Seltsame Call Stacks

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deiVadda
Posts: 136
Joined: Mon Aug 22, 2011 1:52 pm
Location: BY

Seltsame Call Stacks

Post by deiVadda » Sun Nov 20, 2016 2:36 pm

Servus Leute,
bin grad etwas ratlos- hab um die 80Std auf der GC-Valley problemlos gezockt,
heute sah ich, nach über einer Spielstd.,komische Artefakte (Dreiecke) am Himmel in Händlernähe,nur Sekundenweise.
Foto machen ging nicht,denn nach betätigen der "Druck" Taste waren sie weg,auf dem Bild nicht sichtbar.
Schaute dann in die Log-und hatte jede Menge Call Stacks drinn,ob das damit etwas zu tun hat weiss ich aber nicht.
Das Savegame ohne Mods gestartet,-dieselben Fehler.
Bei einem neuen Savegame hatte ich die Call Stacks nicht.

Vielleicht findet ja jemand was :hmm:
GIANTS Engine Runtime 7.0.0 (13709:13711) 64bit (Build Date: Nov 10 2016)
Copyright (c) 2008-2016, GIANTS Software GmbH (giants-software.com), All Rights Reserved.
Copyright (c) 2003-2016, Christian Ammann and Stefan Geiger, All Rights Reserved.
Application: FarmingSimulator2017
Main System
CPU: Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz
Memory: 8152 MB
OS: Windows NT 6.1 64-bit
Physics System
Version: 5.9.5
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Name: XINPUT_GAMEPAD
Number of Axes: 5
Number of Buttons: 14
Audio System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Render System
Driver: Direct 3D 11
Card Vendor: AMD/ATI
Renderer: AMD Radeon R9 200 Series
Revision: 0
Feature level: DirectX 11 ON
Info: Effective window resolution 1920 x 1080
Started 2 threads for threadpool 'Render threadpool'
Hardware Profile
Level: Custom High
View Distance Factor: 1.500000
Shadow Quality: 1.000000 Size: 2048 Filter-Size: 16
Shader Quality: 2
Skip Mipmaps: 0
LOD Distance Factor: 2.000000
Terrain LOD Distance Factor: 2.000000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 2.000000
Foliage Density: 0.500000
Volume Mesh Tessellation Factor: 0.850000
Tyre Tracks Segments Factor: 1.000000
Max. Number of Shadow Lights: 3
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
MSAA: 2
Farming Simulator 17
Version: 1.3.0.0 1.3RC4
Available Languages: en de jp pl cz fr es ru it pt hu nl cs ct br tr ro kr
Language: de
Time: 2016-11-20 14:15:56
Register configuration 'inputAttacherJoint'
Register configuration 'attacherJoint'
Register configuration 'frontloader'
Register configuration 'motor'
Register configuration 'baseColor'
Register configuration 'wheel'
Register configuration 'rimColor'
Register configuration 'design'
Register configuration 'designColor'
Register configuration 'vehicleType'
Game vehicle types loaded
Physics System
Version: 5.9.5
Thread(s): 2
Input System
Keyboard enabled
Mouse enabled
Gamepad/Joystick enabled
Force Feedback disabled
Name: XINPUT_GAMEPAD
Number of Axes: 5
Number of Buttons: 14
Audio System
Driver: OpenAL
Version: 1.1
Device: Generic Software
Render System
Driver: Direct 3D 11
Card Vendor: AMD/ATI
Renderer: AMD Radeon R9 200 Series
Revision: 0
Feature level: DirectX 11 ON
Info: Effective window resolution 1920 x 1080
Started 2 threads for threadpool 'Render threadpool'
Hardware Profile
Level: Custom High
View Distance Factor: 1.500000
Shadow Quality: 1.000000 Size: 2048 Filter-Size: 16
Shader Quality: 2
Skip Mipmaps: 0
LOD Distance Factor: 1.500000
Terrain LOD Distance Factor: 1.500000
Terrain Normal Mapping: Yes
Foliage View Distance Factor: 1.750000
Foliage Density: 0.500000
Volume Mesh Tessellation Factor: 0.850000
Tyre Tracks Segments Factor: 1.000000
Max. Number of Shadow Lights: 3
Max. Number of Lights: 512
Max. Number of Lights Per Cluster: 32
MSAA: 2
Farming Simulator 17
Version: 1.3.0.0 1.3RC4
Available Languages: en de jp pl cz fr es ru it pt hu nl cs ct br tr ro kr
Language: de
Time: 2016-11-20 14:16:40
Register configuration 'inputAttacherJoint'
Register configuration 'attacherJoint'
Register configuration 'frontloader'
Register configuration 'motor'
Register configuration 'baseColor'
Register configuration 'wheel'
Register configuration 'rimColor'
Register configuration 'design'
Register configuration 'designColor'
Register configuration 'vehicleType'
Game vehicle types loaded
dataS/cameraPath01.i3d (0.10) ms
dataS/cameraPath02.i3d (0.09) ms
dataS/cameraPath03.i3d (0.07) ms
data/sky/skyUS_day_night.i3d (8.49) ms
data/sky/rain.i3d (0.85) ms
data/sky/hail.i3d (0.51) ms
data/sky/dust.i3d (0.43) ms
data/maps/map01.i3d (1449.43) ms
data/objects/basketball/basketball.i3d (1.38) ms
Disabled withering
data/vehicles/steerable/caseIH/caseIH1455.i3d (54.19) ms
data/vehicles/tools/bredal/F2WS4000.i3d (16.66) ms
data/vehicles/tools/stoll/stollToolLogFork.i3d (18.38) ms
data/vehicles/tools/lely/lelyLotus1250.i3d (20.41) ms
data/vehicles/tools/lely/lelyHibiscus1515CdProf.i3d (22.44) ms
data/vehicles/trailers/newHolland/newHollandRollBelt150.i3d (19.41) ms
data/vehicles/trailers/metaltech/db8000.i3d (30.94) ms
data/vehicles/trailers/siloking/siloKingTrailedLineDuo1814.i3d (22.38) ms
data/vehicles/tools/poettinger/poettingerNovaCatX8.i3d (32.23) ms
data/vehicles/tools/poettinger/poettingerNovaCat301.i3d (7.18) ms
data/vehicles/trailers/stepa/stepaFHL13AK.i3d (18.76) ms
data/vehicles/tools/stoll/stollFrontLoaderFZ60.i3d (2.67) ms
data/vehicles/trailers/joskin/joskinModulo.i3d (42.02) ms
data/vehicles/tools/holaras/holarasMES500.i3d (11.59) ms
data/vehicles/steerable/masseyFerguson/MF7347Activa.i3d (50.95) ms
data/vehicles/tools/lizard/lizardBeltSystem.i3d (6.78) ms
data/vehicles/tools/grimme/grimmeSL8022.i3d (18.98) ms
data/vehicles/trailers/thueringerAgrar/thueringerAgrarLeguan40.i3d (5.44) ms
data/vehicles/trailers/ursus/ursusT127.i3d (11.50) ms
data/vehicles/steerable/valtra/valtraTSeries.i3d (53.75) ms
data/vehicles/steerable/manitou/manitouMLT840.i3d (40.33) ms
data/vehicles/tools/magsi/telehandlerShovel.i3d (4.66) ms
data/vehicles/tools/magsi/telehandlerBaleFork.i3d (0.68) ms
data/vehicles/steerable/kramer/kramer308T.i3d (34.41) ms
data/vehicles/trailers/joskin/joskinAquaTrans7300.i3d (16.14) ms
data/vehicles/tools/stoll/stollToolShovel.i3d (0.95) ms
data/vehicles/steerable/krone/kroneBiGX580.i3d (36.00) ms
data/vehicles/cutters/krone/kroneEasyCollect600.i3d (19.91) ms
data/vehicles/tools/amazone/amazoneCayron200.i3d (16.48) ms
data/vehicles/trailers/joskin/joskinTornado3.i3d (27.76) ms
data/vehicles/trailers/kroeger/kroegerHKD302.i3d (23.59) ms
data/vehicles/tools/vaderstad/vaderstadTempoF8.i3d (26.76) ms
data/vehicles/cutters/capello/capelloDiamantHS12.i3d (30.99) ms
data/vehicles/tools/stoll/stollToolBaleFork.i3d (0.77) ms
data/vehicles/steerable/holmer/holmerTerraDosT4_40.i3d (57.59) ms
data/vehicles/cutters/holmer/holmerHR9.i3d (26.45) ms
data/vehicles/tools/grimme/grimmeGL860.i3d (47.62) ms
data/vehicles/tools/vogelNoot/vogelNootTerraDisc600.i3d (17.83) ms
data/vehicles/tools/magsi/telehandlerFork.i3d (0.74) ms
data/vehicles/steerable/caseIH/caseIHOptumCVX.i3d (43.96) ms
data/vehicles/trailers/joskin/joskinDrakkar8600.i3d (27.30) ms
data/vehicles/tools/agco/agco2300.i3d (4.62) ms
data/vehicles/tools/horsch/horschPronto9DC.i3d (43.22) ms
data/vehicles/trailers/krampe/krampeBandit750.i3d (15.18) ms
data/vehicles/tools/lizard/lizardWeight550.i3d (3.64) ms
data/vehicles/tools/damcon/damconPL75.i3d (13.69) ms
data/vehicles/steerable/masseyFerguson/MF7700.i3d (49.04) ms
data/vehicles/trailers/bergmann/bergmannRepex34S.i3d (25.62) ms
data/vehicles/tools/lizard/lizardR5000.i3d (3.90) ms
data/vehicles/cutters/masseyFerguson/MF9380Header.i3d (35.11) ms
data/objects/bigBagContainer/bigBagContainerSeeds.i3d (3.89) ms
data/placeables/highPressureWasher/kaercher/kaercherHDS918-4M.i3d (12.81) ms
data/objects/roundbales/roundbaleHay_w112_d130.i3d (5.15) ms
data/objects/roundbales/roundbaleStraw_w112_d130.i3d (1.25) ms
data/placeables/shelters/storageShelter02.i3d (2.34) ms
data/placeables/shelters/picnicShelter01.i3d (1.78) ms
data/objects/bigBagContainer/bigBagContainerFertilizer.i3d (1.77) ms
data/objects/pallets/fertilizerTank.i3d (2.59) ms
data/maps/trees/maple.i3d (7.12) ms
data/maps/trees/birch01.i3d (2.25) ms
data/maps/trees/oak.i3d (7.31) ms
Warning (physics): Static actor moved (splitGeom)Warning (physics): Static actor moved (splitGeom)data/placeables/shelters/storageShelter01.i3d (5.80) ms
data/objects/pallets/treeSapling.i3d (10.19) ms
data/vehicles/train/locomotive.i3d (22.13) ms
data/vehicles/train/wagonTimber.i3d (10.65) ms
data/vehicles/train/wagonWoodChips.i3d (12.04) ms
data/vehicles/train/wagonGrain.i3d (11.72) ms
data/vehicles/train/wagonSugarbeets.i3d (11.81) ms
dataS2/character/player/player01.i3d (364.48) ms
data/firstPerson/chainsaws/stihl/stihlMS261.i3d (14.76) ms
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f
LUA call stack:
=dataS/scripts/effects/ShaderPlaneEffect.lua (0) : printCallstack
=dataS/scripts/effects/EffectManager.lua (0) : update
=dataS/scripts/FSBaseMission.lua (0) : update
=dataS/scripts/missions/mission00.lua (0) : update
=dataS/scripts/main.lua (0) : update
Validity check failed in TransformGroup_setDirection: Direction is zero
..\..\..\src\engine\app\ReflectionAndScriptBinding.cpp (3474): dirLen > 0.0001f

User avatar
DLH007
Posts: 271
Joined: Mon Oct 18, 2010 9:03 pm

Re: Seltsame Call Stacks

Post by DLH007 » Sun Nov 27, 2016 6:51 am

Kannst du mir mal bitte deinen Spielstand mit dem Fehler geben?
Wir haben die Fehler auch auf unserem Server und bisher konnten wir keinen Grund dafür finden.

User avatar
don_apple
Moderator
Posts: 5577
Joined: Thu Oct 28, 2010 9:31 pm
Location: Planet Erde

Re: Seltsame Call Stacks

Post by don_apple » Sun Nov 27, 2016 8:35 am

@deiVadda: du hast noch nicht den aktuellsten Patch installiert:

Code: Select all

Version: 1.3.0.0 1.3RC4
Bitte update erstmal und teste dann nochmal.
Gruß/Regards,
don_apple

Apple iMac 27" (late 2013), Quad-Core i7 3.5 GHz, 16GB, Nvidia GTX 780M
Bitte benutzt das öffentliche Forum für Supportfragen und nicht PN/Please use the public forum for support questions and not PM
Wo findet man den FarmingSimulator Ordner / Where to find the FarmingSimulator folder log.txt Image Server Forenregeln/Board rules

Face
GIANTS Software | Lead Gameplay Programmer
Posts: 128
Joined: Sun Jun 17, 2007 8:21 pm

Re: Seltsame Call Stacks

Post by Face » Sun Nov 27, 2016 9:37 am

Bug ist bekannt.liegt an einer umgekippten Palette.ist im nächsten Patch gefixt

User avatar
deiVadda
Posts: 136
Joined: Mon Aug 22, 2011 1:52 pm
Location: BY

Re: Seltsame Call Stacks

Post by deiVadda » Sun Nov 27, 2016 12:22 pm

@Don_apple : Der Post ist ja schon ne Woche alt :chinese:

Pach 1.3.1 ist jetzt natürlich drauf,CallStacks sind aber die selben geblieben.
Ok,wenns bekannt ist passts ja,kann auch ohne Probleme spielen,nur die log wird halt ungewohnt gross...

:hi:

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