSGME CTDs a lot. I hope know one feels left out.
Same here .. if I do anything buy let JSGME run, it gets unresponsive, till it finished loading the list. No idea if still does its job like it should when it does that... any more info on JSGME is more then welcome .. fixing that will save me from having to load a list manualy :p
I can confirm: I had the same happening on my rig. It is probably connected with the enabling of burdensome mods or large mod lists, because it never happens when enabling small mods (in terms of Kb). What I do, is leaving JSGME alone: after a while the program gets back responding, and the mod(s) is/are enabled as supposed.
It does this when it has to copy large files .. like a large volume of sound files or the intro video. It indeed seems to have done its job .. JSGME validator agrees on that .. but the random CTD's we get kinda disagree .. and it seems that for an unstable list to become stable, all one has to do is disable and re-enable it .. or the other way around .. perfectly stable modlist becommes a CTD-ing one after dis- and re-enable of modlist.
Bathrone
10-25-13, 07:45 PM
Its a red herring. That just usual windows behaviour with the file system and the latency/bandwidth limitations of moving the files around
If you wanted to get all scientific, you could run a checksum hashing algorithm over the unmoved mods files and then move it with a profile, see the not responding due to latency/bandwidth, then once the mod enabler has all moved the files, re run the hashing algorithm over the same files just moved and you *WILL* see that the hash values are identical
This is not the problem folks
Mikemike47
10-25-13, 10:57 PM
you could run a checksum hashing algorithm over the unmoved mods files and then move it with a profile
Just curious. Running JSGME, tasks, generate snaphot of game files produces files with a whole bunch of numbers/letters afterwards. Is the whole bunch of numbers/letters considered a checksum hashing algorithm?
I have used his MD5Mate.
Its a red herring. That just usual windows behaviour with the file system and the latency/bandwidth limitations of moving the files around
If you wanted to get all scientific, you could run a checksum hashing algorithm over the unmoved mods files and then move it with a profile, see the not responding due to latency/bandwidth, then once the mod enabler has all moved the files, re run the hashing algorithm over the same files just moved and you *WILL* see that the hash values are identical
This is not the problem folks
Given mike's finding here (http://www.subsim.com/radioroom/showpost.php?p=2133613&postcount=6) it seems that JSGME is err-ing sometimes for some reason.
I went through the documentation yesterday, and the unresponsive UI for JSGME is by design .. described as some sort of optimization to make JSGME focus on the task at hand .. while in fact, it's lazy coding. In that loop should be the equivalent of vbscripts DoEvents().
All scientific, the files could vastly differ due to how JSGME handles files .. open/locked files are ignored and will not be copied, so it takes as much as having a file open by accident in notepad++ or something, and en/dis-abling your modlist at that moment. This could even happen if windows for some reason wont release the lock on the file .. for instance cuz the game crashed.
But you are right in that the unresponsiveness is an issue .. it's just not so elegant coding :p
THE_MASK
10-26-13, 01:41 AM
I am 99% sure most ctds are ubi game launcher related . TDW says that and the fact that I can reload all previous saves and the game works .
volodya61
10-26-13, 08:06 AM
I am 99% sure most ctds are ubi game launcher related...
Unfortunately no.. I've never used launcher..
I dont use the launcher either .. so everything I can replicate, is not launcher related .. same for volodya ... that leaves us with verry few scenarios to ascribe to the launcher .. and tbh, I think it can be ignored as cause unless we are able to replicate the issue.
Trevally.
10-26-13, 11:30 AM
Unfortunately no.. I've never used launcher..
I dont use the launcher either .. so everything I can replicate, is not launcher related .. same for volodya ... that leaves us with verry few scenarios to ascribe to the launcher .. and tbh, I think it can be ignored as cause unless we are able to replicate the issue.
Then how are you starting the game:06:
Then how are you starting the game:06:
http://www.hogwartslive.com/images/emoticons/shhh.gif
... they are listening http://zenpawn.com/images/EmoticonWink.gif
Then how are you starting the game:06:Set to offline in uplay screen .. be done with it. You loose the (useless) online functions.
Trevally.
10-26-13, 11:58 AM
http://www.hogwartslive.com/images/emoticons/shhh.gif
... they are listening http://zenpawn.com/images/EmoticonWink.gif
I hope so:D
Set to offline in uplay screen .. be done with it. You loose the (useless) online functions.
But the game will still only start through the launcher - just in offline mod.
There must be more to this:O:
I hope so:D
But the game will still only start through the launcher - just in offline mod.
There must be more to this:O:
I doubleclick sh5.exe ... works fine
I doubleclick sh5.exe ... works fine
Double clicking the exe doesn't bypass the launcher, no matter if the game is set to offline mode or not. This is UBI's way to know that you own a legitimate copy of the game. The only way to bypass it, is by using an "hacked" copy of sh5.exe :yep:
A long time ago, in the beginning, I had a legal version of the .exe.. but when the permanent problems with uplay launcher started, I changed my file.. and have no regrets..
I see your point Volodya, but this is not the best place to discuss your choices, I am sure you understand it. I was just correcting plj's statement :)
volodya61
10-26-13, 01:06 PM
I see your point Volodya, but this is not the best place to discuss your choices, I am sure you understand it. I was just correcting plj's statement :)
You first uttered the forbidden word :O: :)
You first uttered the forbidden word :O: :)
I make amends. May the Force keep me away from the lures of unclean words! :oops:
Double clicking the exe doesn't bypass the launcher, no matter if the game is set to offline mode or not. This is UBI's way to know that you own a legitimate copy of the game. The only way to bypass it, is by using an "hacked" copy of sh5.exe :yep:
In offline, it does nothing, but be annoying. No communication with the server, requirement is that you have logged in once.
You are not using uplay in offline.
That being said, I switched to a DRM free one cuz it gets annoying fast if you are messing with modlists and constantly open/close the game. Which is perfectly legal under most laws btw... I am allowed a backup.
I make amends. May the Force keep me away from the lures of unclean words! :oops:
Yeah, you should set a filter for DRM .. it's insane that **** gets *ed, but DRM doesnt.
THE_MASK
10-26-13, 04:40 PM
Try ticking every option in the ubi launcher settings then exit out . Start a new campaign and see how that goes .
Bathrone
10-26-13, 05:32 PM
Given mike's finding here (http://www.subsim.com/radioroom/showpost.php?p=2133613&postcount=6) it seems that JSGME is err-ing sometimes for some reason.
I went through the documentation yesterday, and the unresponsive UI for JSGME is by design .. described as some sort of optimization to make JSGME focus on the task at hand .. while in fact, it's lazy coding. In that loop should be the equivalent of vbscripts DoEvents().
All scientific, the files could vastly differ due to how JSGME handles files .. open/locked files are ignored and will not be copied, so it takes as much as having a file open by accident in notepad++ or something, and en/dis-abling your modlist at that moment. This could even happen if windows for some reason wont release the lock on the file .. for instance cuz the game crashed.
But you are right in that the unresponsiveness is an issue .. it's just not so elegant coding :p
Hi there mate
With concerns about locked files etc from the mod enabler, this is easy for people who are concerned to test. Ive suggested one method of using a hashing algorithm. I'd encourage people to test out these ideas so it becomes empirical and certain. If there is error handling problems with the mod enabler, perhaps the mod enabler can be enhanced to be more robust with these sort of error conditions. If the tests prove there isnt a robustness problem for error conditions, then we can all relax in that certainty.
As for MikeMike and a bit of cruft being left over with the mod enabler, I dont see this as a problem if it is indeed cruft. Again people can easily test this instead of being superstitious :up: For example, if I created a cruft file named:
thisfileisguunactdmygame.py
Since the file is obviously made up, it not used by anything in SH5, it is indeed cruft and will have no impact on the game.
Leftover NewUI files are an issue .. as their names dont change between versions. They SHOULD get overwritten, but apperantly this doesnt always happen .. could be due to JSGME abuse .. has to be checked tho.
My deleted (from within save menu) savegame's deathmarks showed up on a new game (same captain name) 20 days before they happened in that game. These are deatmarks from patrol 2 while I'm on patrol one. This should not happen an is only explainable with leftovers remaining while they shouldnt.
I'm poking around atm, and I'll start hashing my gamedir after mod enabling/disabling with reference to .mep used and date and list changes if they occur.
Bathrone
10-27-13, 02:21 AM
Sounds like a good avenue of investigation PLJ. It would be easy to write a clean up script that cleans out those sorts of cruft if they are found to have gameplay problems. The procedure could be, dump all mods, run the cleanup script, reload the mods.
Bathrone
10-27-13, 02:24 AM
Also I want to offer something TDW shared with me. Where there is the modding and debug options in the CFG file, there is an undocumented minidump option too. As you aware a major issue is that CTDs occur with no real logging of what the stack dump is and why it happened. Through trial and error Ive been able to isolate some causes like excess GPU RAM utilisation but in no way is the game robust
In the debugview, there was a red herring about the Uplay DRM packet but I discovered that this particular message occurs on normal shutdown anyway. Typically in CTDs there is no windows error reporting and no debugview messages of help - atleast with my test setup
If this minidump option could be understood and analysed perhaps that will give us a keyhole into the actual register state at the crash any exactly it crashed
Try: save at least every 2 game hours .. dont use TC over 512, save immediately after useing a good amount of TC.
For me, this halves CTD's .. could you confirm this?
Yeah .. to a certain extend, it is to be expected untill the current WIP's combine to form a true megamod .. but that needs a bit of work :p
Did the tips I gave help to an extend ?
I already try to fix it like tervally said first try vinall than activate about 5 mods than another 5 mods.
Yes you tipps helped me but i still get ctd
Can anybody guestimate what happens during save ? Why does this have a possitive effect in trying to reduce CTD's .. anybody any wild guesses ?
Can anybody guestimate what happens during save ? Why does this have a possitive effect in trying to reduce CTD's .. anybody any wild guesses ?
My guess is that the game is freeing up memory from data which is written on file, but I already know that you won't like this answer :D
My guess is that the game is freeing up memory from data which is written on file, but I already know that you won't like this answer :D
In a way this could verry well be .. but then it would not be due to video memory, but due to the limited size of an array that is overstepped, resulting in devision by 0 and consequential CTD.
It would mean that sh5 works with an incremental copy of events, in memory, untill you save. This is what I'm guessing is the issue .. but I dont want to focus on that too much, as I will then discard evidence based on my fixed outcome :p If I'm right, I will end up there whetter I like it or not :p
In a way this could verry well be .. but then it would not be due to video memory, but due to the limited size of an array that is overstepped, resulting in devision by 0 and consequential CTD.
It would mean that sh5 works with an incremental copy of events, in memory, untill you save.
sounds plausible :yep:
This is what I'm guessing is the issue .. but I dont want to focus on that too much, as I will then discard evidence based on my fixed outcome :p If I'm right, I will end up there whetter I like it or not :p
It seems to me that you have the rare ability to always be right, and this is the one thing I know for sure about this SH5 crash issue :O: :salute:
sounds plausible :yep:
It seems to me that you have the rare ability to always be right, and this is the one thing I know for sure about this SH5 crash issue :O: :salute:
Always right is way too much credit .. but I've been diagnosing computer problems professionaly for about 20 years now .. I should be somewhat close to the issue in not too much time .. else I would be kinda overpaid :p
Trevally.
10-28-13, 02:00 PM
My guess is that the game is freeing up memory from data which is written on file, but I already know that you won't like this answer :D
:haha::har::rotfl2:
I would also chuck in here the issue with long patrols that cause a HUGE .mis file to be written.
Patrol after patrol without ending it and banking achievements = issues:know:
THE_MASK
10-28-13, 03:45 PM
Just update your computer system to nividia titan quad and all should be ok :O:
:haha::har::rotfl2:
I would also chuck in here the issue with long patrols that cause a HUGE .mis file to be written.
Patrol after patrol without ending it and banking achievements = issues:know:
Any semi-hard data on how long it takes to cause issues ? Is best described in game-time or file-size or is that unknown ?
Just update your computer system to nividia titan quad and all should be ok :O:
I lag behind a year or 2 with my system .. consequently, I pay less then 1/3rd of what others shell out to buy a new system :p
Bathrone
10-28-13, 11:23 PM
Just update your computer system to nividia titan quad and all should be ok :O:
SLI isnt supported in SH5 because the Devs who built the pixel shaders and what not never respected the SLI guidelines for multi GPUs. Ive tried developing a custom profile for SLI but because of hard coded nasties in SH5 it will never work unless Ubisoft fix it or release the source code to the community and its modded
Since its an old school 32 bit drectx 9 app it has other limitations too, around the maximum memory allocation that can be allocated to any 32 bit process and so on
Therefore throwing more hardware at it isnt a silver bullet
Trevally.
10-29-13, 07:58 AM
SLI isnt supported in SH5 because the Devs who built the pixel shaders and what not never respected the SLI guidelines for multi GPUs. Ive tried developing a custom profile for SLI but because of hard coded nasties in SH5 it will never work unless Ubisoft fix it or release the source code to the community and its modded
Since its an old school 32 bit drectx 9 app it has other limitations too, around the maximum memory allocation that can be allocated to any 32 bit process and so on
Therefore throwing more hardware at it isnt a silver bullet
Here is how I made a profile work for me
http://www.subsim.com/radioroom/showthread.php?t=193168
:up:
Bathrone
10-29-13, 05:53 PM
Mate because of the way the SH5 render is written, just forcing alternate frame rendering 2 wont give the benefits thats expected. I just did it, and I've tried it before, it gives no significant improvement in the framerate.
There is a whole bunch of settings not exposed in the control panel your using that the driver uses. A proper SLI profile needs to use those extra settings to instruct the driver to maximise its performance without producing rendering errors. I've copied below the SH III NVIDIA profile in a screenshot so you can see the detail Im talking about
For SH5 in particular we need to get the Directx9 compatability bits right
Who knows what 3d engine is used in SH5? If we could find a similar game we could use that SLI profile as a starting point. Months ago I tried copying prior SH games but that didnt work properly and in frustration I gave up.
http://i43.tinypic.com/16gnpt.png
Madox58
10-29-13, 07:10 PM
Still uses DX 9.0c
Still uses the same Game Engine as SH3/4 with upgrades.
THE_MASK
10-29-13, 07:19 PM
Bring on SILENT HUNTER 6
The Battle for a descent game .
Madox58
10-29-13, 07:26 PM
Bring on SILENT HUNTER 6
The Battle for a descent game .
Descent game.
:har:
That's what has been going on from SH3 to SH5 due to 'time to release' from management type Trolls.
management type Trolls. That sounds like a pleonasm to me .. :hmmm:
Madox58
10-29-13, 07:40 PM
:hmmm:
Which part?
Management,
type,
or Trolls?
:haha:
Trevally.
10-30-13, 03:42 AM
Mate because of the way the SH5 render is written, just forcing alternate frame rendering 2 wont give the benefits thats expected. I just did it, and I've tried it before, it gives no significant improvement in the framerate.
For me I had one very hard working GPU with high temps and one that was idle.
Adding the profile I showed reduced the load and temp from 70C to 60C on one card
The other card (that was unsused) went from 30C to 55C
Also FPS did change for me
I did not suffer much to start with, bit after it was even less
So perhaps you will only work with an official profile
Other may want to use the method I posted to get the same benifits that I did.
:arrgh!:
So, I cleaned up my modlist, and went back to sober's list with a few minor alterations .. and didnt get a CTD for 2 days .. then, when closing in on the Dazig Bay, I came across the Uekel Small Passenger, had it identified by my crew, masthight to TDC, used stadi, wanted to exit USO .. and BAM, there I went.
I'm quite sure I was detected, as I did not bother to submerge. It was war according to map. No shot fired, no specific action taken. Time was around 3am on 1-okt. Would they radio out on sub spotted ?
Will try to reproduce.
Debugview shows this:
[11780] Uekel Small Passenger Type 22.5000
[11780] unitname to open SOAN to=Uekel Small Passenger Type
[11780] Setting SOAN to Uekel Small Passenger Type
[11780] SOAN_GetUnitInfo
[11780] TDWFileUtils: setting new texture
[11780] D:\Games\Silent Hunter 5\data\Sea\NPS_Tyohei\NPS_Tyohei.ait not found. Additional info disabled for unit
[11780] Cam_wheel_zoom
[11780] Cam_wheel_zoom
[11780] Cam_wheel_zoom
[11780] Pagelayout_ExecuteOrder: WP Identify target
[11780] SH5E Heading/Rudder dial mouse in
[11780] Uekel Small Passenger Type 22.5000
[11780] unitname to open SOAN to=Uekel Small Passenger Type
[11780] Setting SOAN to Uekel Small Passenger Type
[11780] SOAN_GetUnitInfo
[11780] TDWFileUtils: setting new texture
[11780] D:\Games\Silent Hunter 5\data\Sea\NPS_Tyohei\NPS_Tyohei.ait not found. Additional info disabled for unit
[11780] SH5E Heading/Rudder dial mouse out
[11780] Target has new range value of 9549.91
[11780] First range reading set for target
Note the missing info file ?
Trevally.
10-31-13, 12:53 PM
Note the missing info file ?
Do you mean the .ait file:06:
THE_MASK
10-31-13, 04:24 PM
Do you use my latest time compression settings ?
Do you use TC1 on any message box messages ?
Do you use a diffrent save every time instead of overwriting ? plj1 , plj2 etc
One thing about CTDs is that i can always load the game back on the last save and it always works .
Bathrone
10-31-13, 05:14 PM
For me I had one very hard working GPU with high temps and one that was idle.
Adding the profile I showed reduced the load and temp from 70C to 60C on one card
The other card (that was unsused) went from 30C to 55C
Also FPS did change for me
I did not suffer much to start with, bit after it was even less
So perhaps you will only work with an official profile
Other may want to use the method I posted to get the same benifits that I did.
:arrgh!:
No offence but that method of hard coding AFR2 in the Nvidia control panel is about 1/10th of whats needed to do a profile right. You need to use something like Nvidia Inspector to access those aspects of a profile that are not exposed in the Nvidia control panel. In particular the compatibility bit settings are important. I've posted up the SHiii ones for reference in that screenshot.
CMOS devices dont stress until around 100c and I wouldnt worry too much about those sorts of temps or changes in temps. As soon as you run a more demanding app like 3dmark youll see the temps go up again across all your gpus.
I understand youve seen benefits but there is far more benefits to be had, just hard coding AFR2 is like 1/10th of a benefit. If we could get all the specific SLI settings down pat you'd see massive FPS gains. I'm willing to try and give it another go and I would be happy to collaborate with you Trevally or anyone else whos interested. But I'm not too optimistic as all the settings I tried months back were incompatible with the SH5 pixel shaders.
Do you mean the .ait file:06:
Yeah .. what's supposed to be in that ?
Do you use my latest time compression settings ?
Do you use TC1 on any message box messages ?
Do you use a diffrent save every time instead of overwriting ? plj1 , plj2 etc
One thing about CTDs is that i can always load the game back on the last save and it always works .
I wasnt on TC. I use your settings with a minor alteration .. maxTC in travel mode is 512 here.
I use 2 save slots .. never had a corrupted save and reloading the save is not an issue. I'll try not using the same slot twice, tho it seems silly and is a ****load of work to maintain .. cuz letting them all sit there get's ugly fast.
Yeah .. what's supposed to be in that ?
formatted text and image links. You can open/edit ait files in notepad. If a unit is missing her ait file, no additional info about her will be displayed in SOAN. In no way it can cause the crash you have reported. On the contrary, ait files wrongly formatted can crash the game on opening their relative info page in SOAN :yep:
vdr1981
11-03-13, 02:23 PM
Can anyone confirm CTD in single missions after 20-30 compressed hours and doing nothing? It's easy to test...
This one bothers me for a long time...:hmmm:
Can anyone confirm CTD in single missions after 20-30 compressed hours and doing nothing? It's easy to test...
This one bothers me for a long time...:hmmm:
Yes, IIRC it is a stock bug, and one of TDW's patches fixes it
vdr1981
11-03-13, 03:55 PM
Yes, IIRC it is a stock bug, and one of TDW's patches fixes it
Good to know that...But can you recall which one?
vdr1981
11-11-13, 05:04 AM
Good to know that...But can you recall which one?
Question still pending...:D
Can anyone confirm CTD in single missions after 20-30 compressed hours and doing nothing? It's easy to test...
This one bothers me for a long time...:hmmm:
Yes, IIRC it is a stock bug, and one of TDW's patches fixes it
Good to know that...But can you recall which one?
Question still pending...:D
Sorry for late reply, I had missed your question. :doh:
See the quote below, please:
starting with v1.0.44.0 added patch that fixes the CTD in single missions that happens after some period of time...
starting with v1.0.45.0 removed patch for CTD in single missions...
:hmmm:
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