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pixelgalaxy

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#1   2018-03-03 03:51          
I found out recently that the problem to the crashes was the KeeJay rims (v2 - v9) and it sometimes conflicts with other rims that also don't make them work either. If i scroll through the pages of the rim pack enough, my game with freeze and crash without putting out an error log. Can anyone help me fix this?

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#2   2018-03-03 04:20          
Maybe a badly installed rimpack or rim
RP here

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#3   2018-03-04 15:16          
This is most likely a script redefinition problem check whether there are rim-classes defined with the same full name (package.shortClassName) if there is a perfect match you would need to change the classname of one of the rims or remove one of the classes(even the rpk reference).
If you want to change the name keep in mind that the class,java filename needs to be the same as the short class name and this means you would need to change the definition in the rpk and every reference to the given class (although because we are talking about rims it is very unlikely that the class name is directly referenced) a good practise would be to add some kind of prefix to all the classes referenced in a given rpk.
To properly rename a class file without the java source you can use this little experimental program I wrote (I originally wrote it to check whether the data in the MTHD and FLID parts of a class file is actually some lookup pointing to indices in the CONS table sadly it is not (or not directly), but the renaming functionality can nevertheless be used, though it will not rename the class file to adhere to the new fullclass name nor will it update the rpk) LINK

Another problem that can cause this is that you run out of the available 254 slots for rpks(~250 in the default game (the default track rpks reference some that are not there but nevertheless they do take away an index )) this can happen dynamically because the loading of rpks is lazy in the base game.

Added 5 minutes later:

Or you simply run out of memory (the game can only handle ~3.5Gb of memory if you reach 3Gb the game should be exited because it will crash very soon after)

This post was edited by amilmand (2018-03-04 15:22, 233 days ago)

pixelgalaxy

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#4   2018-03-07 22:11          
tbh i dont really understand anything you just said about the .class with the rims, but i did experiment something with the rims. I was adding the rims one by one and when I got to the v8 pack that ALAN made, it made all the rims past that pack in the catalog disappear. The rims would still have text under it, but no model to display. Everything from pack v8 to v9 (so v8, v8a, v8b, v9) have probably caused a conflict with other rims meshes and scripts (mostly affects the v2 pack and the spare track day rims by AutoSaloon). I check how many rpks I have and it something around 175 or 180 so i'm fine right now. I also don't know how to check if I reached the max memory for the game. If you could possible respond back and help, that would be great.

EDIT:
I uninstalled your reshade and all of a sudden it works...... tf is going on lol

This post was edited by pixelgalaxy (2018-03-07 22:32, 229 days ago)

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#5   2018-03-08 01:32          
To check the memory consumption run the game in windowed mode and just see how much it uses in the task manager.
Reshade of course adds some additional memory usage though I would be surprised to hear it is that significant (also I have more than 2000 rims in SlrrExhaustive with it so it should not directly be reshade or did you exceed this?)

The class thing is just that if you have classes with the same name it can naturally cause conflicts in the game these errors are just like you described random and have strange effects

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#6   2018-03-08 02:03          
I am currently running 8gb of ram on my pc and without reshade i'm only using 1.5gb when in the catalog. With your reshade i'm using 3.4gb. While checking the usage i got to the 5th or 6th page of the rims and it hit 3.5gb and crashed. It's definitely the reshade in this case.

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#7   2018-03-08 02:19          
Hmm that is concerning.
Are you using the latest one? It's from march 4 please try that version.
You would need the 2 dlls the exe, and the reshadeFX folder from this download (LINK)

(one of the old versions had logging issues this may be the root problem, with the current version I experience largely equivalent memory usage)

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#8   2018-03-08 02:51          
yes, i was using the newest version

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#9   2018-03-08 03:05          
Strange indeed...
Can you give me the [ReflectionSettings.fx] part of your ReshadeConfig.ini

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#10   2018-03-08 03:32          
check your dms.

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#11   2018-03-08 03:34          
I was thinking about the ReshadeConfig.ini file in the slrr root

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#12   2018-03-08 03:36          
oh sorry. lemme link that one in the dms too.

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#13   2018-03-08 04:01          
It was the correct one but nothing is suspicious in it and still not producing adverse effects on my end
I see you disabled every effect and still not helped.
Are you sure you are using the new Slrr_GI.exe aswell? and with the exe and no reshade the thing works like it should?
If so I'm at a loss :(

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#14   2018-03-08 04:07          
so do you want me to try the patch with no reshade?

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#15   2018-03-08 04:09          
yes lets see with only the new exe

Added 27 seconds later:

just rename the d3d9.dll to something else not_d3d9.dll fr example

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#16   2018-03-08 04:43          
wothout the reshade it does the same thing. it might be the slrr_gl.exe itself

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#17   2018-03-08 04:48          
Ok that is some progress then.
Try this one (LINK) still with no d3d9.dll in the slrr root

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#18   2018-03-08 05:22          
still crashes when it hits max memory

EDIT:
does the same thing with the "NoReshade" patch you put out.

ANOTHER EDIT BUT GOOD NEWS:
i removed a rimpack that seemed to take a while to load anyways and went through all the rim sizes. the game is now holding just underneath 3.5gb to the point where it isnt crashing.

This post was edited by pixelgalaxy (2018-03-08 05:32, 229 days ago)

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#19   2018-03-08 14:49          
Allight then I think this is standard operation you just have some big models and the patched exe tries to keep them in memory to help mintaian fps (in the tracks this is very helpful).
nevertheless you can force the memory cleaning in the catalog
Add this to the catalog.enter()
RawEdit.setI(0x00618670,1);
and this to catalog.exit()
RawEdit.setI(0x00618670,0);
use the d3d9.dll and the Slrr_GI.exe that came with the patch and it will force the memory to minimum in the catalogue aswell.

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#20   2018-03-08 22:30          
what's the file that i place these in?

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#21   2018-03-09 08:36          
sl\Scripts\game\src\catalog.java
in the function enter()
and exit()

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#22   2018-03-09 18:39          
im trying to find the line for "function enter()" or "catalog.enter()" in the java but it doesn't seem to be there.

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#23   2018-03-09 18:52          
The default mwm catalog.java is line 386
default vanilla catalog.java is on line 320
each of them reads:
public void enter( GameState prev_state )

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#24   2018-03-09 19:32          
it was at line 409. and it uhhh crashed. did i enter it right?

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#25   2018-03-09 20:01          
No no
This part of the function definition between the {}-s is the function body we want the action to be preformed when the function is called and that part is just that, the function body between the {}-s
like

public void enter( GameState prev_state )
{
  RawEdit.setI(0x00618670,1);
  ...

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#26   2018-03-09 21:15          
so here's the deal currently, i loaded in all my cars and a couple rims (loaded the cars from the garage car selection) which led my game to around 2.5gb. I then did what I normally do and scrolled through the rims catalog trying to get to the end of it. Sure enough, the game got flooded with data and crashed at 3.5gb. i think the lies that we added only slowed down the data "overflow" by a little bit and i'm not sure what to do now. Anything else you could suggest?
(screen cap of my lines just to be sure i did it right)

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#27   2018-03-09 22:15          
the
RawEdit.setI(0x00618670,1);
should only go to the enter function
the
RawEdit.setI(0x00618670,0);
line only to the exit.

This line sets the "limit memory to a minimum mode" on hence the ...,1)
RawEdit.setI(0x00618670,1);
This line sets the "limit memory to a minimum mode" off hence the ...,0)
RawEdit.setI(0x00618670,0);
you want to minimise the memory when the enter() is called but the exit() is not yet or as when you are in the catalog

Also you will need the d3d9.dll named like that as this is enforced by reshade.

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#28   2018-03-10 02:48          
ngl this is getting pretty confusing for me because i cant scrip java if my life depended on it. also i didnt get a clear response, sorry. what am i naming the d3d9.dll again? i also didnt get a clear response on that either.

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#29   2018-03-10 03:29          
post the catalog.java to pastebin and post the link here I'll write the two lines in.
there is a file named d3d9.dll in the patch/reshade-mod (SlrrExhaustive Bits) you downloaded that file needs to be in the slrr root directory next to the Slrr_GI.exe file when you run the game with the Slrr_GI.exe for this(the new catalog.java) to work

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#30   2018-03-10 17:52          
sorry for the late response, i was out for a while and fell asleep lol
here you go tho:
*LINK*

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#31   2018-03-10 19:00          
LINK
This should work