Going beyond the 4 GB of memory
#71
Posted 21 October 2017 - 10:17 PM
I was able to compile using 3.6, but it appears that I am getting Thread errors. This could be coming from runactivity since the menu comes up fine and the hang takes place after selecting an activity.
Error: Orts.Viewer3D.Processes.ThreadHangException: Thread 'Render Process' has hung; the consistent stack trace is shown below:
at Orts.Common.ORTraceListener.TraceEvent(TraceEventCache eventCache, String source, TraceEventType eventType, Int32 id, String format, Object[] args) in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\Orts.Simulation\Common\ErrorLogger.cs:line 122
at System.Diagnostics.TraceInternal.TraceEvent(TraceEventType eventType, Int32 id, String format, Object[] args)
at System.Diagnostics.Trace.TraceError(String format, Object[] args)
at Orts.Common.ORTraceListener.WriteLine(Object o) in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\Orts.Simulation\Common\ErrorLogger.cs:line 205
at System.Diagnostics.TraceInternal.WriteLine(Object value)
at System.Diagnostics.Trace.WriteLine(Object value)
at Orts.Viewer3D.Processes.WatchdogProcess.WatchdogThread() in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\RunActivity\Viewer3D\Processes\WatchdogProcess.cs:line 133
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Warning: Orts.Viewer3D.Processes.ThreadWaitException: Thread 'Updater Process' is waiting; the consistent stack trace is shown below:
at Orts.Common.ORTraceListener.TraceEvent(TraceEventCache eventCache, String source, TraceEventType eventType, Int32 id, String format, Object[] args) in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\Orts.Simulation\Common\ErrorLogger.cs:line 122
at System.Diagnostics.TraceInternal.TraceEvent(TraceEventType eventType, Int32 id, String format, Object[] args)
at System.Diagnostics.Trace.TraceWarning(String format, Object[] args)
at Orts.Common.ORTraceListener.WriteLine(Object o) in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\Orts.Simulation\Common\ErrorLogger.cs:line 207
at System.Diagnostics.TraceInternal.WriteLine(Object value)
at System.Diagnostics.Trace.WriteLine(Object value)
at Orts.Viewer3D.Processes.WatchdogProcess.WatchdogThread() in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\RunActivity\Viewer3D\Processes\WatchdogProcess.cs:line 137
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Error: Orts.Viewer3D.Processes.ThreadHangException: Thread 'Render Process' has hung; the consistent stack trace is shown below:
at Orts.Common.ORTraceListener.TraceEvent(TraceEventCache eventCache, String source, TraceEventType eventType, Int32 id, String format, Object[] args) in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\Orts.Simulation\Common\ErrorLogger.cs:line 122
at System.Diagnostics.TraceInternal.TraceEvent(TraceEventType eventType, Int32 id, String format, Object[] args)
at System.Diagnostics.Trace.TraceError(String format, Object[] args)
at Orts.Common.ORTraceListener.WriteLine(Object o) in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\Orts.Simulation\Common\ErrorLogger.cs:line 205
at System.Diagnostics.TraceInternal.WriteLine(Object value)
at System.Diagnostics.Trace.WriteLine(Object value)
at Orts.Viewer3D.Processes.WatchdogProcess.WatchdogThread() in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\RunActivity\Viewer3D\Processes\WatchdogProcess.cs:line 133
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Warning: Orts.Viewer3D.Processes.ThreadWaitException: Thread 'Updater Process' is waiting; the consistent stack trace is shown below:
at Orts.Common.ORTraceListener.TraceEvent(TraceEventCache eventCache, String source, TraceEventType eventType, Int32 id, String format, Object[] args) in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\Orts.Simulation\Common\ErrorLogger.cs:line 122
at System.Diagnostics.TraceInternal.TraceEvent(TraceEventType eventType, Int32 id, String format, Object[] args)
at System.Diagnostics.Trace.TraceWarning(String format, Object[] args)
at Orts.Common.ORTraceListener.WriteLine(Object o) in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\Orts.Simulation\Common\ErrorLogger.cs:line 207
at System.Diagnostics.TraceInternal.WriteLine(Object value)
at System.Diagnostics.Trace.WriteLine(Object value)
at Orts.Viewer3D.Processes.WatchdogProcess.WatchdogThread() in C:\Users\Edward\Documents\ORS Storage\Open Rails-MonoGame\Source\RunActivity\Viewer3D\Processes\WatchdogProcess.cs:line 137
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
#72
Posted 21 October 2017 - 10:54 PM
Paul and Dennis,
thank you for appreciation and interest. I foresee to provide OR MG updates when there will be some significant new function available in OR or MG.
Edward,
I didn't experience thread hangs. I must say however that usually I comment out the watchdog control to avoid watchdog intervention when I perform line-by-line debugging.
3.6 has another problem, that is it generates crashes at game start in low-performance computers (like mine) allowing only MultiSampling less than 32. So I jumped to subsequent development versions, that have solved this problem.
thank you for appreciation and interest. I foresee to provide OR MG updates when there will be some significant new function available in OR or MG.
Edward,
I didn't experience thread hangs. I must say however that usually I comment out the watchdog control to avoid watchdog intervention when I perform line-by-line debugging.
3.6 has another problem, that is it generates crashes at game start in low-performance computers (like mine) allowing only MultiSampling less than 32. So I jumped to subsequent development versions, that have solved this problem.
#73
Posted 22 October 2017 - 02:38 AM
Quote
3.6 has another problem, that is it generates crashes at game start in low-performance computers (like mine) allowing only MultiSampling less than 32.
What is wrong with MultiSampling less than 32? Maybe this computer doesn't support it?
#74
Posted 22 October 2017 - 02:47 AM
Goku, if a computer does not allow at least 32 as multisampling, MonoGame 3.6 crashes, see here http://community.mon...3-6-0-1625/8819 . This has been fixed few days after 3.6, see here https://github.com/M...oGame/pull/5477 .
#75
Posted 03 November 2017 - 02:07 PM
Here you can download OR release 3976, Monogame version http://www.interazio...e/OR3976_MG.zip .
Apart from having an up-to-date release of OR here, this version solves one of the remaining problems: it provides correct screenshots when pressing the Print key.
Apart from having an up-to-date release of OR here, this version solves one of the remaining problems: it provides correct screenshots when pressing the Print key.
#76
Posted 04 November 2017 - 01:29 AM
Csantucci, on 03 November 2017 - 02:07 PM, said:
Here you can download OR release 3976, Monogame version
Thank you for your continued work on this Carlo.
Could you also supply your latest "Dev Kit" as well. I have many personal updates to OR and like to test the Monogame versions with my updates applied also.
Dennis
#77
Posted 04 November 2017 - 01:46 AM
#78
#79
Posted 04 November 2017 - 02:12 PM
Simply unzip and replace this file within the Content subfolder of your OR_Monogame folder.
CabShader.zip (1.41K)
Number of downloads: 380
Same file must also replace the original one within the DevKit, in folder Source\Runactivity\Content.
So I don't have other open problems that I am able to reproduce, because I'm not able to reproduce pixellation (if this problem remains to someone).
#80
Posted 04 November 2017 - 02:26 PM
I have stupid idea how to "solve" pixellation. If it appears only if dynamic shadows are disabled, then maybe just always render dynamic shadows, but empty scene if dynamic shadows disabled? xD