blackout glitch

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ddmx
Posts: 5374
Joined: Sun Apr 20, 2008 3:36 pm
Location: Midland MI

blackout glitch

Post by ddmx »

Loaded up the game, played washougal in single player. switched to time trial and this happened. Tried it all again, did it again.

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FelipeMX
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Joined: Sat Apr 10, 2010 2:45 am
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Re: blackout glitch

Post by FelipeMX »

ddmx wrote:Loaded up the game, played washougal in single player. switched to time trial and this happened. Tried it all again, did it again.

http://img411.imageshack.us/img411/3821/screenshot238.png
Ghost Rider!!!
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cpt_Slow
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Re: blackout glitch

Post by cpt_Slow »

I used to get this problem sometimes when the shaders first came out. It would always do it without fail on the start gate so I made some new ones and it fixed it. Are you running Nvidia? I can't remember if it was this problem but switching from "High performance" might have been the solution. I got rid of it somehow. :P
ddmx
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Re: blackout glitch

Post by ddmx »

Never happened to me before, only happened that one time. It's fine now.
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Re: blackout glitch

Post by jlv »

Black shading is usually from a NaN getting into the lighting calculation. I thought I had found all of them though.
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Re: blackout glitch

Post by ddmx »

lastlog report for the blackout glitch on washougal. happened two times in a row to me so far there online.

[0:14:13.88] Logfile "C:/Users/David/AppData/Local/MX Simulator/lastlog.txt" opened
[0:14:13.88] JUGL 0.31
[0:14:13.91] Registry mode is 1680x1050x32@59hz
[0:14:13.91] Found mode 640x480x32@60hz
[0:14:13.91] Found mode 720x480x32@60hz
[0:14:13.91] Found mode 720x576x32@60hz
[0:14:13.91] Found mode 800x600x32@60hz
[0:14:13.91] Found mode 1024x768x32@60hz
[0:14:13.91] Found mode 1152x864x32@60hz
[0:14:13.91] Found mode 1280x720x32@60hz
[0:14:13.91] Found mode 1280x768x32@60hz
[0:14:13.91] Found mode 1280x800x32@60hz
[0:14:13.91] Found mode 1280x960x32@60hz
[0:14:13.91] Found mode 1280x1024x32@60hz
[0:14:13.91] Found mode 1360x768x32@60hz
[0:14:13.91] Found mode 1600x900x32@59hz
[0:14:13.91] Found mode 1600x1024x32@59hz
[0:14:13.91] Found mode 640x480x16@60hz
[0:14:13.91] Found mode 720x480x16@60hz
[0:14:13.91] Found mode 720x576x16@60hz
[0:14:13.91] Found mode 800x600x16@60hz
[0:14:13.91] Found mode 1024x768x16@60hz
[0:14:13.91] Found mode 1152x864x16@60hz
[0:14:13.91] Found mode 1280x720x16@60hz
[0:14:13.91] Found mode 1280x768x16@60hz
[0:14:13.91] Found mode 1280x800x16@60hz
[0:14:13.91] Found mode 1280x960x16@60hz
[0:14:13.91] Found mode 1280x1024x16@60hz
[0:14:13.91] Found mode 1360x768x16@60hz
[0:14:13.91] Found mode 1600x900x16@59hz
[0:14:13.91] Found mode 1600x1024x16@59hz
[0:14:13.91] Found mode 1680x1050x16@59hz
[0:14:13.91] Found mode 640x480x8@60hz
[0:14:13.91] Found mode 720x480x8@60hz
[0:14:13.92] Found mode 720x576x8@60hz
[0:14:13.92] Found mode 800x600x8@60hz
[0:14:13.92] Found mode 1024x768x8@60hz
[0:14:13.92] Found mode 1152x864x8@60hz
[0:14:13.92] Found mode 1280x720x8@60hz
[0:14:13.92] Found mode 1280x768x8@60hz
[0:14:13.92] Found mode 1280x800x8@60hz
[0:14:13.92] Found mode 1280x960x8@60hz
[0:14:13.92] Found mode 1280x1024x8@60hz
[0:14:13.92] Found mode 1360x768x8@60hz
[0:14:13.92] Found mode 1600x900x8@59hz
[0:14:13.92] Found mode 1600x1024x8@59hz
[0:14:13.92] Found mode 1680x1050x8@59hz
[0:14:13.92] Found mode 1440x900x8@60hz
[0:14:13.92] Found mode 1440x900x16@60hz
[0:14:13.92] Found mode 1440x900x32@60hz
[0:14:14.32] Options:
[0:14:14.32] threaded: [off]
[0:14:14.32] Creating window
[0:14:14.44] DirectInput roll call...
[0:14:14.44] Mouse (Mouse)
[0:14:14.44] 3 axes, 8 keys
[0:14:14.44] axis 0 is relative
[0:14:14.44] axis 1 is relative
[0:14:14.44] axis 2 is relative
[0:14:14.44] Keyboard (Keyboard)
[0:14:14.44] 0 axes, 128 keys
[0:14:14.45] XBOX 360 For Windows (Controller) (XBOX 360 For Windows (Controller))
[0:14:14.45] 5 axes, 10 keys
[0:14:14.45] axis 0 is absolute
[0:14:14.45] axis 1 is absolute
[0:14:14.45] axis 2 is absolute
[0:14:14.45] axis 3 is absolute
[0:14:14.45] axis 4 is absolute
[0:14:14.45] Adding axis "XBOX360ForWindows(Controller) axis 0"
[0:14:14.45] Adding axis "XBOX360ForWindows(Controller) axis 1"
[0:14:14.45] Adding axis "XBOX360ForWindows(Controller) axis 2"
[0:14:14.45] Adding axis "XBOX360ForWindows(Controller) axis 3"
[0:14:14.45] Adding axis "XBOX360ForWindows(Controller) axis 4"
[0:14:14.46] USB Receiver (USB Receiver)
[0:14:14.46] 0 axes, 0 keys
[0:14:14.46] End of DirectInput roll call
[0:14:14.57] Creating OpenGL context
[0:14:14.60] 4 texture units
[0:14:14.60] GL_VENDOR: NVIDIA Corporation
[0:14:14.60] GL_RENDERER: GeForce GTX 275/PCI/SSE2
[0:14:14.60] GL_VERSION: 3.3.0
[0:14:14.60] GL_EXTENSIONS: GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev 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_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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color 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_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_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square 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_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_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_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal 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_vertex_array_range GL_NV_vertex_array_range2 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_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
[0:14:14.60] vertex shader status for lit:

[0:14:14.60] fragment shader status for lit:

[0:14:14.61] link status for lit:

[0:14:14.61] vertex shader status for env:

[0:14:14.61] fragment shader status for env:

[0:14:14.62] link status for env:

[0:14:14.62] vertex shader status for norm_lit:

[0:14:14.62] fragment shader status for norm_lit:

[0:14:14.63] link status for norm_lit:

[0:14:14.63] vertex shader status for norm_env:

[0:14:14.63] fragment shader status for norm_env:

[0:14:14.64] link status for norm_env:

[0:14:14.64] vertex shader status for norm_spec_lit:

[0:14:14.64] fragment shader status for norm_spec_lit:

[0:14:14.65] link status for norm_spec_lit:

[0:14:18.01] Contacting server
[0:14:18.09] Sending client info
[0:14:18.14] ddmx connected
[0:14:18.14] Sending track acknowledgment
[0:14:18.19] Key Verified
[0:14:18.19] Sending bike acknowledgment 9
[0:14:18.24] Resetting...
[0:14:18.26] Remembering lines...
[0:14:18.27] Cleaning up...
[0:14:18.29] Deallocating bikes
[0:14:18.29] Finished deallocating bikes
[0:14:18.29] Loading track...
[0:14:30.37] Analyzing lines...
[0:14:30.39] Loading bikes...
[0:14:32.54] 258 MB texture memory used
[0:14:32.54] Toony is ready
[0:14:32.71] ddmx is ready
[0:14:32.71] 2 laps
[0:14:32.75] AMA/GP Replica Series
[0:15:39.82] Disconnecting
[0:15:39.86] Deallocating bikes
[0:15:39.86] Finished deallocating bikes
[0:15:39.86] Deallocating track
[0:15:39.86] Finished deallocating track
[0:15:39.87] Deleting OpenGL context
[0:15:39.89] Closing input devices
[0:15:39.89] Killing USBReceiver
[0:15:39.89] Killing XBOX360ForWindows(Controller)
[0:15:39.89] Timestamp adjustment was 12
[0:15:39.89] Killing Keyboard
[0:15:39.89] Killing Mouse
[0:15:39.89] Destroying window
[0:15:40.13] Window shutdown complete
jlv
Site Admin
Posts: 14931
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
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Re: blackout glitch

Post by jlv »

Does it still happen if you edit the beginning of "pinetree.jm" to look like this? (Replace the first 0 with a 1.)

JM1
1.000000 0.000000 0.000000 0.000000 0.000000
.
Josh Vanderhoof
Sole Proprietor
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If you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.
ddmx
Posts: 5374
Joined: Sun Apr 20, 2008 3:36 pm
Location: Midland MI

Re: blackout glitch

Post by ddmx »

didn't fix it
jlv
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Posts: 14931
Joined: Fri Nov 02, 2007 5:39 am
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Re: blackout glitch

Post by jlv »

Just checked and the game limits that to .125 anyway. I'd try renaming those models. See if either pinetree.jm or overheadbanner.jm is causing it. There might be a triangle with no area or something else weird in 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.
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