Pennsylvania Steam crash [SOLVED]

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Re: Pennsylvania Steam crash

Unread postby torfmeister » Thu Feb 17, 2022 12:27 pm

We should not argue about this, as none of us have insight to the source code. And for me it is pretty stable too. But getting the advice to run in 64-bit after an OOM in 64-bit is pretty awkward from a programmer's perspective and tells that this is a generic hardcoded error message not based on retrieving actual data from memory/CPU registers.

I'm still trying to figure out what's wrong on my side. I can create a new route based on BLE's template, use all of the assets without problems. I'll keep you updated if I find the problem.
There's this guy on DTG forums who has the same issue with Edinburgh Glasgow after a fresh install on a new high-end PC.

So before anyone gets triggered: I'm not blaming anybody, just trying to find out what's happening.
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Re: Pennsylvania Steam crash

Unread postby buzz456 » Thu Feb 17, 2022 12:58 pm

Maybe you can help me to understand why a large portion of my more complicated routes and other assets refuse to run on 32 bit and run just fine on 64 bit?
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Re: Pennsylvania Steam crash

Unread postby torfmeister » Thu Feb 17, 2022 1:15 pm

buzz, that's because 64-bit can handle more memory and therefore more complicated routes, there's no doubt.

After checking PennSteam with TS Tools I found one texture to be missing.

Code: Select all
Texture Check:-

Path
Path
X:\SteamLibrary\steamapps\common\RailWorks\Assets\Kuju\RailSimulatorUS\Environment\Terrain\Rock\Rock003.TgPcDx Called by Texturing.bin



In Kuju\RailsimulatorUS, I find only

Code: Select all
Rock003_A.TgPcDx
Rock003_B.TgPcDx
Rock003_C.TgPcDx
Rock003_D.TgPcDx
Rock003_E.TgPcDx
Rock003_F.TgPcDx
Rock003_G.TgPcDx
Rock003_H.TgPcDx


I'm not sure why TS Tools reports that as missing, as the _A, _B etc is automatically appended.

While browsing through BLE\Environment\Terrain\Texturing.bin if found two entries with the same ID, I don't know if that could in some circumstances lead to trouble, or a possible glitchy memory leak.

Code: Select all
<cMixTexDescriptor d:id="30">
               <BaseTextureName d:type="cDeltaString">G-Trax\BLE\Environment\Terrain\Misc\Textures\MarkerIndustrial</BaseTextureName>
               <BaseSpringTextureName d:type="cDeltaString"></BaseSpringTextureName>
               <BaseSummerTextureName d:type="cDeltaString"></BaseSummerTextureName>
               <BaseAutumnTextureName d:type="cDeltaString"></BaseAutumnTextureName>
               <BaseWinterTextureName d:type="cDeltaString"></BaseWinterTextureName>
               <DisplayName d:type="cDeltaString">Industrial Marker</DisplayName>
               <LocalisedDisplayName>
                  <Localisation-cUserLocalisedString d:id="31">
                     <English d:type="cDeltaString"></English>
                     <French d:type="cDeltaString"></French>
                     <Italian d:type="cDeltaString"></Italian>
                     <German d:type="cDeltaString"></German>
                     <Spanish d:type="cDeltaString"></Spanish>
                     <Dutch d:type="cDeltaString"></Dutch>
                     <Polish d:type="cDeltaString"></Polish>
                     <Russian d:type="cDeltaString"></Russian>
                     <Other/>
                     <Key d:type="cDeltaString"></Key>
                  </Localisation-cUserLocalisedString>
               </LocalisedDisplayName>
               <Wang d:type="cDeltaString">eFalse</Wang>
               <FloraIndex d:type="sUInt32">0</FloraIndex>
               <FloraDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</FloraDensity>
               <Category d:type="cDeltaString">eMisc</Category>
            </cMixTexDescriptor>
            <cMixTexDescriptor d:id="30"> <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< This should be 31 <<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
               <BaseTextureName d:type="cDeltaString">G-Trax\BLE\Environment\Terrain\Misc\Textures\MarkerResidential</BaseTextureName>
               <BaseSpringTextureName d:type="cDeltaString"></BaseSpringTextureName>
               <BaseSummerTextureName d:type="cDeltaString"></BaseSummerTextureName>
               <BaseAutumnTextureName d:type="cDeltaString"></BaseAutumnTextureName>
               <BaseWinterTextureName d:type="cDeltaString"></BaseWinterTextureName>
               <DisplayName d:type="cDeltaString">Residential Marker</DisplayName>
               <LocalisedDisplayName>
                  <Localisation-cUserLocalisedString d:id="31">
                     <English d:type="cDeltaString"></English>
                     <French d:type="cDeltaString"></French>
                     <Italian d:type="cDeltaString"></Italian>
                     <German d:type="cDeltaString"></German>
                     <Spanish d:type="cDeltaString"></Spanish>
                     <Dutch d:type="cDeltaString"></Dutch>
                     <Polish d:type="cDeltaString"></Polish>
                     <Russian d:type="cDeltaString"></Russian>
                     <Other/>
                     <Key d:type="cDeltaString"></Key>
                  </Localisation-cUserLocalisedString>
               </LocalisedDisplayName>
               <Wang d:type="cDeltaString">eFalse</Wang>
               <FloraIndex d:type="sUInt32">0</FloraIndex>
               <FloraDensity d:type="sFloat32" d:alt_encoding="0000000000000000" d:precision="string">0</FloraDensity>
               <Category d:type="cDeltaString">eMisc</Category>
            </cMixTexDescriptor>


I will go through the file, giving new unique IDs to each entry and see what happens.
Last edited by torfmeister on Thu Feb 17, 2022 3:26 pm, edited 1 time in total.
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Re: Pennsylvania Steam crash

Unread postby torfmeister » Thu Feb 17, 2022 2:30 pm

Good News!!!

Editing BLE\Environment\Terrain\Texturing.bin seems to have done the trick for me. I'm quite excited as I love this route! !*YAAA*!

I gave new IDs (only even numbers) making a +40 jump for each entry and removed the IDs from the <Localisation-cUserLocalisedString>s, <DistantTerrainColour> and <WinterDistantTerrainColour>, using Kuju's Texturing.bin as a reference.

I cannot say exactly what happens - it seems having duplicate IDs inside a blueprint can lead to a crash depending on the hardware configuration, maybe the same Memory location allocated twice - and this depends on the OS handling the allocation and your RAM size possibly...

I'm off now, there's a bunch of people waiting for me to drive the Employee Excursion train!!

And again Kudos to all Route Designers here! And thanks for your work - much appreciated!
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Re: Pennsylvania Steam crash

Unread postby Chacal » Thu Feb 17, 2022 3:26 pm

There is no doubt that corrupted data files can bring down the whole game, and are indeed primary suspects for this.
Such is the case with many workshop items, and let's not forget that the mere presence of the 0-byte P0NTRACK.BIN in the railworks folder instantly crashes the game.
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Re: Pennsylvania Steam crash

Unread postby torfmeister » Thu Feb 17, 2022 3:33 pm

Chacal wrote:There is no doubt that corrupted data files can bring down the whole game, and are indeed primary suspects for this.
Such is the case with many workshop items, and let's not forget that the mere presence of the 0-byte P0NTRACK.BIN in the railworks folder instantly crashes the game.


Oh yes.. there were many people complaining about Japanese Routes from UnionWorkshop crashing in 64bit since introduction of -fastLoad. I looked into the assets and what did I see - blueprints.pak, zero bytes. They had two slightly different .ap (a naming mistake that happened after they updated their assets) - where there should only be one. I reported that to Union Workshop and they fixed it.
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