Public Beta Build 75.6a

Discussion in 'Public Beta' started by TrainSim-Steve, Oct 4, 2023.

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  1. liechtensteiner.sg

    liechtensteiner.sg New Member

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    Today in beta 75.6a I got out of memory only in route building, in the DX12 beta and in DX9, only route building
     
  2. wellington

    wellington Guest

    This error is an occurrence of incorrect programming, when we try to change windows, the reset device destroys a layer and it is no longer created when we return and thus generates this error, this has nothing to do with Directx9 on fullscreen, but with bad programming done.
     
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  3. KrisKol

    KrisKol Active Member

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    Its some C++ memory thing from what it reads. It dont sound really good either.

    Its probably part of one of the memory allocation bugs that DTG Steve mentions that is still left to sort.
     
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  4. Spikee1975

    Spikee1975 Guest

    Bad programming on Windows or DX9 side? TSC does not handle Alt Tab. And it's a common thing I experienced on a lot of older DX9 games, so what's the point you're making?
     
    Last edited by a moderator: Oct 9, 2023
  5. WoodlandTracks

    WoodlandTracks Active Member

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    I think it is kind of obvious that software errors are caused by incorrect programming :) Or am I misunderstanding you ?

    Only happens for me when in the pre-game menus. Not when I have started a route.
     
  6. wellington

    wellington Guest

    I've been programming with Directx9 for years, in fact I program menu hacks, if I forget to correctly reset textures, sprites and fonts, this error is caused.
     
  7. Spikee1975

    Spikee1975 Guest

    And who is responsible for saving / resetting buffer data? DirectX or the game itself?
     
  8. wellington

    wellington Guest

    Creating a Vertex Buffer (Direct3D 9)
    https://learn.microsoft.com/en-us/windows/win32/direct3d9/creating-a-vertex-buffer

    IDirect3DDevice9::CreateVertexBuffer method (d3d9helper.h)
    https://learn.microsoft.com/en-us/w...3d9helper-idirect3ddevice9-createvertexbuffer

    Return value
    Type: HRESULT

    If the method succeeds, the return value is D3D_OK. If the method fails, the return value can be one of the following: D3DERR_INVALIDCALL, D3DERR_OUTOFVIDEOMEMORY, E_OUTOFMEMORY.

    "Some Vertex Buffer is not correct, it is invalidated with the error D3DERR_INVALIDCALL, it is not passing as D3D_OK." :cool:
     
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  9. Spikee1975

    Spikee1975 Guest

    I can google this myself, thanks.

    Still doesn't change the fact that the issue occurs when using DX9 exclusive Fullscreen and not using Borderless :cool:
     
  10. wellington

    wellington Guest

    No, you don't understand, that is, you are not a programmer, the error is in the TSC programming, it should not return any error when using full screen.
     
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  11. Spikee1975

    Spikee1975 Guest

    Which still means if you're AltTabbing you should not use Fullscreen. For the player it makes no difference where the error is but what he can do about it.

    In any case I'm sure it will be a thing of the past while code rework progresses.

    And what I understand or not shall not be decided by someone who makes a mod for fixing something that's already been fixed and instead of distributing only the modded files in a pak, repacks the whole DLC. ;)
     
    Last edited by a moderator: Oct 10, 2023
  12. wellington

    wellington Guest

    The problem is that some believe things are not reported correctly, and this error is super easy to fix. The window itself shows the file it is in and which line it is on, just manage it in the Visual Studio compiler.

    ---------------------------
    Error
    ---------------------------
    ERROR: Failed to create vertex buffer (D3DERR_INVALIDCALL)
    FILE: D:\RGBuild\CoreRelease\Code\Libs\Heracles\Engine\Draw\DxCommon\cHcVertexManagerDx.cpp
    LINE:1235

    ---------------------------
    OK
    ---------------------------

    Don't need to be a NASA engineer.
     
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  13. Spikee1975

    Spikee1975 Guest

    So why didn't you just post this in the first place? And I don't see any code in that snippet. I can read logmate myself, but I don't have the source code.

    So - what is wrong in line 1253? What is the bad C++ code? Should be easy for you to tell us now.

    Everything you've shown so far can be googled. So if you want to help, post the bad code and the correct one.
     
    Last edited by a moderator: Oct 10, 2023
  14. wellington

    wellington Guest

    See, you're not a programmer, if you were, you'd know that the developer is the one to fix this.

    To try to fix this via hack, would have to debug and remove the function with this error and apply a correct opcode.

    Of course, all of this is on the Microsoft website, as it is the Directx9 documentation.
     
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  15. TrainSim-Steve

    TrainSim-Steve Senior Producer Staff Member

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    Guys,

    Please can we keep it friendly here - there's no sense in antagonising others, it's just a fast track to getting yourself into trouble.

    I appreciate that the alt-tabbing situation is annoying but it's so far down the priority list that it's just not worth the argument. It will be looked at in the next phase of development when we look at the long-standing annoyances. Let's move on.

    It's possible that is related to the memory pointer stuff that's still left to look at. I'll flag it with the code team to see if it's anything to be concerned about.

    Best, Steve
     
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  16. cunningn#3154

    cunningn#3154 Well-Known Member

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    Thanks for the reply Steve - much appreciated. I look forward to the next release.

    And, FWIW, I did a 30 minute route edit session on the Beta (under DX9) using the paint-terrain and scenery tools without any OOMs.
     
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  17. KrisKol

    KrisKol Active Member

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    I was in the Editor for MUCH more than just 30 Minutes last night. There was not a single crash.
     
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  18. KrisKol

    KrisKol Active Member

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    I wish people would stop being antagonising. I always TRY my best to ignore it. And arguing is just not worth it.

    Anyways, back to some constructive stuff....

    At least you know what file and line its in. Which gives you a better Idea of where to start looking.

    Anything like that should be looked at, I reckon, As I had said further up the thread, It dont sound good. (I am saying that as a programmer/coder) Anything to do with Memory Pointers and related, just before a crash, means somethings not right.
     
    Last edited: Oct 11, 2023
  19. TrainSim-Steve

    TrainSim-Steve Senior Producer Staff Member

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    Speaking to the code team this morning, we may have some available time to look at the Dx9 alt-tabbing issue in this phase - since it's such a hot topic of conversation. It's annoying for us as it is for you so, watch this space and we'll see what we can work out.

    Best, Steve
     
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  20. Spikee1975

    Spikee1975 Guest

    Indeed I'm not a professional programmer, but I'm learning as I'm going. Asking questions is one part of learning :)
     
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  21. WoodlandTracks

    WoodlandTracks Active Member

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    Thanks!

    Well done team !

    I am a 64 Bit user, but what about the 32 Bit? Is there a 32 Bit Beta, and if yes, "why"?
     
    Last edited: Oct 12, 2023
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  22. WoodlandTracks

    WoodlandTracks Active Member

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    Bandwidth ? What does that mean ?

    There is a budget but no man-hrs allocated yet ?
     
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  23. TrainSim-Steve

    TrainSim-Steve Senior Producer Staff Member

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    32-bit didn't need any work to correct errors/warnings in VS whereas 64-bit did since there were a lot of issues where the software was attempting to allocate 64-bit scale resources into 32-bit scale slots.

    Essentially means we didn't plan to do that work in this phase, all the time/budget is allocated to specific tasks. For the next phase, we're still only in planning so, we can defer things there where we can still allocate time/budget to them.

    Best, Steve
     
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  24. Kim Olesen

    Kim Olesen Well-Known Member

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    This might be the cause of the “page two innaccesible” bug in QD AI spawnpoints as well. Before the core update that broke them almost completely, it occured in 64bit precisely the point where, if you opened it in 32bit it would crash with an OOM message.

    My theory has always been that parts of the code that managed spawnpoints (size of the scenario tracks.bin perhaps) never really made it to 64bit, but was in effect stil 32bit code.
     
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  25. martschuffing

    martschuffing Well-Known Member

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    Please forgive me if this isn't the right place to post this query.
    I am still having the thumbnail freeze problem on my install which is away from the steam hierarchy can you please also tell me which files I need to copy over from my steam install that updates my isolated copy?
     
  26. Spikee1975

    Spikee1975 Guest

    Everything except for Assets and Content :) - but probably you need the updated Kuju\RailSimulatorCore assets.

    Note that you will have to manually update Springfield, Stevens Pass and Montana Hiline. And everything else that got updated since the last time you've updated your "safe" installation. Check SteamDB for that.

    If TSC doesn't start after you've updated the files, delete your PlayerProfiles.bin.
     
    Last edited by a moderator: Oct 13, 2023
  27. martschuffing

    martschuffing Well-Known Member

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    Thanks for the information, can someone from DTG confirm this, please?
    Can anyone confirm the dates of the latest updates, please?
     
    Last edited: Oct 13, 2023
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  28. Spikee1975

    Spikee1975 Guest

    It's weekend now - and they will have to play safely and just recommend to let Steam handle this for you ;)

    You can check the Announcements where updates are listed.
     
  29. dolanbaker

    dolanbaker Active Member

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    I don't know whether it is just 3rd party routes, but I have noticed since using this bets version that when loading a scenario, that the game starts before all the assets have rendered on the screen. First I see the sky, then the terrain then assets pop up one at a time and finally the track.
     
  30. Spikee1975

    Spikee1975 Guest

    Usually happens if the scenario marker is placed far away from the player.
     
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  31. dolanbaker

    dolanbaker Active Member

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    Thanks I must check that.

    Edit: yes that was the issue, thanks
     
    Last edited: Oct 13, 2023
  32. martschuffing

    martschuffing Well-Known Member

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    I've copied all the files dated from 8/6/23 plus the railsimulator core.
     
  33. algeciras_guerrero

    algeciras_guerrero New Member

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    Después de instalar la beta 75,6a me quedó sin sonido. ¿Alguna sugerencia o solución? gracias
    .
     
  34. Spikee1975

    Spikee1975 Guest

    Please write in English.

    Your question:

    After installing beta 75.6a I had no sound. Any suggestions or solutions? Thank you.

    Answer:

    Your anti virus software blocks the sound. Make an exception for RailWorks or disable it.
    Su software antivirus bloquea el sonido. Haga una excepción para RailWorks o deshabilítelo.

    Saludos!

     
    Last edited by a moderator: Oct 17, 2023
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  35. KrisKol

    KrisKol Active Member

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    TrainSim-Steve
    Do you have any idea what the pretty big update was for TS classic that dropped this morning?
    Its Build Number is now, Build ID: 12533104

    I also did a comlete clean install from scratch well before this update dropped, because I noticed that I had so much rubbish and broken cruft in my installation.
     
  36. 5cip

    5cip Active Member

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    KrisKol i dont have any update today........
    what for a version nr u have now ?
     
  37. WoodlandTracks

    WoodlandTracks Active Member

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    I got it too. No idea it was TSC or Steam itself.
     
  38. KrisKol

    KrisKol Active Member

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    The Public Beta. It still says 75.6a so i dont know what it was updating.
     
  39. KrisKol

    KrisKol Active Member

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    I got the Mysterious TS update, and then Steam offered to update itself too hours later.
     
  40. TimVB

    TimVB New Member

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    I get this error when clicking on another window on a second screen while running the beta in full screen mode om my primary screen:


    ---------------------------
    Error
    ---------------------------
    ERROR: Failed to create vertex buffer (D3DERR_INVALIDCALL)
    FILE: D:\RGBuild\CoreRelease\Code\Libs\Heracles\Engine\Draw\DxCommon\cHcVertexManagerDx.cpp
    LINE:1235
    ---------------------------
    OK
    ---------------------------
     
  41. OldAlaskaGuy

    OldAlaskaGuy Well-Known Member

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    Try running in full screen.
    A search of these forums gave these solutions:
    To Fix a Vertex Buffer Error see the DTG support articles for an explanation.
    Usually an error between the CPU and GPU buffers – has many causes.
    · Close TSC
    · Run a Command prompt (cmd.exe) as administrator
    · Type
    · disable vertex buffer objects=1
    · close
    · run TSC

    Plus try
    · Using the command line launch options in TS -
    · -force -d3d9
    · and/or try
    · -nomemorybias
    · -dxlevel 90
    Other solutions reinstall/update current GPU drivers. Reduce scenery values.
    Other questions, how much memory does your GPU have? How much system memory do you have? You have not posted any system information.
     
    Last edited: Oct 28, 2023
  42. TimVB

    TimVB New Member

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    I will try some of the commandline options. The strange thing is that the error says that the problem occures in "D:\RGBuild\CoreRelease\Code\Libs\Heracles\Engine\Draw\DxCommon\cHcVertexManagerDx.cpp" I have no D drive on my computer. The game is installed on E:\
     
  43. dolanbaker

    dolanbaker Active Member

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    I see the same path whenever I see errors, so it is likely to be an incorrect variable that is displaying the path used during development as opposed to the path the system is currently installed on.
     
  44. vulpine#6841

    vulpine#6841 New Member

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    I might just have bad luck, but somehow 75.6a has only caused more OOM errors and D3D errors. Patching out 900+ warnings is still impressive none-the-less, it's nice to see that TSC is in a way being revived from it's old code.
     
  45. vulpine#6841

    vulpine#6841 New Member

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    Speak of the devil, I've just had one after writing that post. Probably is just me being a bad omen.
     
  46. cunningn#3154

    cunningn#3154 Well-Known Member

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    If it is any succour to you - I've had pretty good stability from the beta - it isn't crash free but it's beeen good enough for me to restart track editing (which I had given up on).
     
  47. WoodlandTracks

    WoodlandTracks Active Member

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    Any information or educated guesses or guesstimates on when we will get the next BETA ?
     
  48. Spikee1975

    Spikee1975 Guest

    TrainSim-Steve
    I have a question regarding the RailWorks\data\SilverLining\SilverLining.cfg.

    Is it actually used, or are these parameters already compiled into a different file?

    I have tried reverting the number of snowflakes rendered according to an older (v72) configuration - just to find that it seemingly does not have any effect. Do I need to create an override cfg (SilverLining.override)?

    snow-max-rendered-particles = 30000 (changed to 3000 without any noticeable effect (restarted TS))
     
    Last edited by a moderator: Oct 31, 2023
  49. niall101b

    niall101b Member

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    Apart from the alt tabbing problem that has been discussed previously the beta build has been more stable for me, I know that quite a few people have been frustrated with stability issues in TSC over the years so to notice an improvement is a great development.

    Keep up the good work.
     
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  50. TrainSim-Steve

    TrainSim-Steve Senior Producer Staff Member

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    Seems that someone pushed a QA build of one of the Chinese routes to the wrong branch, hence the update. We've not pushed any core updates otherwise would have forewarned you all of it.

    Yes, it's used but you need to completely restart the software to see any changes since the config is only loaded on first run. We'll be looking to see if we can alter this to be loaded on the start of a scenario rather than at startup.

    Best, Steve
     
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