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Racer 0.8.31 Non-CG Problem

Discussion in 'Racer Problems & Fixes' started by WiNdE, Apr 22, 2011.

  1. Alright, i downloaded the latest racer and tried to run it in non-cg, as my graphics card doesnt support cg shaders. I get this error: http://img580.imageshack.us/i/racererror.png/

    Here is QLOG.txt:


    Fri Apr 22 19:17:37 (INFO): [noqapp/2476] --- application start ---
    Fri Apr 22 19:17:37 (INFO): [noqapp/2476] 1 processor(s); setting affinity to 0x1
    Fri Apr 22 19:17:37 (INFO): [racer/2476] Racer version: 0.8.31 (Jan 14 2011/16:57:01) - customer: Internet
    Fri Apr 22 19:17:40 (FATAL): [racer/2476] Exception 0xC0000005, flags 0, Address 0x00000000
    (this dialog text is stored in QLOG.txt)

    OS-Version: 5.1.2600 (Service Pack 3) 0x300-0x1

    0x00412775 [racer_nocg]: (filename not available): (function-name not available)


    Then i also tried Racer 0.8.14 non-cg, but it encountered an error and closed. QLOQ.txt:

    Fri Jul 30 16:12:27 (INFO): [tracked/6180] --- application start ---
    Fri Jul 30 16:12:27 (INFO): [tracked/6180] Physics engine: NEWTON v2.22
    Fri Jul 30 16:12:27 (INFO): [tracked/6180] Loading track 'carlswood_nt'
    Fri Jul 30 16:12:28 (WARN): [tracked/6180] WorldScene:RenderCameraManager: frameport 0 has no director
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] RAudio:dtor(); not all producers were removed yet
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] producer 0: data/audio/rain.wav
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] producer 1: data/audio/thunder1.wav
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] producer 2: data/audio/thunder2.wav
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] producer 3: data/audio/thunder3.wav
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] producer 4: data/audio/thunder4.wav
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] producer 5: data/audio/thunder5.wav
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] producer 6: data/audio/thunder6.wav
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] RAudio:dtor(); not all samples were removed yet
    Fri Jul 30 16:12:30 (WARN): [tracked/6180] QWindowManager:RemoveWindow: win 0B107160 was NOT found (<unnamed_QObject>)
    Fri Jul 30 16:12:33 (INFO): [modeler/3252] --- application start ---
    Fri Jul 30 16:12:33 (WARN): [modeler/3252] renderer.use_vbo=1, but currently VBO's are buggy; using 0
    Fri Jul 30 16:12:33 (WARN): [modeler/3252] QInfo: can't open 'models/body.shd'
    Fri Jul 30 16:14:06 (INFO): [pacejka/6180] --- application start ---
    Fri Apr 22 19:37:05 (INFO): [noqapp/1628] --- application start ---
    Fri Apr 22 19:37:05 (INFO): [noqapp/1628] 1 processor(s); setting affinity to 0x1
    Fri Apr 22 19:37:05 (INFO): [racer/1628] Racer version: 0.8.14 (Jul 30 2010/10:28:48) - customer: Internet
    Fri Apr 22 19:37:19 (INFO): [racer/1628] renderer.motion_blur.method is set to 4, but this Racer executable doesn't support Cg - not using FBO's.
    Fri Apr 22 19:37:19 (INFO): [racer/1628] WorldRenderer: you have an ATI graphics card (ATI Technologies Inc.). Working around some long-term bugs.


    Thanks.
     
  2. Hm, did you try to tweak your racer.ini file @ renderer {} ?

    Follow Ruuds comments & disable all what you can to get it work, 'theoretically' it should work....
    Also, you might resize your desktop resolution to lower to get a fps increase...
     
  3. KS95

    KS95
    RACER Moderator

    And double check to make sure ATI=1 is enabled (=0 is disabled).
     
  4. Tweaked the racer.ini in 0.8.31 a little, still no luck.



    0x00412775 d:\source\trunk\dev\src\libs\d3\dtexture.cpp (line 654): DBitMapTexture::FromBitMap()
    0x00407BB3 d:\source\trunk\dev\src\libs\d3\dtexfont.cpp (line 155): DTexFont::Load()
    0x00408EF1 d:\source\trunk\dev\src\libs\d3\dtexfont.cpp (line 66): DTexFont::DTexFont()
    0x004255F4 d:\source\trunk\dev_racer\src\lib\rmanager.cpp (line 819): RManager::Create()
    0x00403273 d:\source\trunk\dev_racer\src\mrun.cpp (line 1586): Setup()
    0x0040383E d:\source\trunk\dev_racer\src\mrun.cpp (line 1937): Run()
    0x00401504 d:\source\trunk\dev_racer\src\main.cpp (line 222): main()
    0x00401573 d:\source\trunk\dev_racer\src\main.cpp (line 229): WinMain()
    0x0055460B f:\dd\vctools\crt_bld\self_x86\crt\src\crt0.c (line 263): __tmainCRTStartup()
    0x7C817077 [kernel32]: (filename not available): RegisterWaitForInputIdle
    Tue Apr 26 00:40:49 (INFO): [noqapp/1548] --- application start ---
    Tue Apr 26 00:40:49 (INFO): [noqapp/1548] 1 processor(s); setting affinity to 0x1
    Tue Apr 26 00:40:49 (INFO): [racer/1548] Racer version: 0.8.31 (Jan 14 2011/16:57:01) - customer: Internet
    Tue Apr 26 00:40:52 (FATAL): [racer/1548] Exception 0xC0000005, flags 0, Address 0x00000000 <-what does exactly this mean? it causes the error.
    (this dialog text is stored in QLOG.txt)

    OS-Version: 5.1.2600 (Service Pack 3) 0x300-0x1

    0x00412775 [racer_nocg]: (filename not available): (function-name not available)
     
  5. At least you're resolved the previous issues...

    Ok here's what I compiled for you on the fly without knowing much about your GPU/Hardware, it used no CSM with lower texture resolution & some other minor tweaks like the mirror which alone eats about 1/5 - 1/6 of your available fps...when activated.

    Code:
    resolution
    {
      ; Resolution to play in
      fullscreen=0
      ; Avoid screen switch? (takes 1 of height)
      near_fullscreen=0
      ; No border? (for non-fullscreen windows without a border)
      no_border=0
      ; Position of (non-fullscreen) window; for x/y, -1 means center on the desktop (non-fullscreen only)
      x=-1
      y=-1
      ; Width and height of window (or fullscreen resolution)
      width=800
      height=600
      ; Surround Gaming (Matrox TripleHead2Go)
      ; Pixel aspect ratio; normally 1 (pixels onscreen are sized 1:1)
      aspect=1
      ; Rendering aspect; 1.333 for most VGA resolutions, 1.6 for example for a 1280x800 screen (Apple screens, 16:10). 0=automatic (width/height)
      render_aspect=0
      ; Pixel depth (RGB; use 16 or 32; 32 preferred)
      bits=32
      ; Alpha bits? Not really needed for normal shader operation, so keep at 0
      alpha_bits=0
      ; Depth buffer bits; 16 or 24
      z_bits=24
      ; Stencil buffer bits; is used for projective shadows, stencil shadowing
      stencil_bits=1
      ; Frequency (only implemented on Mac)
      ; Make sure the frequency is supported, otherwise you could damage your monitor!
      frequency=60
      ; Vertical sync? 0=off (max framerate, the default), 1=sync to display frequency, >1=set interval
      vsync=0
      ; Frame lock? (0=disable, 1=enable) Only works on nVidia Quadro cards.
      frame_lock=0
      ; Force frame lock enable/disable to succeed? (for tests on non-Quadro cards)
      frame_lock_force=0
      ; Swap group & barrier; for locking multiple computers/displays (nVidia Quadro cards only) - 0=off
      swap_group=0
      swap_barrier=0
      ; Gamma (only implemented on Mac)
      gamma=1.0
      ; Number of monitors; normally set to 1, may be set to 3 if for example
      ; a Matrox Parhelia is used.
      monitors=1
    }
    
    filter
    {
      ; These settings are overruled by the new gfx engine in Racer v0.5.2
      ; Use mipmapping? 0=none, 1=nearest, 2=linear
      mipmap=1
      ; Use trilinear filtering? If mipmap=0 and trilinear=1,
      ; bilinear filtering is used instead.
      trilinear=1
      ; Max anisotropy; the higher, the better the filtering
      ; Only supported on some cards. Values 1..?. 1 will not use any
      ; anisotropy, starting from 2 you'll get results.
      max_anisotropy=2
    }
    
    envmap
    {
      ; Enable old-style spherical environment mapping?
      enable=1
      ; Live updating of track environment map? (very costly)
      live_track=0
      {
        ; Number of cubemap sides to update per frame (less=faster but more jerk)
        sides_per_frame=6
        ; Frames per update; each update, 'sides_per_frame' sides will be rendered (!). Default is 1.
        frames_per_update=1
        ; Use an offscreen FBO? Faster, better
        fbo=1
        ; Number of FBO bits; 8 or 16 (HDR)
        bits=16
        ; Size of FBO (width & height)
        size=512
        ; Render once? This will generate a nice map, but never update it. Very fast
        render_once=1
      }
      ; Dozens of options controlling live track map should come here. :)
      ; Default environment map image for sphere environment mapping
      default_texture=smap_whitesun_add.tga
    }
    
    shadow
    {
      ; Use projected shadow for cars (on tracks)? Turn off when using shadow mapping (CSM).
      project_shadows=1
    }
    renderer
    {
      ; Gfx engine rendering options
      ; Desired framerate - will reduce detail dynamically to obtain the framerate (0 to disable)
      desired_fps=0
      ; Throttler detail limits (0=nothing drawn, 1=full detail, >1=increased visibility range)
      min_detail=1.0
      max_detail=2.0
      paint
      {
        ; Show wire frame?
        wireframe=0
        ; Show vertex normals?
        normals=0
        ; Show triangles? (default=1)
        triangles=1
      }
      ; Note that some fog parameters are defined in <track>/special.ini
      ; Enable fog? (shaders can still turn fog off)
      fog=1
      ; Use array elements instead of 1 drawelements?
      use_array_elements=0
      ; Use single pass rendering instead of multitexturing? Don't set at 1 if you use Cg shaders
      single_pass=0
      ; Support Vertex Buffer Objects? (for cars and/or tracks). Often increases framerate if enabled.
      use_vbo=1
      ; Support projected lights? (default=1)
      projected_lights=1
      ; CSM shadow mapping
      shadowmapping
      {
        ; Enable shadow mapping? If enabled, changes the Cg shader directory to
        ; data/renderer/shaders_hdr_csm (!) instead of data/renderer/shaders_hdr
        enable=0
        ; debug mode (paints splits)
        debug=0
        ; size of the debug polygons rendered
        dbgsize=128
        ; Blur the shadowmap? (slower)
        blur=0
        ; Profiles for different camera types
        profile0
        {
          ; outside car
          ; nr of splits used, each split takes one extra render loop (3 should be enough)
          splits=4
          ; texture resolution; MUST match that in data/renderer/common/constants.cg!
          mapsize=1024
          ; split distances 0 - 3, each distance higher than the previous one; now in data/renderer/common/constants.cg? (not true probably)
          splitdist0=10
          splitdist1=40
          splitdist2=160
          splitdist3=640
          ; the amount of frames to skip to increase performance
          splitrenderjump0=0
          splitrenderjump1=0
          splitrenderjump2=0
          splitrenderjump3=0
          ; offset the framecount for jumping frames
          splitrenderoffset0=0
          splitrenderoffset1=0
          splitrenderoffset2=0
          splitrenderoffset3=0
          ; debug mode (paints splits)
          debug=0
          ; size of the debug polygons rendered
          dbgsize=128
        }
        profile1
        {
          ; inside car
          ; nr of splits used, each split takes one extra render loop (3 should be enough)
          splits=4
          ; texture resolution; MUST match that in data/renderer/common/constants.cg!
          mapsize=1024
          ; split distances 0 - 3, each distance higher than the previous one; now in data/renderer/common/constants.cg? (not true probably)
          splitdist0=5
          splitdist1=30
          splitdist2=150
          splitdist3=850
          ; the amount of frames to skip to increase performance
          splitrenderjump0=0
          splitrenderjump1=0
          splitrenderjump2=0
          splitrenderjump3=0
          ; offset the framecount for jumping frames
          splitrenderoffset0=0
          splitrenderoffset1=0
          splitrenderoffset2=0
          splitrenderoffset3=0
          ; debug mode (paints splits)
          debug=0
          ; size of the debug polygons rendered
          dbgsize=128
        }
        mapsize=1024
        shadowintensity=0
      }
      rain
      {
        ; Method of rain; 0=fullscreen poly (old), 1=Project Gotham Racing 4 particle boxes
        method=1
        ; Method 1: particles per box (there's a maximum of 20 boxes); default 10000 (rain 1 means 20*10000 particles visible); max=10900
        particles_per_box=10000
      }
      bloom
      {
        ; Bloom on top of HDR - keep it on
        enable=1
        ; Size of first bloom FBO (more are created, each half the size of the one before)
        width=256
        height=256
      }
      auto_exposure
      {
        ; If enabled, calculates luminance of the scene and automatically adjusts the 'exposure'
        ; It then overrules any exposure setting from track special.ini files or the script 'exposure' command
        enable=1
        ; Time per luminance sample (increase value to improve framerate)
        time_per_sample=500
        ; Exposure is calculated using: gradient/sceneLuminance+offset (this was changed in v0.8.18)
        offset=0
        gradient=0.25
        ; Minimal exposure
        min=0.0
        max=1000.0
        ; Gradually change exposure with a Kalman filter (values around 0..1; close to 0=slow)
        filter_gain=0.001
      }
      motion_blur
      {
        ; Method: 0=disabled, 1=OpenGL accumulation buffers, 2=blur-texture, 3=bitmap (not functional), 4=FBO (fast texture based)
        ; Preferred is FBO (the future is going to do more & more with FBO's due to Cg shaders)
        method=0
        ; Direct setting of FBO size (if 0, the window size is used) - only used for multiview+mirrors currently
        fbo_width=0
        fbo_height=0
        ; Use stencil buffer? (default=0) - use 0 when using shadowmapping, 1 when using the old projected shadows
        stencil=1
        ; (Method 1 only) Motion blur using accumulation buffers; 0=don't use, >1=number of passes (renders); can be slow!
        passes=4
        ; (Method 1 only) Mix scale; <1=darken, >1=brighten (sort of HDR)
        accum_factor=1.0
        ; (Method 2 & 4) Amount of blur; 0=nothing, 1=lots of blur. 0.5 seems reasonable. Based on a 100fps rate and adjusted accordingly.
        blur_alpha=0.3
        ; (Method 4 only)
        fs_filter1=bloom_f.cg
        ; (Method=4 only) Number of color samples for multisampled FBO (0=no multi-sampling, 2/4/8/16=samples); only works on nVidia cards 8xxx series and up
        samples=2
        ; CSAA coverage samples (only supported on nVidia cards that support CSAA)
        ; Typical use: CSAA 16x: samples=4, coverage_samples=16. Much faster than plain MSAA (samples=16).
        coverage_samples=4
        ; Generate velocity map? (for use in fullscreen shader) Creates velocity values in R & G channels using motion_blur_v/f.cg shaders.
        velocity_map=0
        ; Distortion for projectors
        distorter
        {
          ; Enable distortion? (also set motion_blur.fs_filter1 to bloom_distort_edge_lr_f.cg for example if enabled)
          enable=0
          ; Enter edit mode at startup?
          auto_edit=0
          ; Enable a test pattern at start 
          init_testpattern=2
          ; Transparency of control points
          points_alpha=1.0
          ; Texture size (must be a power of 2)
          texture_size=1024
          ; Control points defining a net to fit the screen in. The points are normalized
          ; (so 1 means the right or lower side of the screen, 0,0 is the origin at the top-left)
          ; Number order is row-column, so control_point_10 means row 1, col 0.
          control_point_00=0.000000 0.000000
          control_point_01=0.250000 0.028320
          control_point_02=0.500977 0.066406
          control_point_03=0.750000 0.026367
          control_point_04=1.000000 0.000000
          control_point_10=0.009766 0.250000
          control_point_11=0.250000 0.250000
          control_point_12=0.500000 0.250000
          control_point_13=0.750000 0.250000
          control_point_14=0.987305 0.250000
          control_point_20=0.024414 0.500000
          control_point_21=0.250000 0.500000
          control_point_22=0.515625 0.483398
          control_point_23=0.750000 0.500000
          control_point_24=0.977539 0.500000
          control_point_30=0.000000 0.750000
          control_point_31=0.250000 0.750000
          control_point_32=0.500000 0.750000
          control_point_33=0.750000 0.750000
          control_point_34=0.985352 0.750000
          control_point_40=0.000000 1.000000
          control_point_41=0.250000 1.000000
          control_point_42=0.500000 0.971680
          control_point_43=0.750000 0.989258
          control_point_44=1.000000 1.000000
        }
      }
      ; Enable depth of field rendering? (experimental); needs motion_blur_passes>=2
      depth_of_field=0
      ; Force ATI card? A number of measurements may be taken, since ATI drivers have some problems.
      ; Note that v0.5.3 beta 8+ already automatically tries to detect ATI cards and overrules this value
      ; if an ATI card is indeed found (will force it to 1).
      ati=0
      ; Fader PID proportional setting; 0.002 is ok, 1 means superfast fades
      fgr_pid_p=0.002
      edge_blend
      {
        ; Software edge blending
        ; From v0.8.5, this needs to be done in Cg shaders, not a texture onscreen!
        ; Still, even with Cg, the p and gamma values are used.
        enable=0
        ; Curvature of edge fall-off (1=linear, 2=curvy, 3=more curved)
        p=3.000000
        ; Gamma of projector (around 1.8..2.2, 1.0=linear)
        gamma=1.93
        ; Size of edge ramp in pixels
        width=256
        ; Side (1=left, 2=right, 1+2=left&right)
        sides=0
        ; Testing the setup; draw a test image? (see also the script commands 'edgetest on' and 'edgetest off')
        test_pattern=0
        ; Transparency of test pattern (defaults to 128)
        test_pattern_alpha=128
      }
      gpu_shaders=1
    }
    mirrors
    {
      ; Simple rectangular mirror at top? Use the mirror texture!
      ; So if used, also enable texture.enable (set to 1)
      simple
      {
        ; Draw simple mirror on top of screen? If 1, also set mirrors.texture.enable to 1.
        enable=0
        ; Position (if undefined, it is centered horizontally and placed near the top vertically)
        ; Size of simple mirror (onscreen)
        wid=250
        hgt=60
      }
      ; Mirror texture
      texture
      {
        ; If you don't enable the simple mirror, you may also turn this setting off to save memory & render time
        enable=1
        ; Use an FBO to render into? (faster if you have the graphics power)
        fbo=1
        ; Anti-aliasing of mirror (normally 0, but 2/4/8/16 may look better)
        fbo_samples=0
        ; Texture size; the larger, the sharper, but also more costly
        wid=500
        hgt=120
        ; FOV in mirror view
        fov=10
        ; Update rate (1=update every frame, 2=update every 2nd frame, 3=every 3rd etc)
        update_rate=2
        ; Visibility in mirror (distance in meters)
        visibility=750
        ; Haziness in the mirror (default: 1.0)
        extinction_factor=1
        ; LOD factor (default: 1.0); keep it low to get fast rendering
        lod_factor=1
        ; Offset
        offset=0 0 0
        ; Angle offset (yaw, in degrees)
        angle=0
        ; Texture coordinates; normally 0 and 1. Use 0.5..1 for the left part (the mirror is reversed!)
        tc_x_start=0
        tc_x_end=1
      }
    }
    textures
    {
      ; Big hack for faster loads during testing
      enable=1
      ; Quality; 1=max, 2=halfsize, 4=1/4th etc. Must be power of 2.
      quality=2
      ; Support texture compression? (default is 1 (on) unless shaders specifiy compression=0)
      compression=1
      ; Maximum texture size; useful to cut down on really big texturemaps
      ; or supporting ancient gfxcards that can only deal with 256x256
      ; texturemaps.
      max_wid=2048
      max_hgt=2048
    }
    
    Hope it'll help !
     
  6. I tried it..

    0x00412775 [racer_nocg]: (filename not available): (function-name not available)
    Tue Apr 26 14:32:51 (INFO): [noqapp/2228] --- application start ---
    Tue Apr 26 14:32:51 (INFO): [noqapp/2228] 1 processor(s); setting affinity to 0x1
    Tue Apr 26 14:32:51 (INFO): [racer/2228] Racer version: 0.8.31 (Jan 14 2011/16:57:01) - customer: Internet
    Tue Apr 26 14:33:05 (FATAL): [racer/2228] Exception 0xC0000005, flags 0, Address 0x00000000
    (this dialog text is stored in QLOG.txt)

    OS-Version: 5.1.2600 (Service Pack 3) 0x300-0x1

    0x00412775 [racer_nocg]: (filename not available): (function-name not available)

    I'll post my computer specs, hope they help a little. (yes i know, i have a crap one)

    HP Pavilion 061 with Microsoft Windows XP Home Edition 5.1, AMD Sempron 3000+ 2,0ghz, 512mb ram, ATI Radeon 9250 128mb
     
  7. KS95

    KS95
    RACER Moderator

  8. KS95

    KS95
    RACER Moderator

    Hmm, I don't see why it wouldn't. Well, it looks to me that with your PC specs you'd be unable to run a newer version. But hey, more non-cg content than cg. Silver lining and all that.
     
  9. You should be able to manually map each gear and then go into the controller ini file and turn freeshifting on(but if you change something in the controller prefs you might have to go back and change the freeshifting option to be back on again..)
     
  10. I enabled the freeshifting, nothing happened. : /