Grande Porto 2022

Willkommen in der OMSI-WebDisk!
Als Gast kannst du nur Inhalte in deiner ausgewählten Sprache sehen. Registrierte Nutzer können die Sichtbarkeit anderer Sprachen in ihrem Kontrollzentrum aktivieren, weitere Infos hier.
Alle Themen sind in den Foren mit einer Sprachflagge gekennzeichnet: = Englisch [EN], = Deutsch [DE], = Französisch [FR]. Wenn du die angegebene Sprache nicht beherrschst, schreibe auf Englisch!
  • Thought I’d open a support thread for the map so we can directly talk to BrunoAlexLux for future reference. Adore the map, trying to work with Omninavigation is a bit of an ask so maybe use the [dynamichelper] in the global.cfg file to point you in the right direction.


    Also ailist. Best to change just STCP and Mare lines, and TUP Prado but leave all others as default MAN as that’s better on FPS

  • LT586

    Hat den Titel des Themas von „Grande Porto 2021“ zu „Grande Porto 2022“ geändert.
  • Hello y'all,


    I'm trying to install Grande Porto 2022 but after going through the step-by-step installation instructions in the manual of the map and running maptools over it afterwards I still get the "only sky" bug. Maptools reported zero missing objects and splines.

    I also installed all available patches for the map and applied the 4 GB patch.


    Logfile is attached as well as a screenshot of the issue.


    Thanks for your time :)

  • Same, zero missing. I drove aerobusline and in some part of map it didnt load tile and here was sky. (I didnt had problem with 3 lines here, 27-to Aero, 131 and 305)

    When I tried to spawn near that part of map, where I was(after respawn situation and boarding passengers.) I had bus and only sky :(

    First image=place where I got stuck, because of no next tiles(line Aerobus), 2nd picture is near Aero.

    image.png

    Dateien

    • logfile.txt

      (108,93 kB, 113 Mal heruntergeladen, zuletzt: )

    I have done repaints and mods to Omsi

    only in our city B741 no. 127(Historic) and B941 no. 148 (in private hands)

    15Tr no. 01 historic <3

    Come take a ride with noisy 15Tr in Budweiser, limited edition! :D

    ZF!

    Škoda trolleybuses forever!

    4 Mal editiert, zuletzt von Tramvaj3 ()

  • It seems there is a problem of some sort with objects from the folder LVB Fan 12 Objekte.

    Please try to reinstall those objects, I think they are in the main file for this map.


    Same, zero missing. I drove aerobusline and in some part of map it didnt load tile and here was sky. (I didnt had problem with 3 lines here, 27-to Aero, 131 and 305)

    When I tried to spawn near that part of map, where I was(after respawn situation and boarding passengers.) I had bus and only sky :(

    First image=place where I got stuck, because of no next tiles(line Aerobus), 2nd picture is near Aero.

    image.png

    Im your case, have you changed the AI list and the people in the game? If so, it is causing too many errors and the game doesn't like that, causing it to crash after a while.


    Second, when respawning in the same place to see if the problem is still there, you should totally close the game and then reload the map.

  • Yes, I changed Aillist and humans like this: I think it could be problem with

    vehicles\Porto_MAN_CNG\NL313_CNG.bus

    because this get me some errors sometimes.

    Dateien

    • ailists.cfg

      (34,83 kB, 134 Mal heruntergeladen, zuletzt: )
    • drivers.txt

      (62 Byte, 67 Mal heruntergeladen, zuletzt: )
    • humans.txt

      (4,38 kB, 108 Mal heruntergeladen, zuletzt: )

    I have done repaints and mods to Omsi

    only in our city B741 no. 127(Historic) and B941 no. 148 (in private hands)

    15Tr no. 01 historic <3

    Come take a ride with noisy 15Tr in Budweiser, limited edition! :D

    ZF!

    Škoda trolleybuses forever!

  • I did so but unfortunately still the same issue.

  • I did experiment with the map while playing - I wonder if it's noticeable that you hit OMSI's limit when you get to Norteshopping towards MAR Shopping on the 601 as the motorway / freeway / autobahn section tends to be where the stutters are the most.


    1489 19:55:51 - - Warning: Texturladen - Direct9 Error: E_OUTOFMEMORY (-2147024882) is one issue when you get beyond Norteshopping on the 601, the other way on the 507 towards E.R. Resende isn't as bad.

  • This map is a great improvement over 2021, and more of a step up than 2020 -> 2021 was. However it is plagued by texture load freezes that OMSI cannot recover from, as well as normal texture freezes being longer than usual. Performance is noticeably worse than on 2021, but still acceptable in most areas!


    My game freezes about 10mins into gameplay on any line. On one of these freezes I saw this in the logfile just before the freeze:


    Code
    684 22:35:13 -  -       Information: Refresh Tile: 503, maps\Grande Porto 2022\tile_-7_-15.map ...
    685 22:35:14 -  -   Error:           Zugriffsverletzung bei Adresse 007C74EC in Modul 'Omsi.exe'. Lesen von Adresse FFD90014: CMOI.R.3 (Sceneryobjects\BrunoAlexLUX\predio4\predio2.sco)
    686 22:35:15 -  -       Information: Refresh Tile: 499, maps\Grande Porto 2022\tile_-6_-15.map ...
    687 22:35:16 -  -       Information: Refresh Tile: 500, maps\Grande Porto 2022\tile_-5_-15.map ...

    I was at this position on the map at the time of the freeze, just before R das Matas VNG1 on the Route 41, towards the next stop L Domingos Matos VNG1



    ---


    EDIT: I have identified the problem. This is a faulty scenery object. Analysing the assigned .o3d file of this object (predio2.o3d), you would not believe it, it has 260 materials and 220 textures! For a simple building object this is clearly not necessary and was likely some sort of exporting error/oversight.


    Additionally, I would argue that for a simple building object, 4547 vertices / 2372 polygons is a little overkill, but not by a huge amount and thats more subjective. I strongly suspect the problem is related to the excessive materials/textures.



    ---


    Additionally, I also had an error where OMSI kept showing the loading tiles screen far too often then the map disappearing and the game freezing. Unfortunately I didn't check the logfile this time, quickly relaunching OMSI to save time. If I can reproduce the error I will report back

    Z5843Jl.png  kjq2JB9.png

    i7 5820K @ 4.1GHz • Zotac GTX 980Ti AMP! 2-way SLI • Full PC Specs

    2 Mal editiert, zuletzt von shanie ()

  • That is indeed very helpful and thank you very much for the information. Could I ask you to do the same with other objects like that one?

    I could try to remove them and create a fix.

    No worries! Given the heavy work you have put into Grande Porto over the years, this is the least I can do! If you are willing to accept help, then I am more than happy to contribute 😊


    So, I put together a quick Python script to count the total number of materials of each .o3d file in a given directory and all it's subdirectories.


    I ran it on the following Sceneryobject folders:

    Code
    Sceneryobjects\Bruno
    Sceneryobjects\BrunoAlexLUX
    Sceneryobjects\BrunoAlexLUX_PT
    Sceneryobjects\BrunoAlexLUX_LP2014
    Sceneryobjects\BrunoAlexLUX_FR
    Sceneryobjects\BrunoAlexLUX_ES


    As far as I could tell, these are the only Sceneryobject folders used by Grande Porto 2022 that were created by you, that you have the rights & ability to modify the model files of.


    If you would like me to run the script on any additional Sceneryobject folders, please do not hestitate to let me know. Unfortunately I am not able to share the actual script as it currently makes use of private code from another script.




    The results are astonishing. Please check the attached .csv file for a full list.


    Here is a quick preview:



    With regards to the top three entries, I'm not 100% sure if these are erroneous or not, but I don't see how my code could cause that. I can't seem to import them into Blender using several different plugins on 2.79 and 3.0, so I think there is something wrong with them anyway. Both importer plugins seem to report buffer overflows. Viewing them in 3D Object converter shows 17 materials in the details bar, but actually scrolling the list shows a lot more, oddly. It's possible the bytes that hold the material count got corrupted somehow on export. I'd advise giving them a look manually.


    As for the other models, however, I am confident that these are accurate readings; they seem to match the readings from opening the files in 3D Object Converter.


    I would suggest fixing all o3d files with a material count of 10 or above. In my opinion, no more is required for a Sceneryobject - the less, the better. I'd advise reducing the material count as much as possible, and removing all orphaned materials. Ensure you do the same for textures!


    Any o3d file with a material count of above 30-40 should be considered a serious & unnecessary detractor of performance and be treated as a priority.


    My script is still not perfect, and it encountered some errors with certain o3d files, and was not able to process them properly, likely due to being incompatible with a different format. I have run out of time to try and account for these edge cases. You will need to check the following objects manually. Take a look at the filenames, and judge for yourself whether they are worth checking or not - e.g., routearrows / routehelpers should be okay.



    If you are having trouble linking the o3d files to sco files, try using voidTools Everything to help with searching, or use Notepad++ find in files like this:




    You likely already know all this, but - as the number of material instances increases on your map, the number of drawcalls that have to be performed increases, which increases stuttering / load on the game engine.


    Although at first, OMSI clearly seems to be able to load these objects (since people are able to at-least launch it without these serious errors), eventually the engine gives away after a period of gameplay.


    As in my experience, this threshold is way below the average length of most routes in this map, ranging from anywhere between 10-50 minutes.


    Even if the game manages to run, this is far from ideal and is likely having a severe impact on performance / FPS.




    Quick edit to add some important details:


    I tested this on some of my other maps, and found that objects imported from the Google Sketchup 3D Warehouse are especially prone to excessive materials.


    I have an O3D -> Blender importer plugin that separates the vertex groups within a single o3d file into separate objects, just as they would be in Blender if you selected multiple objects, then hit export.


    When browsing these objects (vertex groups), I found that new copies of the same material were assigned to each of them, rather than one material instance being linked between all of the objects / vertex groups. So pay close attention to that, as it can be easily missed!


    To eliminate any ambiguity there I personally just backup my blend, combine the objects together, then check the materials so they are all in one list. By no means an optimal workflow, and I am far from an experienced Blender user - just putting this out there though.


    Also, before you release a patch addressing this issue, I think it would be best if you send it to me and I re-run this script on the new patch just to verify everything worked out on export, before a full public release.




    As a side note (for example), something like combining separate buildings laid out on a map into one o3d file (with CTRL + J in Blender), and assigning one material to both buildings during that process, is another creative way of reducing the number of material instances on your map.


    However, this is really only possible if you modelled the street in Blender, as you would no longer be able to move the buildings individually in the OMSI-Editor, and it would require a lot of trial and error to place the object in the correct position.


    You could also import OMSI tiles into Blender using https://github.com/space928/Blender-O3D-IO-Public, and then apply this method.


    This tip, however, is mainly for the future development of maps, it would likely not be worth the massive amount of work required for an existing map, of even a medium size.

  • Well, i’m glad I opened the thread, as it is a very good map and I found a video of the 500 route on youtube, which I don’t think we can drive all of it but parts?


    This what you’ve created is very good, as that may iron out the stutters and the tiles having errored out on loading

  • Hello,

    I would like to report missing spline, which isn't in the package or fixes. It causing me blue sky near stop Barranha MTS1. It's this spline:

    Code
    Splines\Porto Map\Rua_12m_Alcatrao_1via_semPasseios_semTracks.sli


    In the package is the same spline, just with symbol ã which probably causing problems (my OMSI cannot read this symbol). I just copied this spline and renamed it to standard "a", and it's works, but probably some other players may have same problem.

    Einmal editiert, zuletzt von tfc ()

  • Hello, when loading the white sky map with cars, how do I fix it?

  • Wanted to know if there has been noticeable performance increases since Shanie has done his research on the .o3d objects that have far too many materials / textures. If that solves the issue then great. But want to know if BrunoAlexLux is using the info / tools provided?


    I still 100% love this map and all its detail but if it can run smoother than currently. All for it


    Thanks

  • On Route 601 from Aeroporto to Cordoaria, after leaving the freeway/motorway A28 on the approach to Quinta do Melo (where the traffic lights are before turning left) I get the texture load freezes that shanie has previously mentioned [Tile 77].


    The logfile leading up to the freeze is below;

    It could be due to me setting the neighbouring tile count to 2 as opposed to 1 but just incase any other pointers that lead to this crash might be fixable.


    Any helps appreciated, many thanks,

    Steggs

  • Good morning, I am missing a file like: Splines\Porto Map\Rua_12m_Alcatrao_1via_semPasseios_semTracks.sli Regards

    Here is the solution. You need to remove symbol ã from the name.


    Hello,

    I would like to report missing spline, which isn't in the package or fixes. It causing me blue sky near stop Barranha MTS1. It's this spline:

    Code
    Splines\Porto Map\Rua_12m_Alcatrao_1via_semPasseios_semTracks.sli


    In the package is the same spline, just with symbol ã which probably causing problems (my OMSI cannot read this symbol). I just copied this spline and renamed it to standard "a", and it's works, but probably some other players may have same problem.