Post anything about MX Simulator here. Please. I'm begging you.
Motocrosser_44
Posts: 162 Joined: Thu Aug 06, 2015 12:22 am
Team: MGFX
Location: Massachusetts
Contact:
Post
by Motocrosser_44 » Thu Oct 27, 2016 11:17 pm
Albert Tranghese #44 | Tranghese Designs
Squidmob567
Posts: 289 Joined: Thu Jun 04, 2015 12:25 am
Team: BGFX
Location: Michigan
Contact:
Post
by Squidmob567 » Thu Oct 27, 2016 11:49 pm
No more broomstick
jlv
Site Admin
Posts: 15133 Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
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by jlv » Fri Oct 28, 2016 1:31 am
BeezyBreezy wrote: Hey mate, Theirs a consistent issue when you get forced specked or placed in warm up the game crashes, any ideas?
I did make a change that could have introduced a bug there. This one checks the starting gate for collisions when in demo or or spectator mode. So the bug would only trigger if you were a spectator when the gate is dropping. I'll investigate further. Thanks for the report!
Ddavis wrote: I've been getting these as well, jlv.
If anyone who gets the crash could post the crash details and lastlog I'd really appreciate it.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
jlv
Site Admin
Posts: 15133 Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
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by jlv » Fri Oct 28, 2016 2:46 am
BeezyBreezy wrote: Hey mate, Theirs a consistent issue when you get forced specked or placed in warm up the game crashes, any ideas?
Does this exe fix it?
http://mxsimulator.com/snapshots/mx-2016-10-27-1316.exe
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
BeezyBreezy
Crushed Dissenter
Posts: 247 Joined: Wed Feb 17, 2016 10:44 pm
Team: META Racing AU
Post
by BeezyBreezy » Fri Oct 28, 2016 3:38 am
I gave it a shot, I am not having any issues because I need to get onto a server that I can add and remove people from like my own server
Flowtech 45 is my server feel free to join as I need more then just myself to force spec.
But I did get this on the first time start up?
and have noticed that the in game chat when trying to chat is a little laggy any Ideas?
Track Builder, Bike Skiner For Mx Sim and Others
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motokid499
Posts: 1624 Joined: Sun Nov 04, 2012 2:25 am
Team: Phil's
Location: Vancouver Island
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by motokid499 » Fri Oct 28, 2016 4:33 am
jlv wrote:
If anyone who gets the crash could post the crash details and lastlog I'd really appreciate it.
Is this what you need?
Tanner Rogers
Ddavis
Posts: 17984 Joined: Wed Sep 28, 2011 1:02 am
Post
by Ddavis » Sat Oct 29, 2016 1:32 am
Problem signature:
Problem Event Name: APPCRASH
Application Name: mx-2016-10-23-1316_orig.exe.exe
Application Version: 0.0.0.0
Application Timestamp: 580d65d3
Fault Module Name: msvcrt.dll
Fault Module Version: 7.0.9600.17415
Fault Module Timestamp: 54504b2e
Exception Code: c0000005
Exception Offset: 0001296c
OS Version: 6.3.9600.2.0.0.256.48
Locale ID: 1033
Additional Information 1: ac05
Additional Information 2: ac0507478d1c5bd693cfc4fe3987e900
Additional Information 3: ac05
Additional Information 4: ac0507478d1c5bd693cfc4fe3987e900
Here you go jlv
jlv
Site Admin
Posts: 15133 Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
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by jlv » Sat Oct 29, 2016 1:59 am
BeezyBreezy wrote:
I gave it a shot, I am not having any issues because I need to get onto a server that I can add and remove people from like my own server
Flowtech 45 is my server feel free to join as I need more then just myself to force spec.
I don't understand. Was it something that would reliably crash? Did the revised exe fix it?
That's just Windows complaining that the exe isn't signed. It's no concern. No idea about the laggy chat.
motokid499 wrote: jlv wrote:
If anyone who gets the crash could post the crash details and lastlog I'd really appreciate it.
Is this what you need?
Thanks! Next time it happens could you get the lastlog file by opening %localappdata% instead of using the personal folder shortcut? When you use the shortcut it overwrite the lastlog file if mx.exe isn't a recent snapshot.
Ddavis wrote: Here you go jlv
Thanks! Knowing its crashing in msvcrt.dll is a big help. If anyone can get a good lastlog from the crash or figure out a reliable way to make it happen it'd be a huge help.
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
Uollie
Posts: 115 Joined: Sun Jun 05, 2011 5:16 am
Post
by Uollie » Sat Oct 29, 2016 9:44 pm
Freaking love the new collisions... It's so much fun to finally just cruise on outdoor tracks without needing to take an adderall just to thread the needle in the ruts. Much more forgiving for slight errors which makes for more fun gameplay.
ROSE822
Posts: 1430 Joined: Mon Mar 17, 2014 6:41 pm
Team: Hidden Design
Location: United Kingdom
Post
by ROSE822 » Sat Oct 29, 2016 10:18 pm
this is the lastlog.txt i got from making my game crash...
[9:02:22.16] Logfile "C:/Users/Jake/AppData/Local/MX Simulator/lastlog.txt" opened
[9:02:22.16] JUGL 0.31
[9:02:22.18] MX Simulator version 2016-10-23-1316 snapshot
[9:02:24.04] Can't open Shcore.dll
[9:02:24.04] Display scaling disabled via SetProcessDPIAware
[9:02:24.06] Registry mode is 1920x1080x32@60hz
[9:02:24.06] Found mode 640x480x32@56hz
[9:02:24.07] Found mode 720x480x32@60hz
[9:02:24.07] Found mode 720x576x32@50hz
[9:02:24.07] Found mode 800x600x32@56hz
[9:02:24.07] Found mode 1024x768x32@60hz
[9:02:24.07] Found mode 1152x864x32@75hz
[9:02:24.07] Found mode 1176x664x32@50hz
[9:02:24.07] Found mode 1280x720x32@60hz
[9:02:24.07] Found mode 1280x768x32@60hz
[9:02:24.07] Found mode 1280x800x32@60hz
[9:02:24.07] Found mode 1280x960x32@60hz
[9:02:24.07] Found mode 1280x1024x32@60hz
[9:02:24.07] Found mode 1360x768x32@60hz
[9:02:24.07] Found mode 1366x768x32@60hz
[9:02:24.07] Found mode 1600x900x32@59hz
[9:02:24.07] Found mode 1600x1024x32@59hz
[9:02:24.07] Found mode 1680x1050x32@59hz
[9:02:24.07] Found mode 1768x992x32@25hz
[9:02:24.07] Found mode 640x480x16@56hz
[9:02:24.07] Found mode 720x480x16@60hz
[9:02:24.07] Found mode 720x576x16@50hz
[9:02:24.07] Found mode 800x600x16@56hz
[9:02:24.07] Found mode 1024x768x16@60hz
[9:02:24.07] Found mode 1152x864x16@75hz
[9:02:24.07] Found mode 1176x664x16@50hz
[9:02:24.07] Found mode 1280x720x16@60hz
[9:02:24.07] Found mode 1280x768x16@60hz
[9:02:24.07] Found mode 1280x800x16@60hz
[9:02:24.07] Found mode 1280x960x16@60hz
[9:02:24.07] Found mode 1280x1024x16@60hz
[9:02:24.07] Found mode 1360x768x16@60hz
[9:02:24.07] Found mode 1366x768x16@60hz
[9:02:24.07] Found mode 1600x900x16@59hz
[9:02:24.08] Found mode 1600x1024x16@59hz
[9:02:24.08] Found mode 1680x1050x16@59hz
[9:02:24.08] Found mode 1768x992x16@25hz
[9:02:24.08] Found mode 1920x1080x16@59hz
[9:02:24.08] Found mode 640x480x8@56hz
[9:02:24.08] Found mode 720x480x8@60hz
[9:02:24.08] Found mode 720x576x8@50hz
[9:02:24.08] Found mode 800x600x8@56hz
[9:02:24.08] Found mode 1024x768x8@60hz
[9:02:24.08] Found mode 1152x864x8@75hz
[9:02:24.08] Found mode 1176x664x8@50hz
[9:02:24.08] Found mode 1280x720x8@60hz
[9:02:24.08] Found mode 1280x768x8@60hz
[9:02:24.08] Found mode 1280x800x8@60hz
[9:02:24.08] Found mode 1280x960x8@60hz
[9:02:24.08] Found mode 1280x1024x8@60hz
[9:02:24.08] Found mode 1360x768x8@60hz
[9:02:24.08] Found mode 1366x768x8@60hz
[9:02:24.08] Found mode 1600x900x8@59hz
[9:02:24.08] Found mode 1600x1024x8@59hz
[9:02:24.08] Found mode 1680x1050x8@59hz
[9:02:24.08] Found mode 1768x992x8@25hz
[9:02:24.08] Found mode 1920x1080x8@59hz
[9:02:24.08] Found mode 1440x900x8@60hz
[9:02:24.08] Found mode 1440x900x16@60hz
[9:02:24.08] Found mode 1440x900x32@60hz
[9:02:24.53] Options:
[9:02:24.53] threaded: [off]
[9:02:24.53] Creating window
[9:02:24.55] Foregrounded and locked
[9:02:24.56] DirectInput roll call...
[9:02:24.57] End of DirectInput roll call
[9:02:24.57] Choosing pixel format
[9:02:24.70] Setting pixel format 7
[9:02:24.70] Creating OpenGL context
[9:02:24.77] 4 texture units
[9:02:24.77] GL_VENDOR: NVIDIA Corporation
[9:02:24.77] GL_RENDERER: GeForce GTX 750/PCIe/SSE2
[9:02:24.77] GL_VERSION: 4.5.0 NVIDIA 372.90
[9:02:24.77] GL_EXTENSIONS: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[9:02:27.15] Contacting server
[9:02:27.28] Sending client info
[9:02:27.40] Jake Rose | Architech connected
[9:02:27.40] Key Verified
[9:02:27.40] Sending track acknowledgment
[9:02:27.53] Sending bike acknowledgment 0
[9:02:27.66] Sending bike acknowledgment 1
[9:02:27.78] Sending bike acknowledgment 2
[9:02:27.91] Resetting
[9:02:27.91] Remembering lines
[9:02:27.91] Cleaning up
[9:02:27.91] Deallocating bikes
[9:02:27.91] Finished deallocating bikes
[9:02:27.91] Scanning
[9:02:27.94] Loading lighting
[9:02:28.08] Loading terrain
[9:02:28.23] Terrain texture rendering with framebuffer objects
[9:02:28.23] Loading shading
[9:02:28.27] Loading shadows
[9:02:28.28] Loading tileinfo
[9:02:28.41] Loading tilemap
[9:02:32.13] Loading flaggers
[9:02:32.40] Loading billboards
[9:02:32.40] Loading statues
[9:02:38.16] Loading map
[9:02:38.23] Analyzing lines
[9:02:38.24] Loading bikes
[9:02:38.79] Warning: Can't load @250sxfv2016_frame-2017 AD Racing.jm
[9:02:38.79] Warning: Can't load @250sxfv2016_side_plates-2017 AD Racing.jm
[9:02:38.79] Warning: Can't load @250sxfv2016_fork_upper-2017 AD Racing.jm
[9:02:38.79] Warning: Can't load @250sxfv2016_front_plate-2017 AD Racing.jm
[9:02:38.79] Warning: Can't load @250sxfv2016_fork_lower-2017 AD Racing.jm
[9:02:38.79] Warning: Can't load @250sxfv2016_swingarm-2017 AD Racing.jm
[9:02:39.02] Warning: Can't load @rider_body-2017 AD Shift.jm or @Team Gear/rider_body-2017 AD Shift.jm
[9:02:42.70] Warning: Can't load @450sxfv2016_frame-Ramette Replica.jm or @saf/450sxfv2016_frame-Ramette Replica.jm
[9:02:42.71] Warning: Can't load @450sxfv2016_side_plates-Ramette Replica.jm or @saf/450sxfv2016_side_plates-Ramette Replica.jm
[9:02:42.71] Warning: Can't load @450sxfv2016_fork_upper-Ramette Replica.jm or @saf/450sxfv2016_fork_upper-Ramette Replica.jm
[9:02:42.71] Warning: Can't load @450sxfv2016_front_plate-Ramette Replica.jm or @saf/450sxfv2016_front_plate-Ramette Replica.jm
[9:02:42.71] Warning: Can't load @450sxfv2016_fork_lower-Ramette Replica.jm or @saf/450sxfv2016_fork_lower-Ramette Replica.jm
[9:02:42.71] Warning: Can't load @450sxfv2016_swingarm-Ramette Replica.jm or @saf/450sxfv2016_swingarm-Ramette Replica.jm
[9:02:42.71] Warning: Can't load @rider_body-2016 Fox.jm
[9:02:42.71] Warning: Can't load @rider_head-EVS T7 Dimensional.jm
[9:02:45.03] Warning: Can't load @250sxfv2016_frame-2017 AD Racing.jm
[9:02:45.03] Warning: Can't load @250sxfv2016_side_plates-2017 AD Racing.jm
[9:02:45.03] Warning: Can't load @250sxfv2016_fork_upper-2017 AD Racing.jm
[9:02:45.03] Warning: Can't load @250sxfv2016_front_plate-2017 AD Racing.jm
[9:02:45.03] Warning: Can't load @250sxfv2016_fork_lower-2017 AD Racing.jm
[9:02:45.03] Warning: Can't load @250sxfv2016_swingarm-2017 AD Racing.jm
[9:02:45.03] Warning: Can't load @front_wheel-2015 MotoOption Outdoors.jm
[9:02:45.03] Warning: Can't load @rear_wheel-2015 MotoOption Outdoors.jm
[9:02:45.03] Warning: Can't load @rider_body-2017 AD Shift.jm or @Team Gear/rider_body-2017 AD Shift.jm
[9:02:45.03] Warning: Can't load @rider_head-Thor Force GOPRO AIR BRAKE.jm
[9:02:46.35] Warning: Can't load @450sxfv2016_side_plates-2016 Architech MEC KTM .jm
[9:02:46.53] Warning: Can't load @450sxfv2016_front_plate-2016 Architech MEC KTM .jm
[9:02:51.35] 183 MB texture memory used
[9:02:51.35] Max loading delay was 6.320000 (Loading bikes..)
[9:02:51.35] Setting working set range to 1073741824 - 2113929216
[9:02:51.35] Working set successfully updated
[9:02:51.35] Danny Fox is ready
[9:02:51.86] 7 laps
[9:02:51.87] Jake Rose | Architech is ready
[9:02:51.87] TMFR 2016 Supercross Server
[9:03:04.22] Aiden Shewcow | AD-Racing disconnected
[9:03:04.58] Aiden Shewcow | AD-Racing connected
[9:03:05.71] Aiden Shewcow | AD-Racing is ready
[9:03:52.16] Disconnecting
[9:03:52.16] Deallocating bikes
[9:03:52.16] Finished deallocating bikes
[9:03:52.16] Deallocating track
[9:03:52.17] Finished deallocating track
[9:03:52.18] Deleting OpenGL context
[9:03:52.23] Closing input devices
[9:03:52.23] Destroying window
[9:03:52.43] Window shutdown complete
jlv
Site Admin
Posts: 15133 Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:
Post
by jlv » Sun Oct 30, 2016 2:06 am
ROSE822 wrote: this is the lastlog.txt i got from making my game crash...
Thanks. What version of Windows are you running? I'm guessing 8.0 or older based on it not loading Shcore.dll.
Is anyone getting the crash with 8.1 or 10?
Josh Vanderhoof
Sole Proprietor
jlv@mxsimulator.com
If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
ROSE822
Posts: 1430 Joined: Mon Mar 17, 2014 6:41 pm
Team: Hidden Design
Location: United Kingdom
Post
by ROSE822 » Sun Oct 30, 2016 2:15 am
jlv wrote: ROSE822 wrote: this is the lastlog.txt i got from making my game crash...
Thanks. What version of Windows are you running? I'm guessing 8.0 or older based on it not loading Shcore.dll.
Is anyone getting the crash with 8.1 or 10?
Windows 7, to make your game crash just go in a online game and exit out of the game once loaded in
AWood
Posts: 4657 Joined: Fri Mar 30, 2012 4:05 am
Team: Who Knows...
Location: Test Tracks and In N Out
Post
by AWood » Sun Oct 30, 2016 4:43 am
Psst, jlv, what's going on with the new models
barrington314 wrote: awood is right
Leclair wrote: My name is barking
Leclair wrote: i fuck you
2014 rF GNC 22nd Overall - 2014 rF 450 SX 12th - 2014 rF 450 MX 11th Overall
2013 rF GNC 17th Overall - 2013 rF 450 SX 17th - 2013 rF 450 MX 8th - 2013 EMF French Cup Open World 6th
DonnieTheDealer
Crushed Dissenter
Posts: 160 Joined: Thu Jun 16, 2016 2:02 am
Location: Australia
Post
by DonnieTheDealer » Mon Oct 31, 2016 2:17 am
Not sure what shortening the bar length did but it feels like a completely different game. I don't feel like I am using the same advanced and I can't go three corners without crashing. The leaning feels drastically different. Could this be due to something in this snapshot? It feels like my roll damping and roll limit angle/factor have been changed. Sometimes I'm just not feeling it and am having a bad day on the game and just suck, but this has been going on every time I've gone to play the game since the snapshot. The bike just feels awkward.
2016 MXSON Champion 2014 MXSON Champion Won highpoint on a 125 Good at Raging It's Whatever