Track Loading Screen to help tracing for bugs

Discussion in 'Modding' started by SPASKIS, May 31, 2017.

  1. SPASKIS

    SPASKIS Registered

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    It is quite common when making the first steps in modding, to get stuck because the track (or car) won't surpass the loading screen provoking rFactor 2 to crash without giving a clue about what could be casuing the crash.

    In those cases it is important to have some type of methodology that helps locating the faulty item(s) which are causing the crash. In many of these cases, the only clue available is where in the loading screen the crash occurs.

    For this reason I have created a loading screen which I hope could be useful for amateur modders. For sure track modders have it easier to implement it than car modders that would need to overwrite Joesville' loading track in dev mode or modify a track including it for single player mode.

    I have myself located the marked events by introducing bugs on purpose that would cause a crash or simply provide an error message. In other words, I don't know in detail the exact loading sequence rF2 uses. I grant for sure that devs know better than me the exact loading sequence and where in the progress bar is represented each step.

    Hence, I will be glad to be corrected or provided with more relevant information to further improve the loading screen. Feel free to make your comments...

    In the image you can see how I introduced an "error causing flag" within the scn. If a crash would occur prior to appearing this message, it would mean that the faulty item is located before the "flag" I introduced. I hope it is clear enough. I thought this exmaple helps understanding the last paragraph of the image.
    upload_2017-6-1_0-40-44.png
     

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    Last edited: May 31, 2017
  2. peterchen

    peterchen Registered

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    Good idea! I hope developers jump in with info as for now it is surely very rough.
     
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  3. D.Painter

    D.Painter Registered

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    I've got a mod we use at our LAN events. It was working fine but I installed DX11 and now it crashes rF2. No message about GMT or texture errors. I get a log for the crash that I've studied a number of time but can't seam to find what's causing it. Like I say, It was working fine with DX9.
    A better way of tracking down error issues is badly needed.

    I have totally removed rF2 and re downloaded the full 11GB plus all the workshop items so it's a clean DX11 install. No left over DX9 residue but the mod still crashes rF2.
     
  4. qusimano

    qusimano Registered

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    Thx Spaskis;)
     
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  5. ECAR_Tracks

    ECAR_Tracks Registered

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    Very clever man
     
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  6. Leonardo1962

    Leonardo1962 Registered

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    Great idea,

    Thanks!
     
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  7. philrob

    philrob Registered

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    great work, many thanks
     
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  8. TChapman500

    TChapman500 Registered

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    I am definitely going to be using this to test how well the Chapman Track Creator compiles rFactor 2 tracks.
     
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  9. shiet

    shiet Registered

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    What is between SCN end and AIW start?
     
  10. SPASKIS

    SPASKIS Registered

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    I didn't figure it out. Maybe devs know and want to contribute...
     
  11. shiet

    shiet Registered

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    I'm asking only because it seems my track spends a lot of time around that point. :D
     
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  12. Garitt Gibsn

    Garitt Gibsn Registered

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    Great idea, I used it right away, it works great
     

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