OpenGL Gamecrash 1.98

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McMaas
Posts: 6
Joined: 30 Sep 2015 06:19
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Location: Arnhem

02 Oct 2015 05:53

Hey guys,

I've seen this issue pop up on the forums before with earlier versions:

Code: Select all

00:00:55.657 : Game init finished. (0 MB)
00:02:34.994 : <ERROR> [gl] unable to map attribute (v.tex_coord_1)
00:02:34.994 : <ERROR> [gfx] Failed to create pipeline setup for (/model/general/trucks/scania/truck_3_color6.mat - defattr)
00:02:34.994 : <ERROR> [gl] unable to map attribute (v.tex_coord_1)
00:02:34.994 : <ERROR> [gfx] Failed to create pipeline setup for (/model/general/trucks/scania/truck_6_color.mat - defpost)
00:02:35.015 : <ERROR> [gl] unable to map attribute (v.tex_coord_1)
00:02:35.015 : <ERROR> [gfx] Failed to create pipeline setup for (/model/general/trucks/scania/truck_3_color6.mat - defattr)
00:02:35.015 : <ERROR> [gl] unable to map attribute (v.tex_coord_1)
00:02:35.015 : <ERROR> [gfx] Failed to create pipeline setup for (/model/general/trucks/scania/truck_6_color.mat - defpost)
00:02:48.868 : <ERROR> [gl] unable to map attribute (v.tex_coord_1)
00:02:48.868 : <ERROR> [gfx] Failed to create pipeline setup for (/model/general/trucks/scania/truck_3_color6.mat - fwdopaque)
00:02:48.868 : <ERROR> [gl] unable to map attribute (v.tex_coord_1)
00:02:48.868 : <ERROR> [gfx] Failed to create pipeline setup for (/model/general/trucks/scania/truck_6_color.mat - fwdopaque)
Happens in the Netherlands on the A1 from west to east, just between the construction site and the nature overpass after the A50 exit. Every time at the same spot. I've updated all my drivers, after it happened the first time. I'm running the game on Linux. Would you guys mind taking a look at this for us OpenGL users?

Also, it seems you guys do have a decent user base on OpenGL systems too... wouldn't it be possible to incorporate testing on an OpenGL system into the standard development/release procedures? That is, I'm assuming it's not, or you would have probably already found this crash. Linux is very free of charge, and runs on any system and VMs, so it shouldn't cost you any money to add this extra test... It also saves you from having us bother you with this same error every version ;). Taking responsibility for my unreasonable demands :mrgreen: I'd also be willing to test drive any future beta's on my Linux system for you guys, if you'll let me. It might help tackle these kinds of bugs before release time.

Other then that... cheers guys on a beautiful mod. I haven't been using it too long, but I'm really impressed with the detail. Only thing missing is Arnhem ;).

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ScuL
Founder
Posts: 10556
Joined: 31 Jul 2013 23:51
Location: Auckland, New Zealand

02 Oct 2015 06:41

The problem with the OpenGL crashes is that they are caused by materials and textures without a clear reference in the game.log
So even if we were to do beta testing cycles on Linux, we would probably come across crashes and would be unable to find out why it crashed..
This has been a burden for SCS and modders since day 1, and it's not likely it will be solved any time soon. The OpenGL platform is simply very unstable
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McMaas
Posts: 6
Joined: 30 Sep 2015 06:19
Donation rank:
Location: Arnhem

02 Oct 2015 07:18

I see, that is a challenge... So is there nothing that can be done about these crashes then?

McMaas
Posts: 6
Joined: 30 Sep 2015 06:19
Donation rank:
Location: Arnhem

02 Oct 2015 10:58

Just something I found online with regards to these errors. Someone else posted similar errors on a different forum. One response was:
Those look like Vertex shader textures, the kind that only works on D3D.
and
I thought it(ETS2) used Prism3D
Is this something that sounds familliar? I'm not really well acquainted with 3D graphics design. Perhaps this is information you could use to prevent problems with OpenGL in the future?

fimas
Posts: 3
Joined: 26 Mar 2014 12:33
Donation rank:

03 Oct 2015 22:58

Can confirm crashes due to the shaders in OpenGL on Linux and with ProMods 1.98. It has happened in Slovenia and Finland for me.

Last crash, just outside Helsinki:

Code: Select all

00:00:32.729 : Game init finished. (0 MB)
00:00:32.768 : <ERROR> mix:retarderup:"sys.keyboard.?0":14: Expected identifier or string.
00:00:35.576 : <WARNING> Dropped 15549 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:00:35.581 : <ERROR> [gl] unable to map attribute (v.tex_coord_0)
00:00:35.581 : <ERROR> [gfx] Failed to create pipeline setup for (/model/sweden/moose/moose_netting_shadow.mat - shadow)
00:00:35.581 : <ERROR> [gl] unable to map attribute (v.tex_coord_0)
00:00:35.581 : <ERROR> [gfx] Failed to create pipeline setup for (/model/sweden/moose/moose_netting_shadow.mat - shadow)
00:00:35.581 : <ERROR> [gl] unable to map attribute (v.tex_coord_0)
00:00:35.581 : <ERROR> [gfx] Failed to create pipeline setup for (/model/sweden/moose/moose_netting_shadow.mat - shadow)
00:00:35.581 : <ERROR> [gl] unable to map attribute (v.tex_coord_0)
00:00:35.581 : <ERROR> [gfx] Failed to create pipeline setup for (/model/sweden/moose/moose_netting_shadow.mat - shadow)
00:00:35.581 : <ERROR> [gl] unable to map attribute (v.tex_coord_0)
00:00:35.581 : <ERROR> [gfx] Failed to create pipeline setup for (/model/sweden/moose/moose_netting_shadow.mat - shadow)
00:00:35.581 : <ERROR> [gl] unable to map attribute (v.tex_coord_0)
00:00:35.581 : <ERROR> [gfx] Failed to create pipeline setup for (/model/sweden/moose/moose_netting_shadow.mat - shadow)
00:00:35.581 : <ERROR> [gl] unable to map attribute (v.tex_coord_0)
00:00:35.581 : <ERROR> [gfx] Failed to create pipeline setup for (/model/sweden/moose/moose_netting_shadow.mat - shadow)
00:00:35.581 : <ERROR> [gl] unable to map attribute (v.tex_coord_0)
00:00:35.581 : <ERROR> [gfx] Failed to create pipeline setup for (/model/sweden/moose/moose_netting_shadow.mat - shadow)
00:00:35.581 : <ERROR> [gl] unable to map attribute (v.tex_coord_0)
00:00:35.581 : <ERROR> [gfx] Failed to create pipeline setup for (/model/sweden/moose/moose_netting_shadow.mat - shadow)
00:00:49.379 : <WARNING> Dropped 13052 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:00:49.472 : <WARNING> Dropped 10762 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:17.636 : <WARNING> Dropped 7973 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:23.638 : <WARNING> Dropped 11423 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:29.320 : <WARNING> Dropped 7770 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:34.152 : <WARNING> Dropped 43992 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:35.217 : <WARNING> Dropped 4958 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:38.514 : <WARNING> Dropped 4511 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:38.613 : <WARNING> Dropped 2875 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:46.775 : <WARNING> Dropped 5932 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:47.182 : <WARNING> Dropped 2835 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:47.383 : <WARNING> Dropped 5794 instances of '/model/vegetation/grass/grass_green1.pmd' exceeding the per-item limit (65536). Reduce density or mix in more item types.
00:01:50.224 : water level unregistered (0)

penguinaz
Developer
Posts: 1257
Joined: 26 Sep 2014 06:42
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Location: Canada

03 Oct 2015 23:05

SCS shouldn't market the game to Linux and MacOS users if it crashes this much...
Developer for England, Channel Islands and British Columbia.

fimas
Posts: 3
Joined: 26 Mar 2014 12:33
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03 Oct 2015 23:38

I have never had any crashes like this with the vanilla game though.

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ScuL
Founder
Posts: 10556
Joined: 31 Jul 2013 23:51
Location: Auckland, New Zealand

03 Oct 2015 23:48

SCS textures are saved in several DDS formats.
There are many different types. DXT 8:8:8, DXT1, DXT3, DXT5.
Some of these may crash on OpenGL for illogical reasons but we don't know which files are affected.
We usually replicate the format that the original game files are in, but for some new assets that's not possible.
Again, when an OpenGL crash occurs we're not able to determine which texture is the culprit.
Making assumptions of crashes based on tens of thousands of texture files is a needle and haystack type operation
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McMaas
Posts: 6
Joined: 30 Sep 2015 06:19
Donation rank:
Location: Arnhem

05 Oct 2015 07:51

penguinaz wrote:SCS shouldn't market the game to Linux and MacOS users if it crashes this much...
Fimas is correct. The vanilla game doesn't crash... only when you start using mods does this become an issue. Also, I think that more games should be made available for OpenGL systems. I applaud SCS for daring to take that step when some others are still to chicken to do so. It would vastly improve support for OpenGL from a lot of big hardware companies as well and it might speed up development on OpenGL which could fix the needle-haystack problem ScuL is referring to. But that's a discussion for other forums I suppose.

As for the crashes... I'm running the mod "Brutal Environment HD and Sound Engine Gold 1.21" next to ProMods now and have yet to experience a crash... that said, I haven't actually tested it on the route where I had my original crash, but I've driven from the Netherlands, to Poland, to France, to Sweden and to Finland without a glitch. Might be a possible work around.... also the surroundings become quite beautiful as an added bonus. If you try this, be sure to give ProMods a higher priority, though, as the streets look better in Promods :).

penguinaz
Developer
Posts: 1257
Joined: 26 Sep 2014 06:42
Donation rank:
Location: Canada

06 Oct 2015 23:35

But there is still a problem somewhere in the ETS2 engine because I a lot of games with OpenGL even with mods and yet those games never have these issues/
Developer for England, Channel Islands and British Columbia.



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