Jump to content

Exceeding the Windows Time-Out


Recommended Posts

(14th of june 2014)

Sup guys, I'm getting the following error continuously when I put my game on 720p to Window.FullScreen (fullscreen window). In the past I never ever had this problem, but since I started using Leadwerks the last week again (haven't been around for about 1-1.5 months) I got the error a lot, and in fullscreen it is unavoiddable.

 

The NVIDIA OpenGL driver lost connection with the display driver due to exceeding the Windows Time-Out limit and is unable to continue.

The application must close.

 

I dont know why it is happening, since I haven't had it previously. But just to make this topic complete, here are my specs:

 

8gb ram, windows 8.1, nvidia gtx650ti, intel core i5 3470 @ 3.2ghz.

 

Yes, I have got the latest graphic drivers installed for my graphicscard (337.88 nvidia driver version) and Leadwerks is up to date. I'm not using the Leadwerks beta version either.

 

If you need any more details, please tell, if I am screwing something up myself then please tell as well smile.png

 

--Update--

Outside LE the game won't even bother to start up: it just opens cmd, loads the stuff, then shows black screen with windows loading circle, and then closes again. Going to try to create a new project, import files from my previous project that I need to play the map, and see if it works then.

 

--Update 2--

Creating a new project, and importing the old maps and the required textures/materials/models for them does not fix it either. Is there a way to limit the max. framerate of your game to reduce the load on the graphics card?

 

--Update 3--

Vsync fixes this. The odd part here is, is that when the game freezes and then crashes, it says the fps was around 8 right before the moment it crashed. This is probably because the next game-ticks haven't processed yet, nor did the new fps 'benchmark' or however you call that.

Link to comment
Share on other sites

--Update 4 (15th of june 2014)[Pre-Engine Update]--

When exporting the game with Vsync on, and then export the game, it still will only show cmd, load all the files, show a black screen with windows loading icon and then just shut itself down again. I think it might be related to the .exe files. I also forgot to mention (because I noticed this later then the rest): Debugger crashes at any time.

 

--Update 5 [post-engine update]--

The game will not crash anymore if launching it from Leadwerks in the not-debug mode. If you launch it in debug mode it will still crash. I tried exporting the game, and here is when I figgured out something odd. When installing (from the .exe file) and then launching the game, on a normal world without any imported .fbx files (which are converted to .mdl) or textures the game launches just fine. When trying to load a level with imported files to leadwerks (models, textures and whatnot) the game at first will load everything quite fast (looking at cmd), but halfway or so it starts loading 2 files/second which is really slow. Before it went really slow it also already loaded imported files. Another bug here?

 

--IMPORTANT UPDATE 6--

I figgured out that the debug crashes, and the game not launching is because of the .phy files I attatch to the .mdl files I imported to leadwerks from .fbx files. Removing the .phy file from the object (so it has no physics) fixes it. Perhaps the .phy file is outdated, going to create a new .phy file now to see it it fixes it.

 

--Update 7--

Deleting the old .phy file, and generating a new one will not fix this bug (for me atleast). Going to try to reimport the .fbx file and regenerate the .phy file.

 

--Update 8--

In a attempt to import the .fbx file, it does create the .mdl file but it says 'failed to load' when adding it to the scene.

 

--Update 9--

Appearently the .fbx file I attempted importing was 0 bytes which is weird because I never toutched the file since i imported it about 2 months ago. Fortunately I had a backup map with the original file in it, importing that worked.

 

--Update 10 (Files I used + confirmed .phy problem)--

After reimporting the original .fbx file, and generating a convex hull .phy for it, the game still crashes. So it is confirmed that the problem lies within the .phy file. Just to be complete, the .fbx file I used in the scene has been attatched to this message. .phy files can not be uploaded because 'You aren't permitted to upload this kind of file'.

 

Here is a .rar file containing all the files related to this problem (as far as I know): https://www.dropbox.com/s/vl6talxcpqzot5l/Nieuwe%20map%20%284%29.rar

 

--Update 11--

Just figgured out that the game will only crash when you are actually toutching the object with the .phy file attatched to it. as long as the player stays away from it, there is no problem.

 

--Update 12--

Perhaps the bug is not .phy related at all. When I remove the .phy file, and I replace it with an object with any material attatched to it the game will also crash. I think there is a problem with imported .fbx files toutching csg's made in leadwerks. Proof that it is not a problem with the individual csg's: when I remove the imported .fbx file and just walk over the LE csg itself, the game does not crash. When I remove the csg and only have the .fbx file in (without .phy file attatched to it) the game does not crash when walking through it (you can not stand on it due to no .phy file).

 

--Update 13--

Sidenote: VSync does fix the debug crash (chances are 40% debugger still crashed, but better then .0000001%). Without vsync the program just simply crashes without the error I had at first. I am not entirely sure what fixed that windows time-out error in the end, but its quite odd. Anyhow, everything summarized: VSync fixes debug crash, its all in Window.FullScreen, if you assign .phy to a .fbx file that's imported it crashes when you walk over it, game crashes when you put a object inside your imported .fbx file as a replacement for the .phy file, game doesn't load properly when published (shows up the cmd screen with everything loading then screen turns black and then crashes).

MainPlatform.fbx

Link to comment
Share on other sites

17th of june

 

--Update 14--

It looks like the debug mode will not crash when the imported .fbx file is inside of the terrain (the one you generate, and you can paint on with those tools).

 

ps,

To avoid any misunderstandings: This all is about Leadwerks Game Engine: Indie Edition.

Link to comment
Share on other sites

  • 2 months later...
Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...