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My last gasping plea for help


  • Banned

    As some of you know, I have been trying to nail down what is causing my instability. My crashes our occurring even more frequently than ever. Yesterday, I fired up the game, and tried to switch to Trevor - just as I was zooming in from the clouds, I crashed. Fired up again. Switched to Trevor successfully. Teleport to barbershop near Frank's hood. Wanted to try the new dreds haircut. Sat in the barber seat, and too my surprise mod's hair was not an option, LOL. I choose a hair-style, and just as the barber started cutting, the game crashed! Fired up again. Managed to get the haircut this time. Walked outside, and within about 10 seconds, my game crashed. I am also noticing things I HAVE NEVER seen before. vRam consumption is now suddenly operating at 100% at all times - this is a first for me - never seen that before either. Also am seeing glitchy textures on random vehicles - what I mean here, is that their textures sometimes take a bit to materialize, only seeing their normal maps before materializing - NEVER seen this before.

    It used to be safe to go inside any dwelling or perform any activity without worry. Now it doesn't matter what I am doing or where on the map I am.

    So, what I did was grab an older copy of my game I had - one I knew used to work. On this older one, I had realism mod installed on it. Now here is something very strange I am noticing, in popgroups I see shit like this -

    <Name>VEH_COPCAR</Name>
    <models>
    <Item><Name>Police</Name><Variations type="NULL"/></Item>
    <Item><Name>Police2</Name><Variations type="NULL"/></Item>
    <Item><Name>Police3</Name><Variations type="NULL"/></Item>
    <Item><Name>Police5</Name><Variations type="NULL"/></Item>

    <Name>VEH_COPRURAL</Name>
    <models>
    <Item><Name>Sheriff</Name><Variations type="NULL"/></Item>
    <Item><Name>Sheriff2</Name><Variations type="NULL"/></Item>
    <Item><Name>Sheriff3</Name><Variations type="NULL"/></Item>

    Now how can this be? There is NO "Police5", there is NO "Sheriff3"...

    How could this mod ever have worked? But it used to, I was using it....but what happens when the game tries to spawn a model that clearly does NOT exist in the game? Riddle me that!



  • I'm no pro but I'll assume you re-installed and had 0 mods installed at the time but still encounter the crashes? Could something outside your mods directory be overridden or corrupt?

    I feel sorry for you, you helped me but I cannot help you out. Hopefully someone with more experience will help you out dude.


  • Banned

    @GTA-Modding-Noob No, everything is modded just as was the last time I used this copy of the game. I am so desperate I may end up having to go vanilla just to see if my PC can handle it in a vanilla state - vRam almost never reached above about 4.5 Gb at the very most. Now at all times, even during loading, vRam is at 6.9Gb. NEVER seen this before.


  • Banned

    FUCK!! I think I found an issue! MK2 Giver mod! That WOULD definitely cause issues because it would need atleast the gunrunning version of the game, and I am still on I/E, LOL. Will be testing again later.


  • Banned

    Ok, now I just found this -

    5/11/2018 10:27:52 AM:Index was outside the bounds of the array. at AddOnCarSpawner.spawner.RefreshSpawnerMenu(String[] lists)

    Also noticed a cfg file in my saved vehicles folder - don't have ANY such "saved" vehicles.....hmmm....could this have been the issue all along? Date stamp on it also seems to correspond with when my issues started happening too...


  • Banned

    Been hammering away at this all night. Lemme tell you my findings so far, aside from all said above - The Realism Mod is a fekking mess! It doesn't even look like something put together by the same ones bringing us RDE. I found scores of names mentioned in their popgroups that doesn't even have a model for it, both peds and vehicles. I found entries in the popcycle that were referencing vehicle classes that weren't even in their own popgroups, LOL. Their peds.meta, AGAIN, is referencing models that do NOT exist in the game! I was just so dumbfounded on such careless errors.



  • @eshenk said in My last gasping plea for help:

    5/11/2018 10:27:52 AM:Index was outside the bounds of the array. at AddOnCarSpawner.spawner.RefreshSpawnerMenu(String[] lists)

    This is an effing developer fault! Everyone who writes code needs to think about possible failures at all time and must take care to prevent these. The reasons for an IndexOutOfRange are manifold. Professionals know very well this can happen and they know ways to prevent this from happening. Toss that mod to the bin and take this one from @ikt -> https://www.gta5-mods.com/scripts/add-on-vehicle-spawner
    About your popgroups: You know my Versatile Traffic mod I guess. I happen to know it's no problem if a listed vehicle cannot be found. Possibility is, there will be less cars spawned if the traffic manager has an invalid model in the list.
    Don't give up. We're getting you there. :slight_smile:


  • Banned

    @Cyron43 Dude! I feel the progress I have made is STRONG. I just played 15 minutes without a hiccup - I shut it down, cause I was scared shitless once I started getting into traffic, LOL. So.....I am gonna try your advise, because that log came back again.



  • @eshenk Glad you're in the process of getting it sorted! :)

    P.S. Any reason you're not just spawning your cars with Menyoo or Simple Trainer?



  • @eshenk said in My last gasping plea for help:

    FUCK!! I think I found an issue! MK2 Giver mod! That WOULD definitely cause issues because it would need atleast the gunrunning version of the game, and I am still on I/E, LOL. Will be testing again later.

    Also, you can always check EnableMPCars.log. It will simply show you which models are available (not all, for me, as I skipped a few old DLC's).


  • Banned

    @Cyron43 You WON'T believe this. I found errors even in R* popcycle! Unbelievable. I found three regions where the total of vehicles did NOT equal to 100%. Just WOW!


  • Banned

    @meimeiriver Check out my CPU temps now!

    https://drive.google.com/file/d/1rxCfSY85D1ofr7Q5L6EgALMYI6MOp2PI/view?usp=sharing

    Notice the FPS? I locked vSync on, versus adaptive which would allow for more FPS. Game plays fine. I had to push my CPU fan to max at 60C and undervolt the offset, but CPU temps are now within a reasonable range.



  • @eshenk Error in the popcycle? I gotta check that out. Thanks man.
    I always play with VSync on since I have read that Sims 3 fried many graphics cards. Some modder made a FPS limiter because of that. Your temperatures are quite okay. Your framerate otoh... what about the retextures and your ped density mod I mentioned in the other thread?
    BTW what app is that showing on the picture?


  • Banned

    @Cyron43 Those ped densities were just a test for a very specific area bud. It's not even in my game anymore. One thing I did find that caught my eyes, is the fact that I have quite a few add-on military vehicles with their own weapons. The one thing I kept as a default in the gameconfig was the weaponmodelinfo.....hmmmmm..... Decided to lift those numbers per Dilapidated's JUST to make sure it isn't a problem. I also brought down the traffic densities which admittedly was absolutely insane. It was SO out of control in quite a few areas - always was a nervous wreck driving through bumper-to-bumper traffic, LOL.


  • Banned

    @Cyron43 Hey bud, quick question. I am in the process of replacing all airplanes and Heli's with add-0ns. The issue is that, so far, these addons don't come with a _hi.ytd - I am afraid to delete the vanilla one. If I so, might it crash my game if it doesn't find it? Maybe I could just remove all textures from it, and make is a dummy file?



  • @eshenk Sorry but I'm not savvy at this. Hopefully someone who knows comes for help.



  • @eshenk I Have over 150 vehicles replaced. A lot of these vehicles had the "_hi.ytd" . These seem to be ok to delete. I 'd say that I have deleted roughly 25-30 of them with no problems. I let my game run nightly using vautodrive and it works perfectly!!



  • @BULLFAYCE said in My last gasping plea for help:

    @eshenk I Have over 150 vehicles replaced. A lot of these vehicles had the "_hi.ytd" . These seem to be ok to delete. I 'd say that I have deleted roughly 25-30 of them with no problems. I let my game run nightly using vautodrive and it works perfectly!!

    I always assumed these _hi appends function like +hi on ytd files for props. Like

    aventador+hi.ytd
    aventador.ytd
    aventador.yft
    aventador_hi.yft
    

    Haven't actually tested this, but you could probably get away with deleting both hi entries, and still have a working car (but a mite more low-res on the mesh and textures).



  • @meimeiriver I think you are correct. Also, I've seen little to no effect by deleting them. The main reason being that the new model you install will not be using them anyway. It's basically dead data taking up space.


  • Banned

    @BULLFAYCE Well it turns out the yft doesn't even use that _hi.ytd texture at all. In openIV you can see what textures said model will use, and was surprised to see it doesn't even use it, explaining why the mod author of replacement vehicle didn't include it.



  • @eshenk Hmmm Well that makes sense. I was unaware of that feature in OpenIV. I'll have to look into that tonight fore sure and I'll definitely be deleting all unused ytd's and see if that effects stability. Thanks!


  • Banned

    @BULLFAYCE Just open up the yft inquestion, and on the bottom right, it displays all textures it will use.



  • @eshenk Nice. I'll have to dedicate a day to that task soon.



  • @BULLFAYCE said in My last gasping plea for help:

    @eshenk Hmmm Well that makes sense. I was unaware of that feature in OpenIV. I'll have to look into that tonight fore sure and I'll definitely be deleting all unused ytd's and see if that effects stability. Thanks!

    If a car were a regular prop, you'd have a <textureDictionary> entry in a ytyp file, to tell what textureDictionary it will be using; and then typically an accompanying entry in _manifest.ymf to tell whether there's a high-definition of the textureDictionary available; like:

    <Item>
      <assetType>AT_TXD</assetType>
      <targetAsset>apa_mp_h_04_int_txd</targetAsset>
      <HDTxd>apa_mp_h_04_int_txd+hi</HDTxd>
    </Item>
    

    So, I opened a random vehicles.rpf, and noticed they have a _manifest.ymf too, with a similar functionality; like:

    <Item>
      <assetType>AT_TXD</assetType>
      <targetAsset>enduro</targetAsset>
      <HDTxd>enduro+hi</HDTxd>
    </Item>
    

    Wut?! Could that mean we've been doing it wrong in our custom addon cars DLC's all along?! I mean, my own addon car DLC doesn't have a _manifest.ymf at all; so, no place to tell the game there are higher-def textures available! (Sic!)

    So, you may want to hold off on deleting all high-def texture files until we have this sorted out.



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