SOLVED Track working in Dev but crashes in client...

MileSeven

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Code:
  64.14s camera.cpp   5473: Entered CamMan::Restart()
  64.14s camera.cpp   5486: Entered CamMan::SyncWithDynMan()
  64.14s camera.cpp   5490: LoadCamsFromVehicleData, MgrInx = 1806, SlotID = 0
  64.14s camera.cpp   5502: Entered CamMan::UpdateSuperShadowParameters()
  64.14s camera.cpp   5505: Exit CamMan::Restart()
  64.14s render.cpp   2476: Entered Render::Restart()
  64.14s onscreen.cpp 4357: Entered OnScreen::Restart()
  64.14s vidman.cpp   2329: Entered VidMan::Restart()
  64.42s plrfile.cpp  2893: Entered PlayerFile::Restart()
  64.42s JNILog.cpp     33: DataPlugin: Received 9892 bytes of data.
  64.42s game.cpp     2421: Entering DYN
  64.46s ELSLog.cpp    182: Err: Failed
  64.46s main.cpp      343: onFatalError 11

I've been modifying an existing track (removing a chicane) and it works without apparent issue in Dev (and by that, I mean I got it working fine, renamed the files, packaged it and re-installed it under a new name in Dev where it loads and runs no problem).

In the normal client, it pauses for a short while after reaching 100% in the loading screen and then the client crashes. The end of the trace is reproduced above.

Prior to this, I did have an issue with the AIW (an alternative pit path behind the garages) where the client log was reporting a waypoint with no predecessor ('very bad!') - but I went back in, selected this waypoint and capped the path before saving, rebuilding etc. The no-predecessor error no longer appears in the log but the game still crashes.

I've tried an alternative vehicle just in case it's not track related, but the problem persists.

Any ideas? The trace isn't giving me any obvious clues....
 
What exactly have you done with the AIW?
I suppose that the AIW is the Cause of the Crash.

EDIT Which Track is it?
And it could also be a TDF Problem.
 
Last edited:
What exactly have you done with the AIW?
I suppose that the AIW is the Cause of the Crash.

So the project was to bypass a chicane (remove the blockages to the main track, put some cones across the old chicane entrance) - so I have recorded a new fastest path, pit pass through path and a path behind the garages to get cars out on track. These all seem to work in Dev. I’ve also manually tweaked some of the corridors as the auto function had a few glitches around service roads, the chicane entrance etc.

However, as I’ve not changed the garages or pit boxes, I think I’ve copied and pasted those sections (as well as the rolling-start teleports etc.) from the original track… That could be a source of errors but wouldn’t/shouldn’t Dev crash (or at least throw non-fatal errors in the trace log?)
 
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