2009-09-21 snapshot

Post anything about MX Simulator here. Please. I'm begging you.
yzmxer608
Posts: 15352
Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A

Re: 2009-09-21 snapshot

Post by yzmxer608 »

Added the brackets but it still says it was on. Will have to do some searching tomorrow to see how to set it for a specific program.

That wouldn't make much of a difference for me, I normally always have it in fullscreen (set to my screen res). I know other people switch between windowed and fullscreen though.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
Sonnette
Posts: 164
Joined: Fri Jul 24, 2009 3:31 pm
Team: Mspirit
Location: Probably in front of you
Contact:

Re: 2009-09-21 snapshot

Post by Sonnette »

Good day Gents,

Maybe I´m doing something wrong but it doesn´t accept the /safetrackinfo. anymore at least not on the contest tracks. Basicly I wanted to safe them to get them on my server but no luck so far.
If anybody has an idea what I´m doing wrong would be more than happy for this.

Thanks for the answeres in advance

Kind Regards
Sonnette
THE MISSING POWER OF AN ENGINE IS BALANCED BY THE SICKNESS OF THE RIDER
IF YOU DON´T NEED TO BRAKE BEFORE A CORNER YOU HAD BEEN GAY ON THE STRAIGHT BEFORE
yFMX
Posts: 318
Joined: Fri May 30, 2008 9:19 pm
Team: Privateer
Location: France

Re: 2009-09-21 snapshot

Post by yFMX »

Sonnette wrote:Maybe I´m doing something wrong but it doesn´t accept the /safetrackinfo.
maybe because it's /savetrackinfo not "saFetrackinfo"
Image
Sonnette
Posts: 164
Joined: Fri Jul 24, 2009 3:31 pm
Team: Mspirit
Location: Probably in front of you
Contact:

Re: 2009-09-21 snapshot

Post by Sonnette »

HAHA I ceee :oops: that definitly proofs first drink coffee than type.

Thanks

Kind Regards
Sonnette
THE MISSING POWER OF AN ENGINE IS BALANCED BY THE SICKNESS OF THE RIDER
IF YOU DON´T NEED TO BRAKE BEFORE A CORNER YOU HAD BEEN GAY ON THE STRAIGHT BEFORE
raduarte
Posts: 31
Joined: Mon Sep 21, 2009 1:00 am
Team: Privateer
Contact:

Re: 2009-09-21 snapshot

Post by raduarte »

i cant connect it says key invalid, and then it automatically disconnects me, y???
Suzuki Yeah!!!
Image
DJ99X
Posts: 15523
Joined: Tue Jan 15, 2008 11:36 am
Location: Land Down Under

Re: 2009-09-21 snapshot

Post by DJ99X »

'Key invalid'
Invalid
adj.
Falsely based or reasoned; faulty
raduarte
Posts: 31
Joined: Mon Sep 21, 2009 1:00 am
Team: Privateer
Contact:

Re: 2009-09-21 snapshot

Post by raduarte »

yeah i know i bought the game so what do i have to do in the mail they sent me a key do i have to enter that again or what help me, i didnt get it in a bad way :x
Suzuki Yeah!!!
Image
LuKe
Posts: 1190
Joined: Tue May 05, 2009 8:58 am
Team: Privateer
Location: Essex-England

Re: 2009-09-21 snapshot

Post by LuKe »

if u could see this topic then surely u could see the topic that said, key invalid get it here :?
raduarte
Posts: 31
Joined: Mon Sep 21, 2009 1:00 am
Team: Privateer
Contact:

Re: 2009-09-21 snapshot

Post by raduarte »

thx luke, a big duh for me, lol thx anyway big help!!!
Suzuki Yeah!!!
Image
chris465
Posts: 240
Joined: Fri Jan 16, 2009 6:17 am

Re: 2009-09-21 snapshot

Post by chris465 »

Hey JVL it looks as though the timing with this new snapshot and my power source on the puter going a little crazy happened at the same time. So I just thought I would let you know that my issues are not with the new snapshot. Thanks for all your great work!
Bona.com
Posts: 621
Joined: Sat Jul 25, 2009 8:03 pm

Re: 2009-09-21 snapshot

Post by Bona.com »

Noticed some problems, i dont know why but i used the carbon helmet (some helmet someone made a while ago carbon yellow carbon black etc)
And when i started the bike front got blurry and broken like i woul have alphad it bad time, then i tryed different skins, same thing,
then i changed some grafix settings, nothing worked, then i just changed helmet and it was all good, so idk why it did that but the carbon dont fit with my skins :S
"Ride hard and die, Thats just life"
"I like Dirt and Bikes, does that make me mentaly sick?"
ShackAttack12 wrote: Have fun creating things because you enjoy doing it and want to contribute to the community.
yzmxer608
Posts: 15352
Joined: Mon Dec 29, 2008 4:30 am
Team: SYS
Location: Wisconsin, U.S.A

Re: 2009-09-21 snapshot

Post by yzmxer608 »

Ok, I got JUGL_OPTIONS to have threading off :D. In the advanced system settings in the control panel I made a user environment variable with the name JUGL_OPTIONS and the value [threaded:off] (like I said before). Then I opened the cmd (ran it with admin privileges) and typed "SET JUGL_OPTIONS [threaded:off]" hit enter and then opened up mxs. In the last log it shows threaded to be off.

Did some alt+tab tests. Tried in the main menu, in different menus, in different tracks, it all seemed to work fine when the threading is off.
TeamHavocRacing wrote:If I had a nickel for every time someone asked for this, I would have a whole shitload of nickels.
jlv
Site Admin
Posts: 14933
Joined: Fri Nov 02, 2007 5:39 am
Team: No Frills Racing
Contact:

Re: 2009-09-21 snapshot

Post by jlv »

I'll disable it by default then. The main disadvantage of not using the thread is you will get out of sync in an online game if you take a long time resizing the window.
totorox
Posts: 355
Joined: Sat Mar 07, 2009 10:00 am

Re: 2009-09-21 snapshot

Post by totorox »

I'm with Seven x64 & ati catalyst 9.9 since two days (before I was with vista 64 & ati catalyst 9.7) and MXS.exe now grow in memory neer 2go & crash with atiogl api message.
Windows error log :

Code: Select all

Nom de l’application défaillante mx.exe, version : 0.0.0.0, horodatage : 0x4ab80afe
Nom du module défaillant : atioglxx.dll, version : 6.14.10.8918, horodatage : 0x4a84c17e
Code d’exception : 0xc0000005
Décalage d’erreur : 0x00915d1b
ID du processus défaillant : 0xdcc
Heure de début de l’application défaillante : 0x01ca3ee40228f8d9
Chemin d’accès de l’application défaillante : E:\_Jeux\MX Simulator\mx.exe
Chemin d’accès du module défaillant: C:\Windows\system32\atioglxx.dll
ID de rapport : 65dca50c-aada-11de-b352-001e8ccd0301
Here's mxs log

Code: Select all

[2:46:22.65] Logfile "C:/Users/Toto/AppData/Local/MX Simulator/lastlog.txt" opened
[2:46:22.65] JUGL 0.31
[2:46:22.69] Found mode 640x480x8@59hz
[2:46:22.69] Found mode 640x480x16@59hz
[2:46:22.69] Found mode 640x480x32@59hz
[2:46:22.69] Found mode 720x480x8@60hz
[2:46:22.69] Found mode 720x480x16@60hz
[2:46:22.69] Found mode 720x480x32@60hz
[2:46:22.69] Found mode 720x576x8@60hz
[2:46:22.69] Found mode 720x576x16@60hz
[2:46:22.69] Found mode 720x576x32@60hz
[2:46:22.69] Found mode 800x600x8@56hz
[2:46:22.69] Found mode 800x600x16@56hz
[2:46:22.69] Found mode 800x600x32@56hz
[2:46:22.69] Found mode 848x480x8@60hz
[2:46:22.69] Found mode 848x480x16@60hz
[2:46:22.69] Found mode 848x480x32@60hz
[2:46:22.69] Found mode 1024x768x8@60hz
[2:46:22.69] Found mode 1024x768x16@60hz
[2:46:22.70] Found mode 1024x768x32@60hz
[2:46:22.70] Found mode 1152x864x8@60hz
[2:46:22.70] Found mode 1152x864x16@60hz
[2:46:22.70] Found mode 1152x864x32@60hz
[2:46:22.70] Found mode 1280x720x8@60hz
[2:46:22.70] Found mode 1280x720x16@60hz
[2:46:22.70] Found mode 1280x720x32@60hz
[2:46:22.70] Found mode 1280x768x8@75hz
[2:46:22.70] Found mode 1280x768x16@75hz
[2:46:22.70] Found mode 1280x768x32@75hz
[2:46:22.70] Found mode 1280x800x8@75hz
[2:46:22.70] Found mode 1280x800x16@75hz
[2:46:22.70] Found mode 1280x800x32@75hz
[2:46:22.70] Found mode 1280x960x8@60hz
[2:46:22.70] Found mode 1280x960x16@60hz
[2:46:22.70] Found mode 1280x960x32@60hz
[2:46:22.70] Found mode 1280x1024x8@60hz
[2:46:22.70] Found mode 1280x1024x16@60hz
[2:46:22.70] Found mode 1280x1024x32@60hz
[2:46:22.70] Found mode 1360x768x8@60hz
[2:46:22.70] Found mode 1360x768x16@60hz
[2:46:22.70] Found mode 1360x768x32@60hz
[2:46:22.70] Found mode 1360x1024x8@60hz
[2:46:22.70] Found mode 1360x1024x16@60hz
[2:46:22.70] Found mode 1360x1024x32@60hz
[2:46:22.70] Found mode 1440x900x8@75hz
[2:46:22.70] Found mode 1440x900x16@75hz
[2:46:22.70] Found mode 1440x900x32@75hz
[2:46:22.70] Found mode 1600x1200x8@60hz
[2:46:22.70] Found mode 1600x1200x16@60hz
[2:46:22.70] Found mode 1600x1200x32@60hz
[2:46:22.70] Found mode 1800x1440x8@60hz
[2:46:22.70] Found mode 1800x1440x16@60hz
[2:46:22.70] Found mode 1800x1440x32@60hz
[2:46:22.81] Options:
[2:46:22.81]  threaded: [on]
[2:46:22.81] Starting message processing thread
[2:46:22.81] Creating window
[2:46:22.90] DirectInput roll call...
[2:46:22.90] Souris (Souris)
[2:46:22.90] 3 axes, 8 keys
[2:46:22.90] axis 0 is relative
[2:46:22.90] axis 1 is relative
[2:46:22.90] axis 2 is relative
[2:46:22.90] Clavier (Clavier)
[2:46:22.90] 0 axes, 128 keys
[2:46:22.90] T.16000M (T.16000M)
[2:46:22.90] 4 axes, 16 keys
[2:46:22.90] axis 0 is absolute
[2:46:22.90] axis 1 is absolute
[2:46:22.90] axis 2 is absolute
[2:46:22.90] axis 3 is absolute
[2:46:22.90] Adding axis "T16000M axis 0"
[2:46:22.90] Adding axis "T16000M axis 1"
[2:46:22.90] Adding axis "T16000M axis 2"
[2:46:22.90] Adding axis "T16000M axis 3"
[2:46:22.91] Logitech MOMO Force  (Logitech MOMO Force )
[2:46:22.92] 4 axes, 8 keys
[2:46:22.93] axis 0 is absolute
[2:46:22.93] axis 1 is absolute
[2:46:22.93] axis 2 is absolute
[2:46:22.93] axis 3 is absolute
[2:46:22.93] Adding axis "LogitechMOMOForce axis 0"
[2:46:22.93] Adding axis "LogitechMOMOForce axis 1"
[2:46:22.93] Adding axis "LogitechMOMOForce axis 2"
[2:46:22.93] Adding axis "LogitechMOMOForce axis 3"
[2:46:22.93] End of DirectInput roll call
[2:46:22.98] Creating OpenGL context
[2:46:23.03] GL_VENDOR: ATI Technologies Inc.
[2:46:23.03] GL_RENDERER: ATI Radeon HD 4800 Series
[2:46:23.03] GL_VERSION: 2.1.8918
[2:46:23.03] GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[2:46:25.19] Resetting...
[2:46:25.20] Remembering lines...
[2:46:25.21] Cleaning up...
[2:46:25.23] Deallocating bikes
[2:46:25.23] Finished deallocating bikes
[2:46:25.23] Loading track...
[2:46:27.24] Analyzing lines...
[2:46:27.25] Loading bikes...
[2:46:35.58] WM_SIZE message 0x0
totorox
Posts: 355
Joined: Sat Mar 07, 2009 10:00 am

Re: 2009-09-21 snapshot

Post by totorox »

grr, plz allow me to edit my posts, i hate poluate forums.

i tried with thread option but same crash near 2 gb memory occupation. (often at track loading time)
I tried with that in a .bat command file, it was correct no ?

Code: Select all

SET JUGL_OPTIONS [threaded:off]
e: 
cd E:\_Jeux\MX Simulator\
start mx.exe
Post Reply