Transport Fever 2

Transport Fever 2

Priority signals for tracks
lollus  [developer] 27 Mar, 2023 @ 4:26pm
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Last edited by lollus; 14 Apr, 2023 @ 5:07pm
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Showing 1-15 of 100 comments
RadiKyle 1 Apr, 2023 @ 9:11pm 
Hi, just had a crash. Stdout.txt info below. Game had been paused for quite a while and I was just moving around the map editing things (not signal related). I think there was only 1 priority signal on the map at the time. The dump mentions both the Advanced Statistics mod and Priority Signals, so maybe it's not related to yours.

Edit: This was with the github version.

Cheers

~~~~~~~~~~~~~~~~

MinidumpCallback: dumpPath "C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/crash_dump/", minidumpId "6b973759-22bb-4e83-bbb7-1c4f718e0162", succeeded 1
local time is Sun Apr 2 00:04:59 2023

Calling thread crashtrace handlers
thread: 14932
(empty)

thread: 2460
(empty)

All thread handlers called
Minidump Callback
Advanced_Statistics: Error while Calc update
lollo_priority_signals WARNING: _mGetGraphCoroutine resumed with error
userdata: 00000136B93AE338
lollo_priority_signals WARNING: _mGetGraphCoroutine resumed with error
"cannot resume non-suspended coroutine"
lollo_priority_signals WARNING: _mGetGraphCoroutine resumed with error
"cannot resume non-suspended coroutine"
lollo_priority_signals WARNING: _mGetGraphCoroutine resumed with error
"cannot resume non-suspended coroutine"
lollo_priority_signals WARNING: _mGetGraphCoroutine resumed with error
"cannot resume non-suspended coroutine"
lollo_priority_signals WARNING: _mGetGraphCoroutine resumed with error
"cannot resume non-suspended coroutine"
lollo_priority_signals WARNING: _mGetGraphCoroutine resumed with error
"cannot resume non-suspended coroutine"
lollo_priority_signals WARNING: _mGetGraphCoroutine resumed with error
"cannot resume non-suspended coroutine"
Uncaught exception while in class UI::CSelector
Thread did not respond to ping. Possible hang detected!
Thread did not respond to ping. Possible hang detected!
Thread did not respond to ping. Possible hang detected!
Thread did not respond to ping. Possible hang detected!
Thread did not respond to ping. Possible hang detected!
Thread did not respond to ping. Possible hang detected!
Last edited by RadiKyle; 1 Apr, 2023 @ 9:12pm
lollus  [developer] 2 Apr, 2023 @ 2:43am 
I never use that thing, it hogs the game.
Having said that, I posted a small fix on github that should take care of "cannot resume non-suspended coroutine".
Last edited by lollus; 2 Apr, 2023 @ 2:43am
RadiKyle 2 Apr, 2023 @ 7:49am 
Ok thanks I'll check it out. Yes some real-time features of the Advanced Statistics mod can hog CPU if we leave them enabled. Fortunately pretty much everything can be turned off, so I only toggle something on when I want to see it. And each feature shows how much CPU its using so it's easy to spot the hogs. Mostly I just use its startup mode to check the stats at the start of a session, and leave the real-time features turned off.

I did have a lot of performance issues yesterday with a game map after installing the previous github version (lower FPS and freeze/skip/stutter). I was unable to determine for certain if it was the Priority Signals tho, even in a mod test map. Toggling the priority calcs off seemed to smooth it out for my game map. Still monitoring it for now.
RadiKyle 6 Apr, 2023 @ 10:30am 
Hi, I'm having crashes now that seem to be related to a group of switches in a yard. With priority signals present and activated, the game crashes with out of memory errors. The crash isn't immediate, but usually within a few minutes (sometimes even while paused). If I remove the priority signals from that yard, or deactivate priority signals, everything runs ok. Put them back, crashes again.

Note it's possible that the out of memory ending might not be specifically related to this mod. I'm also trying to sort out other performance issues (I think I'm beginning to experience now what others have described regarding performance issues post-game-update vs pre-update). But whatever is happening with the mod appears to be what pushes it over the edge.

I have several stdout crash files, all similar. Doesn't appear to be very informative when it starts falling apart, but hopefully it's useful somehow. Pasted example below.

Also here are 2 screenshots showing the area, with the 2 priority signals marked in yellow:
https://imgur.com/a/Oo9zcDU
(Note all of this is next to a sprawling Freestyle Station.)

Also I see @Melectro shared some comments with an example that might be similar to my case. Both have a number of switches, crossing parallel tracks, etc, in close proximity with priority signals thrown into the mix. I'm going to try your suggestion there of checking all the branches for other signals/stations.

Cheers


Example stdout.txt:

. . .


::C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/texture_cache/3CA9645DE6C03243A8748DC9BD51EAAA/totally_transparent_albedo.compressed.mm.dds not in file cache!
::C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/texture_cache/res/textures/buildings/dirtmap.compressed.mm.dds not in file cache!
::C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/texture_cache/res/textures/buildings/overlay.compressed.mm.dds not in file cache!
::C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/texture_cache/res/textures/unknown_texture.compressed.mm.dds not in file cache!
::C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/texture_cache/res/textures/models/industry/overlay_textures/small_03.compressed.mm.dds not in file cache!
::C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/texture_cache/3CA9645DE6C03243A8748DC9BD51EAAA/totally_transparent_albedo.compressed.mm.dds not in file cache!
::C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/texture_cache/3CA9645DE6C03243A8748DC9BD51EAAA/totally_transparent_albedo.compressed.mm.dds not in file cache!
::C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/texture_cache/3CA9645DE6C03243A8748DC9BD51EAAA/totally_transparent_albedo.compressed.mm.dds not in file cache!
Uncaught exception while in class UI::CSelector
Uncaught exception while in layer
Out of memory
urban_games/train_fever/src/Game/Application.cpp:727: void __cdecl `anonymous-namespace'::Run0(class UserProfile &,class platform::IPlatformBackend &,const class std::vector<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,class std::allocator<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > > &): Assertion `false && "Out of memory"' failed.
Exception type: Fatal error

Details:

Assertion Failure: Assertion `false && "Out of memory"' failed.

Minidump: C:/Users/FlightDeck/AppData/Roaming/Transport Fever 2/crash_dump/d6340a88-5d0d-45e1-86cf-462050331b61.dmp

In file: urban_games/train_fever/src/Game/Application.cpp:727

In function: void __cdecl `anonymous-namespace'::Run0(class UserProfile &,class platform::IPlatformBackend &,const class std::vector<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,class std::allocator<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > > &)


__CRASHDB_CRASH__ struct AssertException: urban_games/train_fever/src/Game/Application.cpp:727: void __cdecl `anonymous-namespace'::Run0(class UserProfile &,class platform::IPlatformBackend &,const class std::vector<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> >,class std::allocator<class std::basic_string<char,struct std::char_traits<char>,class std::allocator<char> > > > &): Assertion `false && "Out of memory"' failed.
lollus  [developer] 6 Apr, 2023 @ 2:11pm 
This game allows calling a certain mod function every 0.2 sec (at 1x speed). If you have too many mods using that, there will be hiccups and you will have to make choices; however, out of memory errors should not happen. Does your game crash without advanced statistics, or without shunting, or without digital displays?
Last edited by lollus; 6 Apr, 2023 @ 3:42pm
RadiKyle 6 Apr, 2023 @ 4:24pm 
Well that was an interesting test! Disabled the Advanced Stats mod, and no crash (played it for about 20 minutes or so). Re-enabled that mod, and crashed within about 30 seconds 😮

I say interesting because I have all real-time options for that mod disabled, so my understanding from the mod's help info is that it only polls for stats when we actually click on one of the report tabs. Screenshot:
https://imgur.com/a/NtZ4T0b

And also peculiar ofc that the crash only happens if I have those 2 signals enabled in that complex switch section. So yeah I think you're right, there definitely seems to be some combined effect there from these 2 mods. (I don't have the other mod you mentioned, the shunting one.)

I haven't yet done the other tests about checking all the branches for signals/stations...

I understand if this particular signal setup is just too demanding for the limitations of the mod. I mean I'm basically stuffing these priority signals into a messy switchyard to control which slow train leaves first, which is probably kinda irresponsible lol. Previously I just used other methods to manage traffic, and in the end it probably didn't matter much -- I mean they're *all* slow freight trains lol. Where I should probably be focussing instead is fast mainlines with trains already at speed that I don't want stopping because a slow train butts in from a siding. I have one of those on the map at the moment and it doesn't seem to cause any crashing (with Advanced Stats enabled).
RadiKyle 6 Apr, 2023 @ 5:00pm 
...Okay I just checked all the branches and added signals but it still crashes.

I had 2 branches that are unused spurs (dead-ends) for cosmetic look that didn't have signals, so I added those, but it still crashed.

I tried again, and for other branches where the signal was pretty far away from the last intersection in the chain (like 8 segments or so) I added a nearer signal. I also added some signals on some of the longer station exits. At that point the signals were everywhere and probably didn't make sense anymore, but I just wanted to cover all the "exits". Anyhow all that still crashed too.

But it was good to check it anyway just in case it helped.
RadiKyle 6 Apr, 2023 @ 5:05pm 
Forgot to ask... What happens when the algorithm is searching branches from a priority signal and "finds" itself again? (which exists in these parallel switchyards). Just curious if there's a loop there it could get stuck in.
lollus  [developer] 6 Apr, 2023 @ 5:46pm 
The algo remembers the segments with priority signals and the edges it has already checked, so it leaves when it finds any of those - well at least it should.
So basically you have "out of memory" crashes with a complex junction AND advanced statistics AND priority signals, never mind if you restrict the junction with more signals (which should not be required anyway). Can I have a savegame with as few mods as possible? You can put it into wetransfer or swisstransfer.
RadiKyle 6 Apr, 2023 @ 6:54pm 
Haha yup that's what I mean, I'm being irresponsible.

Okay I'll try to make a (mostly) de-modded version for you. I started work on one recently for testing general performance issues. Shouldn't be too hard, it's not a very developed map.
RadiKyle 7 Apr, 2023 @ 2:24pm 
Hi, ok save game is here:
https://drive.google.com/file/d/1Z3SV1xqIPjbssQrdT7nEuHI2s-9G150W/view?usp=sharing

I de-modded it a ton, so expect to see a lot of missing models/textures.

It crashes without this mod (even though I didn't use it, the AI uses roads from it in town construction, and it would be a lot of effort to find/remove them all):
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2340888876

I assume it will also crash without the Industry Expanded and the Mail/Waste add-on:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1950013035
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1962151270

It was hilarious watching the performance improve as I disabled mods that aren't even used on the map!
lollus  [developer] 7 Apr, 2023 @ 2:34pm 
Thanks!
lollus  [developer] 7 Apr, 2023 @ 5:17pm 
I checked your game and I used it to do some more profiling. As a result, I sliced the algo a bit more, so it is a bit more fluid. The update is on github.
Advanced statistics seemed to make the game choppier, but it did not crash. I am running build 35301 (a new beta) on a Mac Silicon, not my usual Windows machine.
Last edited by lollus; 8 Apr, 2023 @ 12:29am
RadiKyle 9 Apr, 2023 @ 5:29pm 
Ooo new beta goodies! Wow quite a bit of stuff in those change notes too.

Okay I tried the latest github version (still in Build 35300 here) and this problematic save game still crashes the same way. If Advanced Stats is enabled it crashes in like 30 seconds just like before. Disabling Advanced Stats and no crash. (Note this is still the original full modded save, not the de-modded one I sent you.)

However I've since learned that save had some really nasty mods in it that were killing my PC. Actually it was mainly just one mod that is obscenely unoptimized (plus some others by same modder). So after removing those, which like quadrupled(!) my FPS, I have no crashes so far with the combo of Pri Sigs and Adv Stats 🥳

So I think it's like I speculated before, that this save game was already significantly overloaded by certain mods, and Pri Sigs / Adv Stats just happened to be what pushed it over the edge.

The bonus is I've learned just how unbelievably rotten some vehicle mods are with crazy sizes and no LODs. Did a bunch of testing showing before/after comparisons with certain ones removed, plus trying different graphics settings to improve it, and also the good effect of the Performance Tuning mod (which I was already using, but kinda negated it by also loading the Further Render Distance mod lol 🤦‍♂️).
lollus  [developer] 9 Apr, 2023 @ 5:41pm 
Yeah the render distance is not very helpful.
Which mods did you find to be particularly nasty?
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