Beiträge von OurGreatReader
Willkommen in der Transport Fever Community
Wir begrüßen euch in der Fan-Community zu den Spielen Transport Fever und Train Fever, den Wirtschaftssimulatoren von Urban Games. Die Community steht euch kostenlos zur Verfügung damit ihr euch über das Spiel austauschen und informieren könnt. Wir pflegen hier einen freundlichen und sachlichen Umgang untereinander und unser Team steht euch in allen Fragen gerne beiseite.
Die Registrierung und Nutzung ist selbstverständlich kostenlos.
Wir wünschen euch viel Spaß und hoffen auf rege Beteiligung.
Das Team der Transport-Fever Community
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Gebraucht der OpenGL renderer. Vulkan renderer hat korruptierte bestanden.
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OurGreatReader es gibt eine Mod im Workshop welche Tramschienen hat mit passender Spurbreite und passender Oberleitungshöhte
Welches?
Dieses?
Ich hab diese Oberleitung gesehe im ein Modvorstellung von Hans Dampf
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Korruptierte datei.
ZitatAlles anzeigen__CRASHDB_RENDERER__ Vulkan|AMD|AMD Radeon R9 200 / HD 7900 Series|1.2.170 2.0.179|1.2.170|2.0.179
| Processing nil in metadataModifier...
Processing nil in metadataModifier...
Processing nil in metadataModifier...
Processing nil in metadataModifier...
Processing Procnslsing i neladataMod iin metadafiMer...fier...
Processing nil in metadataModifier...
Processing nil in metadataModifier...
Processing nil in metadataModifier...
============================================================
Code
Alles anzeigenOpenGL version: 3.2.14736 Core Profile Context 20.9.2 27.20.12031.1000 Renderer (vendor): AMD Radeon R9 200 / HD 7900 Series (ATI Technologies Inc.) Shading language version: 4.60 ============================================================ +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ..\..\src\Lib\renderer\opengl\tex_load.cpp:79: GL error 0x502 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ GL_INVALID_OPERATION, 0x0502 Given when the set of state for a command is not legal for the parameters given to that command. It is also given for commands where combinations of parameters define what the legal parameters are. GL DEBUG (source GL_DEBUG_SOURCE_API, type GL_DEBUG_TYPE_ERROR, id 1000, severity GL_DEBUG_SEVERITY_HIGH): glCompressedTexSubImage2D has generated an error (GL_INVALID_OPERATION) serious problem detected! Info log for program bbTreeMultiDepth: WARNING: Too many temp register is used in Geometry shader, it may cause slow execution. Info log for program bbTreeMulti: WARNING: Too many temp register is used in Geometry shader, it may cause slow execution. Info log for program terrainTriplanarSpecial: WARNING: Too many temp register is used in Fragment shader, it may cause slow execution. Info log for program terrainTriplanarSpecial: WARNING: Too many temp register is used in Fragment shader, it may cause slow execution. terrain_util::GetHeightAt: pos not valid: (inf / inf) terrain_util::GetHeightAt: pos not valid: (inf / inf) terrain_util::GetHeightAt: pos not valid: (inf / inf) Attempting to write crash save to "C:/Program Files (x86)/Steam/userdata/301378565/1066780/local/save/crash_crash_crash_Unknown_CrashgameWVPut-AM_2021-07-04_06-04-59_2021-07-04_06-12-47_2021-07-04_06-58-23.sav" available disk space: 127629 MB [2021-07-04 06:58:23] Saving to file C:/Program Files (x86)/Steam/userdata/301378565/1066780/local/save/crash_crash_crash_Unknown_CrashgameWVPut-AM_2021-07-04_06-04-59_2021-07-04_06-12-47_2021-07-04_06-58-23.sav.tmp MinidumpCallback: dumpPath "C:/Program Files (x86)/Steam/userdata/301378565/1066780/local/crash_dump/", minidumpId "1cf04669-793e-4949-8b01-993ed6990837", succeeded 1CURRENT_RASTER_SECONDARY_COLOR = 0x845F
In order to set the current raster position to a specific window coordinate with BEEP command, the modelview matrix, projection matrix and viewport must be set very carefully. Furthermore, if the desired window coordinate is outside of the window's bounds one must rely on a subtle side-effect of the BEEP command in order to avoid frustum clipping.
What about the secondary raster color? RESOLVED. If EXT_secondary_color is supported, the (unnamed) current raster secondary color is set by taking the current secondary color and clamping the components to the range [0,1]. If EXT_secondary_color is not supported, the current raster secondary color is set to (0,0,0).
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"Construction not possible" says it all.
Tracks on streets is not possible in the game.
I've asked the developers to take care of the "Colliderutil".... case of throw me a nasty exception.Attempt at taking care of the Halfextends to be able to bypass the cyllindrical blockade on this one.
Collider
The collider is used whenever the potential collision between models is considered. It's possible to use the mesh data for collision calculation as well as define the collision boundaries by script.
Collider from Mesh
When the mesh data should be used for collision calculation, the type
“MESH”is needed:Codecollider = { params = { }, transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, type = "MESH", },Collider from script
When the boundaries should be set by script, the type
“BOX”,“CYLINDER”or“POINT_CLOUD”is needed:Codecollider = { params = { halfExtents = { 1.5, 1.5, 1.5, }, }, transf = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, }, type = "BOX", },The size of the volume is specified by 2 times the
halfExtentsproperties for the“BOX”and“CYLINDER”type. It can be offsetted relative to the model origin with thetransfparameter. The“POINT_CLOUD”uses a list of points that is provided in thepointsparameter. Each point has three values for the position on all three axis relative to the construction origin. Thetransfparameter is ignored.In /scripts/Colliderutil
function colliderutil.createBox(center, halfExtents)
local result = { }
result.type = "BOX"
if center ~= nil then result.transf = transf.transl(vec3.new(center[1], center[2], center[3])) end
if halfExtents ~= nil then
result.params = { }
result.params.halfExtents = halfExtents
end
return result
end
function colliderutil.createCylinder(direction, center, halfExtents)
local result = { }
result.type = "CYLINDER"
result.transf = { .0, .0, .0, .0, .0, .0, .0, .0, .0, .0, .0, .0, .0, .0, .0, 1.0 }
local idx = { 1, 2, 3 }
local invIdx = { 1, 2, 3 }
if direction ~= nil then
if direction == "X" then
idx = { 3, 1, 2 }
invIdx = { 2, 3, 1 }
end
if direction == "Y" then
idx = { 1, 3, 2 }
invIdx = { 1, 3, 2 }
end
end
for i = 1, 3 do result.transf[(idx[i] - 1) * 4 + i] = 1.0 end
if center ~= nil then
result.transf[13] = center[1]
result.transf[14] = center[2]
result.transf[15] = center[3]
end
if halfExtents ~= nil then
result.params = { }
result.params.halfExtents = { halfExtents[invIdx[1]], halfExtents[invIdx[2]], halfExtents[invIdx[3]] }
end
return result
end
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Ich such auf suchmachine fur Vorbilden um dieses motorwagens zu machen mit Blender 3D. Ich habe nahezo kein erfarung mit .. hrr. der planung vor dieses modellen. Mit ein bischen gluck habe ich ein nachteilig vorbild fur die drehgestelle vor dieses motorwagens gefunden im eine modelpaket von der tram die umgebautet wird tot motorwagens.
Mein muttertong is niederlandisch ...
konnte sie jetz anspruchlös wirwar machen mit .. und soforth.....kanschlös dubbelsprachen.
As du der Hollander fragt aber sie deine eigenem blaudrucke gibt es ein het...
keine Spezifikationen :
http://www.nmld.nl/nl/object/1033
https://www.rovm-digitaal.nl/r…rams/nggallery/thumbnails
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Gutentag und vielen dank für ihren contribution.
Ich habe ein versuch für mehrere modellen für ein pakket wilchnes ich selbst modelliert jetz doch vielen probliemen erfarht mit dem komposition.Alle specifikationen und blaudrucken sind verdunkelt.
Und wir haben in der niederlande der verdunkelunngspflicht im kriegszeit. Hauptregeln is keine Farben.
Für '44 sind allen im rot.
Viellecht konnte ihr mir hilfen mit jetz kläre ... komponenten von elterne motortrams sind brückbar fur dieses motorwagens dan konnst ich das selbst modellieren.Vielen Dank.
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Hi,
I am however experiencing strange result from (possible misplaced) shadows visible in the light's of vehicle's eventually resulting in "flickering" and stutters.
Here an example and later i'll add the first example of this effect on Signal pole's.
AMD Radeon R9 200 / HD 7900 Series (id: 26520, vulkan version: 1.2.170, driver version: 8388787 [2.0.179]
- Latest AMD Software Driver (update) Version 21.5.
Problem was re-created using a single track and all type's of signals in one straight lane. Problem occurred on all the signals.
It has not come to mind strange behaviour from unstable (sublevel maps as the netherlands; from heightmap) might give strange results but could in this situation count as an indicator for error's somewhere else.
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Dazu möchte ich einmal einwerfen, dass mir das mit meiner 2060 6gb auch passiert.
(bitte meine 1200 mods ignorieren)
__CRASHDB_INIT__
PreventSetUnhandledExceptionFilter: 1
__CRASHDB_RENDERER__
Vulkan|Nvidia|GeForce RTX 2060|1.2.155 461.92.0.0|1.2.155|461.92.0.0|
Count: 16
Flags: { Graphics | Compute | Transfer | SparseBinding }
Count: 2
Flags: { Transfer | SparseBinding }
Count: 8
Flags: { Compute | Transfer | SparseBinding }
~Optional extension not found: 'VK_AMD_memory_overallocation_behavior'
__CRASHDB_CRASH__
Uncaught exception while in class UI::CSelector
Uncaught exception while in layer
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1740.36 / -26621.5 / 34.314)
can't connect edge at position (-1740.36 / -26621.5 / 34.314)
can't connect edge at position (-1746.16 / -26617.9 / 34.3633)
can't connect edge at position (-1746.16 / -26617.9 / 34.3633)
can't connect edge at position (-1746.16 / -26617.9 / 34.3633)
can't connect edge at position (-1746.16 / -26617.9 / 34.3633)
can't connect edge at position (-1740.36 / -26621.5 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1740.36 / -26621.5 / 34.314)
can't connect edge at position (-1740.36 / -26621.5 / 34.314)
can't connect edge at position (-1740.36 / -26621.5 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
can't connect edge at position (-1734.52 / -26625.4 / 34.314)
---------------------------------------------------------------------------
CommonAPIVulkanRender::FreeSwapchain
CommonAPIVulkanRender::FreeFonts
CommonAPIVulkanRender::FreeRenderPass
VulkanRenderContext_DestructorHook: 00007FF6E6335E20
---------------------------------------------------------------------------
Exception type: Unknown exception
Details:
struct Exception: ..\..\src\Lib\renderer\vulkan\FencelessStagingManager.cpp:63: class std::tuple<class vk::Buffer,__int64,enum std::byte *> __cdecl vulkan_util::FencelessStagingManager::Allocate(__int64): Out of video memory
Exception type: Unknown exception
In file: ..\..\src\Lib\renderer\vulkan\FencelessStagingManager.cpp:63
In function: class std::tuple<class vk::Buffer,__int64,enum std::byte *> __cdecl vulkan_util::FencelessStagingManager::Allocate(__int64)
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You need to reproduce with Log Level 2 as described in the description and send me stdout
Nothing in Stdout regarding your mod. "An Error has occurred on this particular save-game. I reloaded it unto another savegame and it worked. No errors just on that savegame.-----------------------------------------
Advanced_Statistics: GuiInit
Info log for program bbTreeMultiDepth:
WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.
Info log for program bbTreeMulti:
WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.
Advanced_Statistics.gamebar: Successfully created gamebar buttons (insert left)
MinidumpCallback: dumpPath "C:/Program Files (x86)/Steam/userdata/301378565/1066780/local/crash_dump/", minidumpId "15b96e58-cb38-4a2d-a87b-8d2fe10d64fb", succeeded 1
local time is Wed Jun 30 09:12:19 2021
An error just occurred.
-----------------------------------------
###
As of tonight the game has become unplayable for the moment due to various errors and updating device driver.
__CRASHDB_INIT__
PreventSetUnhandledExceptionFilter: 1
__CRASHDB_RENDERER__ OpenGL|ATI Technologies Inc.|AMD Radeon R9 200 / HD 7900 Series|3.2.14831 Core Profile/Debug Context 21.5.2 27.20.20903.8001|||4.60
ARB_base_instance: 1
ARB_bindless_texture: 1
ARB_debug_output: 1
ARB_instanced_arrays: 1
ARB_tessellation_shader: 1
ARB_texture_compression_bptc: 1
ARB_timer_query: 1
EXT_texture_compression_s3tc: 1
EXT_texture_filter_anisotropic: 1
NVX_gpu_memory_info: 0
ARB_vertex_attrib_binding: 1
KHR_debug: 1
opened device OpenAL Soft
sampling rate: 44100 Hz
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
..\..\src\Lib\renderer\opengl\tex_load.cpp:79: GL error 0x502
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
GL DEBUG (source GL_DEBUG_SOURCE_API, type GL_DEBUG_TYPE_ERROR, id 1000, severity GL_DEBUG_SEVERITY_HIGH): glCompressedTexSubImage2D has generated an error (GL_INVALID_OPERATION)
serious problem detected!
Info log for program terrainTriplanarSpecial:
WARNING: Too many temp register is used in Fragment shader, it may cause slow execution.
Info log for program terrainTriplanarSpecial:
WARNING: Too many temp register is used in Fragment shader, it may cause slow execution.
GL DEBUG (source GL_DEBUG_SOURCE_API, type GL_DEBUG_TYPE_ERROR, id 3200, severity GL_DEBUG_SEVERITY_HIGH): Using glEnable in a Core context with parameter <cap> and enum '0x84f5' which was removed from Core OpenGL (GL_INVALID_ENUM)
serious problem detected!
GL DEBUG (source GL_DEBUG_SOURCE_API, type GL_DEBUG_TYPE_ERROR, id 3200, severity GL_DEBUG_SEVERITY_HIGH): Using glDisable in a Core context with parameter <cap> and enum '0x84f5' which was removed from Core OpenGL (GL_INVALID_ENUM)
serious problem detected!
###
Info log for program bbTreeMultiDepth:
WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.
Info log for program bbTreeMulti:
WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.
Info log for program bbTreeMultiColor:
WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.
Info log for program bbTreeMultiColor:
WARNING: Too many temp register is used in Geometry shader, it may cause slow execution.
Info log for program terrainTriplanarSpecial:
WARNING: Too many temp register is used in Fragment shader, it may cause slow execution.
Info log for program terrainTriplanarSpecial:
WARNING: Too many temp register is used in Fragment shader, it may cause slow execution.
Eventually resulting in a (BSOD) Bug Check 0xEA. THREAD_STUCK_IN_DEVICE_DRIVER bug.
###############
###############
[ Name] Microsoft-Windows-WER-SystemErrorReporting
[ Guid] {ABCE23E7-DE45-4366-8631-84FA6C525952}
[ EventSourceName] BugCheck
- EventID 1001
[ Qualifiers] 16384
Version 0
Level 2
Task 0
Opcode 0
Keywords 0x80000000000000
- TimeCreated
[ SystemTime] 2021-06-30T02:19:02.000000000Z
EventRecordID 360721
Correlation
- Execution
[ ProcessID] 0
[ ThreadID] 0
Channel System
Security
- EventData
param1 0x000000ea (0xfffffa8015584b50, 0x0000000000000000, 0x0000000000000000, 0x0000000000000000)
param2 C:\Windows\MEMORY.DMP
param3 063021-40435-01
#### Error 2
[ EventSourceName] BugCheck
- EventID 1001
[ Qualifiers] 16384
Version 0
Level 2
Task 0
Opcode 0
Keywords 0x80000000000000
[ SystemTime] 2021-06-30T03:08:55.000000000Z
EventRecordID 360888
Security
- EventData
param1 0x00000116 (0xfffffa800eeec4e0, 0xfffff8800f13e1c0, 0x0000000000000000, 0x0000000000000002)
param2 C:\Windows\MEMORY.DMP
param3 063021-42042-01
### ON PLATFORM
Exception type: Lua exception
This error is usually caused by modding. Some game resources contain incorrect data.
Details:
Error message: error: [string "mods/ldkmef_german_stations_motras_1/res/cons..."]:67: attempt to call method 'getPoleRadius' (a nil value)
stack traceback:
####
## UPDATE 5 Added what i was doing.
#### UPD 6:
Benchmarking resultI am unable to explain this phenomenon (garbage?) for the moment
Example1:
Example 2:Example 3:
Example 4:
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Please don't use translate, the translation is bad.
You can write in english.
MaikC forgot to write in english.
What you are suggesting is the improvement of the ai car behaivior, which is hardcoded and not modable.
~ Your Advanced Statistics Mod is currently giving me a unknown error. Stdout.txt is giving quite nothing on that matter by the way.
BETA is proving to be ALOT more stable and has options to leave out traffic lights and significant behaviour. A temporal fix would be able to manage the generation of the traffic which seems to cause the problem. I think there should be taken a look at the amount of times it occurs traffic lights giving green light in the opposite directions would do. (see 1)Being able to manage the interstition of traffic and requesting these parameters to become modifiable would fix this problem seemingly immediatly.
NO AI Building mod is allowing some improvement.Concluding the request would be.
#Modifiable Traffic insterstition
#No-lane swapping / merging (maybe AI priority roads)
# NO SKYRISE
# Lesser auto-vehicle generation of SKYRISE ERA C BUILDINGS.
## OTGoogle Translator indeed is RIP in 2017.
Wörtebuch will do.
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Triplepost zusammengefügt. Beachte Bitte die Forenregeln.
Ich versuch euch ein fix/modifier für der "Reißverschlussverfahrung" im strasse und optione im Stopf und einstelbare-ampels, keine-ampels.
- Regeln fur path-modifikation (regeln) fur autoverkehr' und autobahn.
Und excusiert mein stellige niederdeutsch.Danke Sehr.
Alles anzeigenSeems like you have heavy performance issues, simulation and graphic performance.
For diagram 1, have a look at the draw calls and sort for %
Performace verbessern durch Mods entmisten?
Diagram 2 shows that your save has very much to simulate.
How much is your total population?
Reducing number of towns helps. Otherwise decrease their size with editor. Or decrease building capacities with "Population Factor".
That is part of the problem. Better streets attract more traffic, right?
Especially if those streets have very high speeds because this increases reachability.
Er ist ein problem mit der generation von Autoverkehr. 2.208 population -> 30.k + bestimmungen -> +1000 automobilen.
Ich hat der configs abgespürt fur ein modifier hat jedem tag nichts gevunden.Vielen dank, Thank you for your time.
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here they are.
Code
Alles anzeigen__CRASHDB_INIT__ PreventSetUnhandledExceptionFilter: 1 language: en locale: en_US ======================================== Startup at Fri Jun 25 18:16:52 2021 ======================================== }, error = false, init = true, program = { luamemoryscript = 19505736, }, settings = { advadv = false, calcactive = { game = true, }, gamebar = { edge = true, game = true, industry = true, person = true, town = true, townbuilding = true, vehicle = true, }, gamebar_insert = true, gameinfo_hide = true, show_window = true, start_sound = false, }, time = { curgametime = 370.04, now = { clock = 370.04, date = "2021-06-25 18:23:02", }, programstart = "2021-06-25 18:16:52", scriptinit = { clock = 304.518, date = "2021-06-25 18:21:56", }, scriptstart = { clock = 369.617, date = "2021-06-25 18:23:02", }, }, timestamp = { animal = 406.014, asset = 395.866, cargo = 405.705, config = 406.73, construction = 395.014, crossing = 406.729, depot = 371.28, edge = 397.536, finances = 370.05, game = 370.042, industry = 370.561, line = 370.568, node = 398.046, person = 405.129, resources = 406.729, signal = 406.441, station = 371.062, town = 370.328, townbuilding = 392.491, vehicle = 370.818, }, } Advanced_Statistics: GuiInit { clock = 549.378, date = "2021-06-25 18:26:01", } Advanced_Statistics: Waiting for state.init Advanced_Statistics: Waiting for guiinit Advanced_Statistics: scriptevent guiInit Advanced_Statistics: State init, create Gui Advanced_Statistics.gamebar: setGameInfoVisible false Advanced_Statistics.gamebar: Successfully created button game Advanced_Statistics.gamebar: Successfully created button finances Advanced_Statistics.gamebar: Successfully created button town Advanced_Statistics.gamebar: Successfully created button industry Advanced_Statistics.gamebar: Successfully created button line Advanced_Statistics.gamebar: Successfully created button vehicle Advanced_Statistics.gamebar: Successfully created button station Advanced_Statistics.gamebar: Successfully created button depot Advanced_Statistics.gamebar: Successfully created button townbuilding Advanced_Statistics.gamebar: Successfully created button construction Advanced_Statistics.gamebar: Successfully created button asset Advanced_Statistics.gamebar: Successfully created button edge Advanced_Statistics.gamebar: Successfully created button node Advanced_Statistics.gamebar: Successfully created button person Advanced_Statistics.gamebar: Successfully created button cargo Advanced_Statistics.gamebar: Successfully created button animal Advanced_Statistics.gamebar: Successfully created button signal Advanced_Statistics.gamebar: Successfully created button crossing Advanced_Statistics.gamebar: Successfully created button resources Advanced_Statistics.gamebar: Successfully created button config Advanced_Statistics.gamebar: Successfully created AVSButton Advanced_Statistics.gamebar: Successfully created gamebar buttons (insert left) Advanced_Statistics.window: Create window Advanced_Statistics.window.tabwidget: Create tabwidget Advanced_Statistics.window.tabwidget: Create tab game MinidumpCallback: dumpPath "C:/Program Files (x86)/Steam/userdata/301378565/1066780/local/crash_dump/", minidumpId "5723fc11-3d90-42f5-b728-b90fb45820d7", succeeded 1 local time is Fri Jun 25 18:26:17 2021 An error just occurred.Code
Alles anzeigenRequested instance extensions: - VK_KHR_surface - VK_KHR_win32_surface - VK_KHR_get_physical_device_properties2 Requested layers: Supported depth resolve: { SampleZero | Min | Max } Supperted stencil resolve: { SampleZero | Min | Max } Found device #0: AMD Radeon R9 200 / HD 7900 Series (id: 26520, vulkan version: 1.2.152, driver version: 8388766 [2.0.158], vendor id: 4098 [AMD]) -> Selected device #0 __CRASHDB_RENDERER__ Vulkan|AMD|AMD Radeon R9 200 / HD 7900 Series|1.2.152 2.0.158|1.2.152|2.0.158| Count: 1 Flags: { Graphics | Compute | Transfer | SparseBinding } Count: 2 Flags: { Compute | Transfer } Count: 2 Flags: { Transfer } Requested device extensions: - VK_KHR_swapchain - VK_EXT_memory_budget - VK_KHR_create_renderpass2 - VK_KHR_depth_stencil_resolve - VK_KHR_get_memory_requirements2 - VK_KHR_dedicated_allocation - VK_KHR_maintenance1 - VK_AMD_memory_overallocation_behavior - VK_EXT_memory_priority Format support: * R8Unorm: - linear: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R8G8Unorm: - linear: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R8G8B8Unorm: - linear: {} - optimal: {} * R8G8B8A8Unorm: - linear: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R16Unorm: - linear: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R16G16Unorm: - linear: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R16G16B16Unorm: - linear: {} - optimal: {} * R16G16B16A16Unorm: - linear: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R32Sfloat: - linear: { SampledImage | StorageImage | StorageImageAtomic | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | StorageImageAtomic | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R32G32Sfloat: - linear: { SampledImage | StorageImage | StorageImageAtomic | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | StorageImageAtomic | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R32G32B32Sfloat: - linear: { SampledImage | BlitSrc | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: {} * R32G32B32A32Sfloat: - linear: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * B10G11R11UfloatPack32: - linear: { SampledImage | StorageImage | StorageImageAtomic | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | StorageImageAtomic | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R16G16B16A16Sfloat: - linear: { SampledImage | StorageImage | StorageImageAtomic | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } - optimal: { SampledImage | StorageImage | StorageImageAtomic | ColorAttachment | ColorAttachmentBlend | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * R16G16B16Sfloat: - linear: {} - optimal: {} * D24UnormS8Uint: - linear: {} - optimal: {} * D32SfloatS8Uint: - linear: {} - optimal: { SampledImage | DepthStencilAttachment | BlitSrc | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * D16UnormS8Uint: - linear: {} - optimal: { SampledImage | DepthStencilAttachment | BlitSrc | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } * D16Unorm: - linear: {} - optimal: { SampledImage | DepthStencilAttachment | BlitSrc | BlitDst | SampledImageFilterLinear | TransferSrc | TransferDst | SampledImageFilterMinmax } Memory types: * 0 { DeviceLocal }: heap #0 * 1 { HostVisible | HostCoherent }: heap #1 * 2 {}: heap #1 * 3 { DeviceLocal | HostVisible | HostCoherent }: heap #2 * 4 { DeviceLocal }: heap #2 * 5 { HostVisible | HostCoherent | HostCached }: heap #1 Memory heaps: * 0 { DeviceLocal | MultiInstance } 2816 MB * 1 {} 7876 MB * 2 { DeviceLocal | MultiInstance } 256 MB Immediate Fifo FifoRelaxed Use present mode: Fifo Swapchain size: 2 (requested 2: 1-16) Sucessfully read pipeline cache C:/Program Files (x86)/Steam/userdata/301378565/1066780/local/shader_cache/pipelines.cache opened device OpenAL Soft sampling rate: 44100 Hz Build: Build 31994 Windows 64-bit -
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