2016 MXS Italian Championship Rd 10: Namur - The comeback!

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honda23
Posts: 577
Joined: Wed Apr 04, 2012 1:05 pm
Team: RKI/JDS
Location: Italy

2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by honda23 »

Image

The track:
Probably the young teenagers won't remember what the motocross track of Namur was like, because its roots belongs only to the past, as unfortunately, from 2008 on the Citadelle didn't host races anymore due to safety conditions. On the other hand, the mayor guys will clearly remember all the great battles there...the protagonists were names like Stefan Everts, Johnny O' Mara, Roger De Coster, Josh Coppins, Eric Gebores and so on. Namur hosted tons of races from the '50s and in particular 5 Motocross Of Nations (1951, 1956, 1959, 1965, 2001), that suggests how the track was important and how spectacular it was. The layout didn't had great changes and mainly was build like this: it started from a really large square where the theatre was located, then a down-hill jump introduced the woods, riders had to ride between houses, rocks, trees...after comes the first double step-down (the most brave riders doubled both of them :D), then a single step-down and another double step-down. At this point the track joined the street where the Namur cafè was located (not a pub anymore unfortunately): in the 1988 GP, Håkan Carlqvist won his last race and he stunned the spectators by stopping before the end of the 2nd moto to drink a beer, while leading the race by somewhat 50 seconds, and going back into the race to win it. That's awesome :D
Then followed a pretty long double jump to the double step-up, and...here comes the most beautiful part of the track: 4 massive up-hill jumps just near the castle of the Citadelle. Today that part is still alive and is used for mountain biking (like the rest of the track anyway). Then a pretty steep down-hill to the final jump into the arena once again to start a new lap.
Every rider who raced at Namur said he had had great times, the track was awesome and the atmosphere too and that's a pity that everything stopped after so many years of racing with people stunned by the beauty of those days. Despite that, we seriously hope a come back in the future, possibly very soon :D
In last year MXS Italian Championship, Johan Roger succeeded to win the overall in the Pro class followed by Ben Seaburg and Jordan Boyer. On the other side, in the Amateur class, Maxime Vanderbeek won the overall, Niko Sollmann 2nd and David Debealieu 3rd.

!!! We came across with a track problem, an error i don't know where it comes from because the game crashed when the track was loading. I asked to mr.JLV if he could fix something and he will let me know. For now i could do nothing but searching with my pc a way to fix this error and now it seems the track is working, at least for my team and me. Remember to download the latest snapshot because it could probably fix this inconvenient even if we don't know. If the game crashes while loading the track please let us know as soon as possible! If we cannot solve the problem for Tuesday's race we will postphone the race to the 27th December !!!

Download:
High resolution - 133 Mb
Medium resolution - 74 Mb
Low resolution - 54 Mb
Low resolution with no trees - 52 Mb

Track preview:


Credits:
- JLV
- TMFR
- EMF
- RKI Racing Team
- Maxime Tison
- Vincent Delille
- Matteo Gusmerini
- Rafagas
- Haggqvist
- Staydown
- 137
- Twistmoto
- Anyone who i forgot

Have fun! :D
Gabriele Grossi #22 | RKI JayDeeSounds Italia Racing Team
Trackmaker, PM me to get your favourite track done at reasonable prices!
If you like my works --> https://www.paypal.me/Gabrielegrossi
Tristan.Botteram
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Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by Tristan.Botteram »

Pretty funny to see this track because i was here last summer for a downhill race! :D
Image
Rayvenator
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Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by Rayvenator »

I have the new snapshot but the track still crashes the game after it loads :(.
Image
Rayvenator
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Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by Rayvenator »

Ok tried every version and only the "high res" version works for me. I guess I´ll lag my way to the finish this time ;)
Image
honda23
Posts: 577
Joined: Wed Apr 04, 2012 1:05 pm
Team: RKI/JDS
Location: Italy

Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by honda23 »

Rayvenator wrote:Ok tried every version and only the "high res" version works for me. I guess I´ll lag my way to the finish this time ;)
Hope it's the right one :? It will probably give you the error next time, i hope not eheh
Gabriele Grossi #22 | RKI JayDeeSounds Italia Racing Team
Trackmaker, PM me to get your favourite track done at reasonable prices!
If you like my works --> https://www.paypal.me/Gabrielegrossi
Rayvenator
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Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by Rayvenator »

honda23 wrote:
Rayvenator wrote:Ok tried every version and only the "high res" version works for me. I guess I´ll lag my way to the finish this time ;)
Hope it's the right one :? It will probably give you the error next time, i hope not eheh
Not sure I´ll be able to race with this fps drop :/
Image
leomx39
Posts: 33
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Team: Privateer

Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by leomx39 »

game crash with every version of the track with snapshot 17.12.16
leomx39
Posts: 33
Joined: Sun Nov 16, 2014 7:24 pm
Team: Privateer

Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by leomx39 »

ok not true, low version without tree works
honda23
Posts: 577
Joined: Wed Apr 04, 2012 1:05 pm
Team: RKI/JDS
Location: Italy

Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by honda23 »

Ok, guys remember to download the zzz file attached to the snapshot as well!
Gabriele Grossi #22 | RKI JayDeeSounds Italia Racing Team
Trackmaker, PM me to get your favourite track done at reasonable prices!
If you like my works --> https://www.paypal.me/Gabrielegrossi
honda23
Posts: 577
Joined: Wed Apr 04, 2012 1:05 pm
Team: RKI/JDS
Location: Italy

Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by honda23 »

As many of you told me, Tuesday before the race (if everything goes fine with the track) i'll upload here a superlow version of the track. Unfortunately i cannot do it before Tuesday because i have got an exam that that, cheers!
Gabriele Grossi #22 | RKI JayDeeSounds Italia Racing Team
Trackmaker, PM me to get your favourite track done at reasonable prices!
If you like my works --> https://www.paypal.me/Gabrielegrossi
yzmxer608
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Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by yzmxer608 »

It crashed for me on loading statues, the last line in the lastlog was from the added feature in the new snapshot. Using the last snapshot it loaded fine. This was with the high version.

Code: Select all

[7:49:04.51] Logfile "C:/Users/Nate/AppData/Local/MX Simulator/lastlog.txt" opened
[7:49:04.51] JUGL 0.31
[7:49:04.53] MX Simulator version 2016-12-17-1324 snapshot
[7:49:06.74] Can't open Shcore.dll
[7:49:06.74] Display scaling disabled via SetProcessDPIAware
[7:49:06.74] Registry mode is 1920x1200x32@59hz
[7:49:06.74] Found mode 640x480x32@60hz
[7:49:06.74] Found mode 720x480x32@60hz
[7:49:06.74] Found mode 720x576x32@50hz
[7:49:06.74] Found mode 800x600x32@56hz
[7:49:06.74] Found mode 1024x768x32@60hz
[7:49:06.74] Found mode 1152x864x32@60hz
[7:49:06.74] Found mode 1280x720x32@60hz
[7:49:06.74] Found mode 1280x768x32@60hz
[7:49:06.74] Found mode 1280x800x32@60hz
[7:49:06.74] Found mode 1280x960x32@60hz
[7:49:06.74] Found mode 1280x1024x32@60hz
[7:49:06.74] Found mode 1360x768x32@60hz
[7:49:06.74] Found mode 1366x768x32@60hz
[7:49:06.74] Found mode 1600x900x32@60hz
[7:49:06.74] Found mode 1600x1024x32@59hz
[7:49:06.74] Found mode 1600x1200x32@59hz
[7:49:06.74] Found mode 1680x1050x32@59hz
[7:49:06.74] Found mode 1920x1080x32@50hz
[7:49:06.74] Found mode 640x480x16@60hz
[7:49:06.74] Found mode 720x480x16@60hz
[7:49:06.74] Found mode 720x576x16@50hz
[7:49:06.74] Found mode 800x600x16@56hz
[7:49:06.74] Found mode 1024x768x16@60hz
[7:49:06.74] Found mode 1152x864x16@60hz
[7:49:06.74] Found mode 1280x720x16@60hz
[7:49:06.74] Found mode 1280x768x16@60hz
[7:49:06.74] Found mode 1280x800x16@60hz
[7:49:06.74] Found mode 1280x960x16@60hz
[7:49:06.74] Found mode 1280x1024x16@60hz
[7:49:06.74] Found mode 1360x768x16@60hz
[7:49:06.76] Found mode 1366x768x16@60hz
[7:49:06.76] Found mode 1600x900x16@60hz
[7:49:06.76] Found mode 1600x1024x16@59hz
[7:49:06.76] Found mode 1600x1200x16@59hz
[7:49:06.76] Found mode 1680x1050x16@59hz
[7:49:06.76] Found mode 1920x1080x16@50hz
[7:49:06.76] Found mode 1920x1200x16@59hz
[7:49:06.76] Found mode 640x480x8@60hz
[7:49:06.76] Found mode 720x480x8@60hz
[7:49:06.76] Found mode 720x576x8@50hz
[7:49:06.76] Found mode 800x600x8@56hz
[7:49:06.76] Found mode 1024x768x8@60hz
[7:49:06.76] Found mode 1152x864x8@60hz
[7:49:06.76] Found mode 1280x720x8@60hz
[7:49:06.76] Found mode 1280x768x8@60hz
[7:49:06.76] Found mode 1280x800x8@60hz
[7:49:06.76] Found mode 1280x960x8@60hz
[7:49:06.76] Found mode 1280x1024x8@60hz
[7:49:06.76] Found mode 1360x768x8@60hz
[7:49:06.76] Found mode 1366x768x8@60hz
[7:49:06.76] Found mode 1600x900x8@60hz
[7:49:06.76] Found mode 1600x1024x8@59hz
[7:49:06.76] Found mode 1600x1200x8@59hz
[7:49:06.76] Found mode 1680x1050x8@59hz
[7:49:06.76] Found mode 1920x1080x8@50hz
[7:49:06.76] Found mode 1920x1200x8@59hz
[7:49:06.76] Found mode 1440x900x8@60hz
[7:49:06.76] Found mode 1440x900x16@60hz
[7:49:06.76] Found mode 1440x900x32@60hz
[7:49:06.76] Found mode 2560x1600x32@60hz
[7:49:08.06] Options:
[7:49:08.06]  threaded: [off]
[7:49:08.06] Creating window
[7:49:08.07] Foregrounded and locked
[7:49:08.07] DirectInput roll call...
[7:49:08.09] XBCD Microsoft Xbox 360 Controller (XBCD Microsoft Xbox 360 Controller)
[7:49:08.10] 6 axes, 10 keys
[7:49:08.10] axis 0 is absolute
[7:49:08.10] axis 1 is absolute
[7:49:08.10] axis 2 is absolute
[7:49:08.10] axis 3 is absolute
[7:49:08.10] axis 4 is absolute
[7:49:08.10] axis 5 is absolute
[7:49:08.10] Can't set buffer size
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 0"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 1"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 2"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 3"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 4"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 5"
[7:49:08.10] Logitech G13 Joystick (Logitech G13 Joystick)
[7:49:08.10] 2 axes, 1 keys
[7:49:08.10] axis 0 is absolute
[7:49:08.10] axis 1 is absolute
[7:49:08.10] Adding axis "LogitechG13Joystick axis 0"
[7:49:08.10] Adding axis "LogitechG13Joystick axis 1"
[7:49:08.10] End of DirectInput roll call
[7:49:08.10] Choosing pixel format
[7:49:08.20] Setting pixel format 7
[7:49:08.20] Creating OpenGL context
[7:49:08.26] 4 texture units
[7:49:08.26] GL_VENDOR: NVIDIA Corporation
[7:49:08.26] GL_RENDERER: GeForce GTX 670/PCIe/SSE2
[7:49:08.26] GL_VERSION: 4.5.0 NVIDIA 375.70
[7:49:08.26] 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_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_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_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_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 
[7:49:10.61] Resetting
[7:49:10.63] Remembering lines
[7:49:10.66] Cleaning up
[7:49:10.66] Deallocating bikes
[7:49:10.66] Finished deallocating bikes
[7:49:10.70] Scanning
[7:49:10.77] Loading lighting
[7:49:11.10] Loading terrain
[7:49:11.53] Terrain texture rendering with framebuffer objects
[7:49:11.53] Loading shading
[7:49:11.55] Loading shadows
[7:49:11.56] Loading tileinfo
[7:49:11.58] @2016.itc.namur/dirt.ppm reduced to 16x16 (originally 128x128)
[7:49:11.60] @2016.itc.namur/sand.ppm reduced to 16x16 (originally 128x128)
[7:49:11.61] Loading tilemap
[7:49:18.39] Loading flaggers
[7:49:18.59] Loading billboards
[7:49:18.89] Loading statues
[7:49:19.91] @2016.itc.namur/roundbale.png reduced to 32x8 (originally 1024x256)
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
yzmxer608
Posts: 15352
Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A

Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by yzmxer608 »

I take that back, crashed again using the last snapshot after loading bikes.

Code: Select all

[7:55:38.33] Logfile "C:/Users/Nate/AppData/Local/MX Simulator/lastlog.txt" opened
[7:55:38.33] JUGL 0.31
[7:55:38.35] MX Simulator version 2016-11-30-1321 snapshot
[7:55:40.54] Can't open Shcore.dll
[7:55:40.54] Display scaling disabled via SetProcessDPIAware
[7:55:40.56] Registry mode is 1920x1200x32@59hz
[7:55:40.56] Found mode 640x480x32@60hz
[7:55:40.56] Found mode 720x480x32@60hz
[7:55:40.56] Found mode 720x576x32@50hz
[7:55:40.56] Found mode 800x600x32@56hz
[7:55:40.56] Found mode 1024x768x32@60hz
[7:55:40.56] Found mode 1152x864x32@60hz
[7:55:40.56] Found mode 1280x720x32@60hz
[7:55:40.56] Found mode 1280x768x32@60hz
[7:55:40.56] Found mode 1280x800x32@60hz
[7:55:40.56] Found mode 1280x960x32@60hz
[7:55:40.56] Found mode 1280x1024x32@60hz
[7:55:40.56] Found mode 1360x768x32@60hz
[7:55:40.56] Found mode 1366x768x32@60hz
[7:55:40.56] Found mode 1600x900x32@60hz
[7:55:40.56] Found mode 1600x1024x32@59hz
[7:55:40.56] Found mode 1600x1200x32@59hz
[7:55:40.56] Found mode 1680x1050x32@59hz
[7:55:40.56] Found mode 1920x1080x32@50hz
[7:55:40.56] Found mode 640x480x16@60hz
[7:55:40.56] Found mode 720x480x16@60hz
[7:55:40.56] Found mode 720x576x16@50hz
[7:55:40.56] Found mode 800x600x16@56hz
[7:55:40.56] Found mode 1024x768x16@60hz
[7:55:40.56] Found mode 1152x864x16@60hz
[7:55:40.56] Found mode 1280x720x16@60hz
[7:55:40.56] Found mode 1280x768x16@60hz
[7:55:40.56] Found mode 1280x800x16@60hz
[7:55:40.56] Found mode 1280x960x16@60hz
[7:55:40.56] Found mode 1280x1024x16@60hz
[7:55:40.56] Found mode 1360x768x16@60hz
[7:55:40.56] Found mode 1366x768x16@60hz
[7:55:40.56] Found mode 1600x900x16@60hz
[7:55:40.56] Found mode 1600x1024x16@59hz
[7:55:40.56] Found mode 1600x1200x16@59hz
[7:55:40.56] Found mode 1680x1050x16@59hz
[7:55:40.56] Found mode 1920x1080x16@50hz
[7:55:40.56] Found mode 1920x1200x16@59hz
[7:55:40.56] Found mode 640x480x8@60hz
[7:55:40.56] Found mode 720x480x8@60hz
[7:55:40.56] Found mode 720x576x8@50hz
[7:55:40.56] Found mode 800x600x8@56hz
[7:55:40.56] Found mode 1024x768x8@60hz
[7:55:40.56] Found mode 1152x864x8@60hz
[7:55:40.56] Found mode 1280x720x8@60hz
[7:55:40.56] Found mode 1280x768x8@60hz
[7:55:40.56] Found mode 1280x800x8@60hz
[7:55:40.56] Found mode 1280x960x8@60hz
[7:55:40.56] Found mode 1280x1024x8@60hz
[7:55:40.56] Found mode 1360x768x8@60hz
[7:55:40.56] Found mode 1366x768x8@60hz
[7:55:40.56] Found mode 1600x900x8@60hz
[7:55:40.56] Found mode 1600x1024x8@59hz
[7:55:40.56] Found mode 1600x1200x8@59hz
[7:55:40.56] Found mode 1680x1050x8@59hz
[7:55:40.56] Found mode 1920x1080x8@50hz
[7:55:40.56] Found mode 1920x1200x8@59hz
[7:55:40.56] Found mode 1440x900x8@60hz
[7:55:40.56] Found mode 1440x900x16@60hz
[7:55:40.56] Found mode 1440x900x32@60hz
[7:55:40.56] Found mode 2560x1600x32@60hz
[7:55:41.86] Options:
[7:55:41.86]  threaded: [off]
[7:55:41.86] Creating window
[7:55:41.87] Foregrounded and locked
[7:55:41.89] DirectInput roll call...
[7:55:41.90] XBCD Microsoft Xbox 360 Controller (XBCD Microsoft Xbox 360 Controller)
[7:55:41.90] 6 axes, 10 keys
[7:55:41.90] axis 0 is absolute
[7:55:41.90] axis 1 is absolute
[7:55:41.90] axis 2 is absolute
[7:55:41.90] axis 3 is absolute
[7:55:41.90] axis 4 is absolute
[7:55:41.90] axis 5 is absolute
[7:55:41.90] Can't set buffer size
[7:55:41.90] Adding axis "XBCDMicrosoftXbox360Controller axis 0"
[7:55:41.90] Adding axis "XBCDMicrosoftXbox360Controller axis 1"
[7:55:41.90] Adding axis "XBCDMicrosoftXbox360Controller axis 2"
[7:55:41.90] Adding axis "XBCDMicrosoftXbox360Controller axis 3"
[7:55:41.90] Adding axis "XBCDMicrosoftXbox360Controller axis 4"
[7:55:41.90] Adding axis "XBCDMicrosoftXbox360Controller axis 5"
[7:55:41.90] Logitech G13 Joystick (Logitech G13 Joystick)
[7:55:41.91] 2 axes, 1 keys
[7:55:41.91] axis 0 is absolute
[7:55:41.91] axis 1 is absolute
[7:55:41.91] Adding axis "LogitechG13Joystick axis 0"
[7:55:41.91] Adding axis "LogitechG13Joystick axis 1"
[7:55:41.91] End of DirectInput roll call
[7:55:41.91] Choosing pixel format
[7:55:42.01] Setting pixel format 7
[7:55:42.01] Creating OpenGL context
[7:55:42.07] 4 texture units
[7:55:42.07] GL_VENDOR: NVIDIA Corporation
[7:55:42.07] GL_RENDERER: GeForce GTX 670/PCIe/SSE2
[7:55:42.07] GL_VERSION: 4.5.0 NVIDIA 375.70
[7:55:42.07] 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_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_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_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_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 
[7:55:44.49] Resetting
[7:55:44.51] Remembering lines
[7:55:44.54] Cleaning up
[7:55:44.54] Deallocating bikes
[7:55:44.54] Finished deallocating bikes
[7:55:44.58] Scanning
[7:55:44.65] Loading lighting
[7:55:44.96] Loading terrain
[7:55:45.39] Terrain texture rendering with framebuffer objects
[7:55:45.39] Loading shading
[7:55:45.40] Loading shadows
[7:55:45.43] Loading tileinfo
[7:55:45.48] Loading tilemap
[7:55:52.14] Loading flaggers
[7:55:52.34] Loading billboards
[7:55:52.64] Loading statues
[7:55:57.05] Loading map
[7:55:57.07] Analyzing lines
[7:55:57.10] Loading bikes
[7:55:59.26] 1003 MB texture memory used
[7:55:59.26] Max loading delay was 2.151000 (Loading bikes)
[7:55:59.26] Setting working set range to 1073741824 - 2113929216
[7:55:59.26] Working set successfully updated
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
yzmxer608
Posts: 15352
Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A

Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by yzmxer608 »

Ok this is kind of odd, the last crash with the 2016-11-29 snapshot was after I renamed it to mx.exe. Tried keeping it at mx-2016-11-30-1321.exe and it loaded fine. Might be something to do with my Nvidia settings?
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
CeeJayHDz
Posts: 696
Joined: Mon Feb 23, 2015 5:05 pm
Team: Privateer

Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by CeeJayHDz »

just select compatibility graphics settings and it wont crash

tracks awesome, love how hard it is
Image
jlv
Site Admin
Posts: 14928
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2016 MXS Italian Championship Rd 10: Namur - The comeback!

Post by jlv »

yzmxer608 wrote:It crashed for me on loading statues, the last line in the lastlog was from the added feature in the new snapshot. Using the last snapshot it loaded fine. This was with the high version.

Code: Select all

[7:49:04.51] Logfile "C:/Users/Nate/AppData/Local/MX Simulator/lastlog.txt" opened
[7:49:04.51] JUGL 0.31
[7:49:04.53] MX Simulator version 2016-12-17-1324 snapshot
[7:49:06.74] Can't open Shcore.dll
[7:49:06.74] Display scaling disabled via SetProcessDPIAware
[7:49:06.74] Registry mode is 1920x1200x32@59hz
[7:49:06.74] Found mode 640x480x32@60hz
[7:49:06.74] Found mode 720x480x32@60hz
[7:49:06.74] Found mode 720x576x32@50hz
[7:49:06.74] Found mode 800x600x32@56hz
[7:49:06.74] Found mode 1024x768x32@60hz
[7:49:06.74] Found mode 1152x864x32@60hz
[7:49:06.74] Found mode 1280x720x32@60hz
[7:49:06.74] Found mode 1280x768x32@60hz
[7:49:06.74] Found mode 1280x800x32@60hz
[7:49:06.74] Found mode 1280x960x32@60hz
[7:49:06.74] Found mode 1280x1024x32@60hz
[7:49:06.74] Found mode 1360x768x32@60hz
[7:49:06.74] Found mode 1366x768x32@60hz
[7:49:06.74] Found mode 1600x900x32@60hz
[7:49:06.74] Found mode 1600x1024x32@59hz
[7:49:06.74] Found mode 1600x1200x32@59hz
[7:49:06.74] Found mode 1680x1050x32@59hz
[7:49:06.74] Found mode 1920x1080x32@50hz
[7:49:06.74] Found mode 640x480x16@60hz
[7:49:06.74] Found mode 720x480x16@60hz
[7:49:06.74] Found mode 720x576x16@50hz
[7:49:06.74] Found mode 800x600x16@56hz
[7:49:06.74] Found mode 1024x768x16@60hz
[7:49:06.74] Found mode 1152x864x16@60hz
[7:49:06.74] Found mode 1280x720x16@60hz
[7:49:06.74] Found mode 1280x768x16@60hz
[7:49:06.74] Found mode 1280x800x16@60hz
[7:49:06.74] Found mode 1280x960x16@60hz
[7:49:06.74] Found mode 1280x1024x16@60hz
[7:49:06.74] Found mode 1360x768x16@60hz
[7:49:06.76] Found mode 1366x768x16@60hz
[7:49:06.76] Found mode 1600x900x16@60hz
[7:49:06.76] Found mode 1600x1024x16@59hz
[7:49:06.76] Found mode 1600x1200x16@59hz
[7:49:06.76] Found mode 1680x1050x16@59hz
[7:49:06.76] Found mode 1920x1080x16@50hz
[7:49:06.76] Found mode 1920x1200x16@59hz
[7:49:06.76] Found mode 640x480x8@60hz
[7:49:06.76] Found mode 720x480x8@60hz
[7:49:06.76] Found mode 720x576x8@50hz
[7:49:06.76] Found mode 800x600x8@56hz
[7:49:06.76] Found mode 1024x768x8@60hz
[7:49:06.76] Found mode 1152x864x8@60hz
[7:49:06.76] Found mode 1280x720x8@60hz
[7:49:06.76] Found mode 1280x768x8@60hz
[7:49:06.76] Found mode 1280x800x8@60hz
[7:49:06.76] Found mode 1280x960x8@60hz
[7:49:06.76] Found mode 1280x1024x8@60hz
[7:49:06.76] Found mode 1360x768x8@60hz
[7:49:06.76] Found mode 1366x768x8@60hz
[7:49:06.76] Found mode 1600x900x8@60hz
[7:49:06.76] Found mode 1600x1024x8@59hz
[7:49:06.76] Found mode 1600x1200x8@59hz
[7:49:06.76] Found mode 1680x1050x8@59hz
[7:49:06.76] Found mode 1920x1080x8@50hz
[7:49:06.76] Found mode 1920x1200x8@59hz
[7:49:06.76] Found mode 1440x900x8@60hz
[7:49:06.76] Found mode 1440x900x16@60hz
[7:49:06.76] Found mode 1440x900x32@60hz
[7:49:06.76] Found mode 2560x1600x32@60hz
[7:49:08.06] Options:
[7:49:08.06]  threaded: [off]
[7:49:08.06] Creating window
[7:49:08.07] Foregrounded and locked
[7:49:08.07] DirectInput roll call...
[7:49:08.09] XBCD Microsoft Xbox 360 Controller (XBCD Microsoft Xbox 360 Controller)
[7:49:08.10] 6 axes, 10 keys
[7:49:08.10] axis 0 is absolute
[7:49:08.10] axis 1 is absolute
[7:49:08.10] axis 2 is absolute
[7:49:08.10] axis 3 is absolute
[7:49:08.10] axis 4 is absolute
[7:49:08.10] axis 5 is absolute
[7:49:08.10] Can't set buffer size
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 0"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 1"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 2"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 3"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 4"
[7:49:08.10] Adding axis "XBCDMicrosoftXbox360Controller axis 5"
[7:49:08.10] Logitech G13 Joystick (Logitech G13 Joystick)
[7:49:08.10] 2 axes, 1 keys
[7:49:08.10] axis 0 is absolute
[7:49:08.10] axis 1 is absolute
[7:49:08.10] Adding axis "LogitechG13Joystick axis 0"
[7:49:08.10] Adding axis "LogitechG13Joystick axis 1"
[7:49:08.10] End of DirectInput roll call
[7:49:08.10] Choosing pixel format
[7:49:08.20] Setting pixel format 7
[7:49:08.20] Creating OpenGL context
[7:49:08.26] 4 texture units
[7:49:08.26] GL_VENDOR: NVIDIA Corporation
[7:49:08.26] GL_RENDERER: GeForce GTX 670/PCIe/SSE2
[7:49:08.26] GL_VERSION: 4.5.0 NVIDIA 375.70
[7:49:08.26] 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_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_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_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_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 
[7:49:10.61] Resetting
[7:49:10.63] Remembering lines
[7:49:10.66] Cleaning up
[7:49:10.66] Deallocating bikes
[7:49:10.66] Finished deallocating bikes
[7:49:10.70] Scanning
[7:49:10.77] Loading lighting
[7:49:11.10] Loading terrain
[7:49:11.53] Terrain texture rendering with framebuffer objects
[7:49:11.53] Loading shading
[7:49:11.55] Loading shadows
[7:49:11.56] Loading tileinfo
[7:49:11.58] @2016.itc.namur/dirt.ppm reduced to 16x16 (originally 128x128)
[7:49:11.60] @2016.itc.namur/sand.ppm reduced to 16x16 (originally 128x128)
[7:49:11.61] Loading tilemap
[7:49:18.39] Loading flaggers
[7:49:18.59] Loading billboards
[7:49:18.89] Loading statues
[7:49:19.91] @2016.itc.namur/roundbale.png reduced to 32x8 (originally 1024x256)
Interesting that it crashed after loading roundbale.png. That means it loaded the model "completa.jm" but might have still not loaded "completa2.jm" when it crashed. For me it's only crashed in the GL driver when trying to render one of those statues. It's rare though - it only crashed 2 times in around 20 attempts. Did you check the crash details? I'm curious if the loading crash happened in the game itself or the GL driver.
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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