GP4 keeps freezing :(

Posted by salvasirignano 
GP4 keeps freezing :(
Date: February 04, 2012 06:21PM
Posted by: salvasirignano
I've not had this problem before, but I've been having problems with GP4 freezing at Sepang.
I'm doing a 1995 season but with different tracks which I have manually installed.
I did qualifying at Sepang, Round 3, and started the race, but after about 16 laps the picture froze and the engine sound just kept playing.
I ctrl-alt-deleted and killed GP4 and started again, thankfully I had saved after qualifying.

This time I elected to save mid race every couple of laps or so, but when I got to about lap 14, it froze, about thirty seconds after I'd last saved it.

No problem I thought, I'll reload it and carry on where I left off. Unfortunately though it now freezes within about thirty seconds of me starting from my saved point, every time :(

There is no GPx Patch log to post, as it doesn't provide one if you manually quit GP4 in task manager.

Does anyone know why this is happening?
I'd be very grateful for any help! Thanks in advance :)
Re: GP4 keeps freezing :(
Date: February 04, 2012 10:30PM
Posted by: JPMrules
This has happened to me too in Valencia and Suzuka. However, I've been lucky enough to make it to the end of the race after saving every 5 laps.... It would be great what is the cause of the problem though
Re: GP4 keeps freezing :(
Date: February 05, 2012 03:42PM
Posted by: salvasirignano
Here's a log file, I'm not sure if it's complete...

Starting log
GPxPatch version: 3.92
GPx version detected: decrypted GP4 v1.02
Verbosity level is 2
OS version info: Windows XP Service Pack 2 build 2600
Total physical memory: 1023 MB (free: 1023 MB)
Debugging gp4.exe
Process created:
Process ID = 0x00000948
Process handle = 0x00000148
Main thread ID = 0x0000133c
Main thread handle = 0x00000144
Process will run on CPU 1 only
Waiting for debug events...
Debug event: CREATE_PROCESS_DEBUG_EVENT
Thread ID = 0x0000133c
Entry point = 0x005ddec6
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path ntdll.dll
base 0x770d0000
size 1205064
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\kernel32.dll
base 0x75d10000
size 892416
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Program Files\Alwil Software\Avast5\snxhk.dll
base 0x64d00000
size 199792
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\d3d8.dll
base 0x6eed0000
size 1039360
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\msvcrt.dll
base 0x759f0000
size 679936
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\USER32.dll
base 0x75aa0000
size 627712
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path
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Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
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Thread ID = 0x0000133c
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Thread ID = 0x0000133c
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Thread ID = 0x0000133c
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Debug event: EXCEPTION_DEBUG_EVENT
Thread ID = 0x0000133c
First chance exception
Exception address: 0x7711878e
Module name: 'ntdll.dll' (base 0x770d0000, size 1205064)
Exception flags: 0x00000000
Exception code: EXCEPTION_BREAKPOINT
Setting breakpoint on entry point (0x005ddec6)
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
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Thread ID = 0x0000133c
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Thread ID = 0x0000133c
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Debug event: EXCEPTION_DEBUG_EVENT
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First chance exception
Exception address: 0x005ddec6
Exception flags: 0x00000000
Exception code: EXCEPTION_BREAKPOINT
Removing breakpoint on entry point
Injecting DLL loading code...
Copying code to target at address 0x00230000...
Injection succesful
Setting instruction pointer to injected code (0x00230000)
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
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>> D3D Constructor!
>> Starting WinMain
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>> Game thread into win95_startup(0)
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Debug event: LOAD_DLL_DEBUG_EVENT
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Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x71ee0000
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1152 x 864 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 768 (format 23) confirmed
>> Device mode 1280 x 800 (format 23) confirmed
>> Device mode 1280 x 960 (format 23) confirmed
>> Device mode 1280 x 1024 (format 23) confirmed
>> Device mode 1360 x 768 (format 23) confirmed
>> Device mode 1366 x 768 (format 23) confirmed
>> Device mode 1440 x 900 (format 23) confirmed
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1152 x 864 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 768 (format 23) confirmed
>> Device mode 1280 x 800 (format 23) confirmed
>> Device mode 1280 x 960 (format 23) confirmed
>> Device mode 1280 x 1024 (format 23) confirmed
>> Device mode 1360 x 768 (format 23) confirmed
>> Device mode 1366 x 768 (format 23) confirmed
>> Device mode 1440 x 900 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1152 x 864 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1280 x 800 (format 22) confirmed
>> Device mode 1280 x 960 (format 22) confirmed
>> Device mode 1280 x 1024 (format 22) confirmed
>> Device mode 1360 x 768 (format 22) confirmed
>> Device mode 1366 x 768 (format 22) confirmed
>> Device mode 1440 x 900 (format 22) confirmed
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\aticfx32.dll
base 0x6fb40000
size 778752
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\atiumdag.dll
base 0x67d40000
size 5919232
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\atiumdva.dll
base 0x65ab0000
size 4206592
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x65ab0000
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x67d40000
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\atiumdag.dll
base 0x65910000
size 5919232
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\atiumdva.dll
base 0x69640000
size 4206592
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x69640000
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x65910000
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x6fb40000
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1152 x 864 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 768 (format 23) confirmed
>> Device mode 1280 x 800 (format 23) confirmed
>> Device mode 1280 x 960 (format 23) confirmed
>> Device mode 1280 x 1024 (format 23) confirmed
>> Device mode 1360 x 768 (format 23) confirmed
>> Device mode 1366 x 768 (format 23) confirmed
>> Device mode 1440 x 900 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1152 x 864 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1280 x 800 (format 22) confirmed
>> Device mode 1280 x 960 (format 22) confirmed
>> Device mode 1280 x 1024 (format 22) confirmed
>> Device mode 1360 x 768 (format 22) confirmed
>> Device mode 1366 x 768 (format 22) confirmed
>> Device mode 1440 x 900 (format 22) confirmed
>> Device mode 640 x 480 (format 23) confirmed
>> Device mode 800 x 600 (format 23) confirmed
>> Device mode 1024 x 768 (format 23) confirmed
>> Device mode 1152 x 864 (format 23) confirmed
>> Device mode 1280 x 720 (format 23) confirmed
>> Device mode 1280 x 768 (format 23) confirmed
>> Device mode 1280 x 800 (format 23) confirmed
>> Device mode 1280 x 960 (format 23) confirmed
>> Device mode 1280 x 1024 (format 23) confirmed
>> Device mode 1360 x 768 (format 23) confirmed
>> Device mode 1366 x 768 (format 23) confirmed
>> Device mode 1440 x 900 (format 23) confirmed
>> Device mode 640 x 480 (format 22) confirmed
>> Device mode 800 x 600 (format 22) confirmed
>> Device mode 1024 x 768 (format 22) confirmed
>> Device mode 1152 x 864 (format 22) confirmed
>> Device mode 1280 x 720 (format 22) confirmed
>> Device mode 1280 x 768 (format 22) confirmed
>> Device mode 1280 x 800 (format 22) confirmed
>> Device mode 1280 x 960 (format 22) confirmed
>> Device mode 1280 x 1024 (format 22) confirmed
>> Device mode 1360 x 768 (format 22) confirmed
>> Device mode 1366 x 768 (format 22) confirmed
>> Device mode 1440 x 900 (format 22) confirmed
>>
Win95_Startup : 1280 x 1024
>>
win95_initialiseD3D : 1280 x 1024
>> Initialize3DEnvironment(1280 x 1024 TNL:1)
>> Initialize3DEnvironment() - Requested width x height x format found in mode list
>> Puredevice set
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\aticfx32.dll
base 0x6fb40000
size 778752
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\atiumdag.dll
base 0x67d40000
size 5919232
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\atiumdva.dll
base 0x65ab0000
size 4206592
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x65ab0000
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x67d40000
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\atiumdag.dll
base 0x65910000
size 5919232
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\atiumdva.dll
base 0x69640000
size 4206592
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x00000ecc
Thread handle = 0x00000348
Start address = 0x77135cb8
Thread local base = 0x7ffd8000
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\IconCodecService.dll
base 0x72240000
size 9728
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\WindowsCodecs.dll
base 0x738f0000
size 974848
>> D3DDevice created = >> HAL (hw vp): ATI Radeon HD 5570>>
>>
GP_win95 :: Running gfx at 32/24 bit
>> win95_startup() - Initialize3DEnvironment ok

Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\HID.DLL
base 0x74300000
size 22016
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\System32\pid.dll
base 0x733d0000
size 36352
>> Supported FF Effects for this stick...
>> GUID_ConstantForce>>
>> GUID_RampForce>>
>> GUID_Square>>
>> GUID_Sine>>
>> GUID_Triangle>>
>> GUID_SawtoothUp>>
>> GUID_SawtoothDown>>
>> GUID_Spring>>
>> GUID_Damper>>
>> GUID_Inertia>>
>> GUID_Friction>>
>> End of list
>> Device supports Saturation
>> Device doesn't support Pos/Neg Coefficients
>> Device doesn't support Pos Neg Saturation
>> Device supports deadband
>> Using Constant force
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x000013d0
Thread handle = 0x0000035c
Start address = 0x77135cb8
Thread local base = 0x7ffd7000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x000014a0
Thread handle = 0x00000360
Start address = 0x77135cb8
Thread local base = 0x7ffd6000
>> Game thread finishing win95 startup(0)
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Users\Salvatore\F1 Classic GP4\gpxpdata\gxm\gpxset.gxm
base 0x0a000000
size 20480
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Users\Salvatore\F1 Classic GP4\gpxpdata\gxm\gpxlap.gxm
base 0x09b00000
size 39424
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Users\Salvatore\F1 Classic GP4\gpxpdata\gxm\gpxtrack.gxm
base 0x09d00000
size 12288
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Users\Salvatore\F1 Classic GP4\gpxpdata\gxm\gpxcinfo.gxm
base 0x09e00000
size 35328
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Users\Salvatore\F1 Classic GP4\gpxpdata\gxm\gpxsat.gxm
base 0x09c00000
size 50688
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Users\Salvatore\F1 Classic GP4\gpxpdata\gxm\gpxsound.gxm
base 0x09f00000
size 15360
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\System32\MMDevApi.dll
base 0x74310000
size 150528
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x000013c4
Thread handle = 0x00000380
Start address = 0x77135cb8
Thread local base = 0x7ffd5000
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x000013c4
path C:\Windows\system32\AUDIOSES.DLL
base 0x71f00000
size 115712
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x000013c4
path C:\Windows\system32\audioeng.dll
base 0x715d0000
size 397312
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x000013c4
path C:\Windows\system32\AVRT.dll
base 0x748c0000
size 12800
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x00001534
Thread handle = 0x00000390
Start address = 0x77135cb8
Thread local base = 0x7ffd4000
>> Bink init completed
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\spool\DRIVERS\W32X86\3\unidrvui.dll
base 0x6abc0000
size 744448
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\spool\DRIVERS\W32X86\3\mxdwdui.DLL
base 0x6ede0000
size 198656
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x6ede0000
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\spool\DRIVERS\W32X86\3\mxdwdui.DLL
base 0x6ede0000
size 198656
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x6ede0000
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\spool\DRIVERS\W32X86\3\mxdwdui.DLL
base 0x6ede0000
size 198656
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x6ede0000
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\spool\DRIVERS\W32X86\3\mxdwdui.DLL
base 0x6ede0000
size 198656
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x6ede0000
Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Users\Salvatore\F1 Classic GP4\gpxpdata\dx\gpxpdx8.dll
base 0x03a40000
size 528452
>>
D3DDevice GetInfo Results [CONSTRUCTOR]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_Init()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> Allocated 40000 bytes for animation replay storage.
>>
D3DDevice GetInfo Results [Leaving D3D_Init()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
>> **************************
*
* Font Created!
*
************************
>> Menu Event List Not Cleared - Not enough room in F1 Event table
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x00000bfc
Thread handle = 0x000003ac
Start address = 0x77135cb8
Thread local base = 0x7ffd3000
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x00000e5c
Thread handle = 0x000003b0
Start address = 0x77135cb8
Thread local base = 0x7ffaf000
>> Setting MenuEventCurrentScreenID
>> **************************
*
* Font Created!
*
************************
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x000006f0
Thread handle = 0x000003b4
Start address = 0x77135cb8
Thread local base = 0x7ffae000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x000006f0
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x00000878
Thread handle = 0x000003b4
Start address = 0x77135cb8
Thread local base = 0x7ffae000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00000878
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x0000052c
Thread handle = 0x000003b4
Start address = 0x77135cb8
Thread local base = 0x7ffae000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x0000052c
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x000010a0
Thread handle = 0x000003b4
Start address = 0x77135cb8
Thread local base = 0x7ffae000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x000010a0
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x000013e0
Thread handle = 0x000003b4
Start address = 0x77135cb8
Thread local base = 0x7ffae000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x000013e0
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00001040
Thread exit code = 0
>> Setting MenuEventCurrentScreenID
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x00001404
Thread handle = 0x000002e8
Start address = 0x77135cb8
Thread local base = 0x7ffdc000
>> Setting MenuEventCurrentScreenID
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00001404
Thread exit code = 0
>> D3D_InitialiseGameFromMenus()

Debug event: LOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
path C:\Windows\system32\mscat32.dll
base 0x717f0000
size 10240
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x00001718
Thread handle = 0x000003b4
Start address = 0x77135cb8
Thread local base = 0x7ffdc000
Debug event: UNLOAD_DLL_DEBUG_EVENT
Thread ID = 0x0000133c
base 0x717f0000
>> D3D_SetDeviceSpecificFeatures: Disabling fog
>> D3D_SetDeviceSpecificFeatures: Disabling reflections
>> D3D_InitialiseGameFromMenus() ok

>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> **************************
*
* Font_Released!
*
************************
>> GPAudio::To3D()
>> **************************************************************************
>> CGP4Manager::DebugTextures() :: ACTIVE TEXTURES LOADED AGAINST CGP4MANAGER
>> **************************************************************************
>> **************************************************************************
>> ************************************************************************
>> CGP4Manager::DebugBuffers() :: ACTIVE BUFFERS LOADED AGAINST CGP4MANAGER
>> ************************************************************************
>> VB CGP4DEVICE::RENDERBLIT 168 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> VB GP4FONT.CPP 86400 bytes
>> **************************************************************************
>> *****************************************************************************************
>> CGP4Manager::DebugGenericEntities() :: ACTIVE GENERIC ENTITIES LOADED AGAINST CGP4MANAGER
>> *****************************************************************************************
>> **************************************************************************
>>
D3DDevice GetInfo Results [Entering D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> CGP4CARSHADER::REGISTERSHADER : 2PASS DUAL-TEXTURE METHOD
>>
>> * A generic error occured while exporting this mesh
>> CGP4Cockpit::LoadMesh() No object found for name - Left_mirror

>> CGP4Cockpit::LoadMesh() No object found for name - Right_mirror

>>
SETTING OBJECT CLASS FLAGS
>> DONE.

>> CSkyDome::CreateSkyVertexBuffers() - ok

>> Applying smoothing to action looped segment.
>> Applying smoothing to action looped segment.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> Found second animation associated with already loaded animation.
>> ************************************>> time : 99
>> Importing scene scripts.
>> **WARNING** D3D_DrawLoadProgress() called more than expected :: Increase gsMaxProgress in hw_io.cpp
>>
D3DDevice GetInfo Results [Leaving D3D_MenuToGameInit()]
*********************************************
TEXTURES_____________________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX BUFFERS_______________________________
Thrashing 0
NumEvicts 0
NumUsed 0
NumUsedInVidMem 0
WorkingSet 0
WorkingSetBytes 0
TotalManaged 0
TotalBytes 0
ApproxBytesDownloaded 0
NumUsedInVidMem 0
VERTEX_______________________________________
NumRenderedTriangles 0
NumExClippingTriangles 0
*********************************************
>> ANIM: Entering a new session - creating animation variable storage.
>>
InitTimers()
Debug event: CREATE_THREAD_DEBUG_EVENT
Thread ID = 0x00001260
Thread handle = 0x000003b8
Start address = 0x77135cb8
Thread local base = 0x7ffae000
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00001718
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x000016c4
Thread exit code = 0
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00000e5c
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00001534
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x000013c4
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x000014a0
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x0000088c
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x000013d0
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00001260
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00000bfc
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00000ecc
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00001748
Thread exit code = 1
Debug event: EXIT_THREAD_DEBUG_EVENT
Thread ID = 0x00001060
Thread exit code = 1
Debug event: EXIT_PROCESS_DEBUG_EVENT
Thread ID = 0x0000133c
Process exit code = 1
Re: GP4 keeps freezing :(
Date: February 05, 2012 10:24PM
Posted by: mortal
Log incomplete.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: GP4 keeps freezing :(
Date: February 05, 2012 10:42PM
Posted by: Ho3n3r
Weird - this has happened to me too since about a week ago... I have a hunch it has to do with the newer Nvidia drivers, because I never had this problem before.

I am currently on France on the 1994 mod, I can't get past the race as it ALWAYS freezes, even when retiring and accelerating time.

Oddly, it never happens when I test with the original game.

Could you maybe try with drivers before 285 Nvidia - assuming you have an Nvidia card of course? I would've, but I always keep the last 2 drivers only, for lack of drive space.

It NEVER happened before, that's how I got to Magny Cours in the first place, it never froze.

I also doubt it could be hardware related, seeing as I can play Crysis 2 on Ultra with DirectX 11 and no issues.

The reason I have a hunch it's Nvidia related is that I think some of the old functionality of drivers that GP4 used to begin with, is starting to be phased out gradually, and that this might be a sign of age.

Did you have this happen to you before recently?
Re: GP4 keeps freezing :(
Date: February 06, 2012 01:29AM
Posted by: salvasirignano
Thanks Mal, yes well as I have to manually quit Gp4 instead of it going back to desktop, it doesn't produce a full log I don't think. GPx Patch stops responding too until I terminate GP4.exe in task manager.

Ho3n3r Wrote:
-------------------------------------------------------
> Weird - this has happened to me too since about a
> week ago... I have a hunch it has to do with the
> newer Nvidia drivers, because I never had this
> problem before.
>
> I am currently on France on the 1994 mod, I can't
> get past the race as it ALWAYS freezes, even when
> retiring and accelerating time.
>
> Oddly, it never happens when I test with the
> original game.
>
> Could you maybe try with drivers before 285 Nvidia
> - assuming you have an Nvidia card of course? I
> would've, but I always keep the last 2 drivers
> only, for lack of drive space.
>
> It NEVER happened before, that's how I got to
> Magny Cours in the first place, it never froze.
>
> I also doubt it could be hardware related, seeing
> as I can play Crysis 2 on Ultra with DirectX 11
> and no issues.
>
> The reason I have a hunch it's Nvidia related is
> that I think some of the old functionality of
> drivers that GP4 used to begin with, is starting
> to be phased out gradually, and that this might be
> a sign of age.
>
> Did you have this happen to you before recently?


Thanks for your reply, well I use an ATI card actually, a 5570, and it easily copes with GP4 on high detail, PO around 15-30, never more than 70 at the race start. I have never previously had problems with it freezing, although it can minimize and pause at times, but that's no problem really.

I have in the past two weeks installed the latest ATI preview drivers in order to get better framerates in rfactor2, but I've done a few GP4 races at different circuits before this one and had no problems until now. I downloaded an even newer driver but the problem persisted.

I think I may roll back a few times and try a more outdated driver, hopefully the problem will go away :)
Hopefully it's not due to GP4 becoming incompatible with newer drivers! :)
Re: GP4 keeps freezing :(
Date: February 06, 2012 04:49AM
Posted by: salvasirignano
Hmm, I've now tried a few previous sets of drivers, with no luck.
I've also swapped the .exe to a previous backup, uninstalled and re-installed GPx Patch, all to no avail. :(
I'm also running GPxPatch and GP4.exe with xp service pack 2 compatibility.

Does anyone have any other suggestions? :)
Re: GP4 keeps freezing :(
Date: February 06, 2012 05:52AM
Posted by: auscain
Did you change the drivers name to your own?
Re: GP4 keeps freezing :(
Date: February 06, 2012 06:16AM
Posted by: salvasirignano
No, I haven't ;)
I read somewhere that if there isn't a gap between the driver names it can cause a crash, but I'm racing as Jean Boullion :)
There is Heinz-Harald Frentzen racing, but that hasn't caused problems for me previously....
Re: GP4 keeps freezing :(
Date: February 06, 2012 09:01AM
Posted by: Ho3n3r
I also changed nothing manually - just normal mod install, and continuing a normal championship season. I even totally uninstalled Csm, Gpxpatch and the game itself, and a registry clean. Nothing works.

Re-downloaded 285 drivers, will try them tonight when I get home, then let you know how it goes! This is utterly frustrating.
Re: GP4 keeps freezing :(
Date: February 06, 2012 04:23PM
Posted by: salvasirignano
I was thinking, perhaps it's a track slot issue of some kind?
I read a post by belini from years ago that said pitlanes seem to be slot specific.
Malaysia was giving me problems when I moved it from slot 2 Malaysia - right hand pit lane, to slot 3 Interlagos, left hand pit lane.
So I moved Malaysia back to slot 2, reloaded a previous championship save (after round one) and did the race, (albeit one lap shorter, 20 laps instead of 21)
It worked, I managed to do the whole race without it freezing :)
I think there were a few very brief, almost unnoticeable PO spikes this time, when I had never noticed any before.
Does this screenie confirm PO spikes?




Could these have helped to keep the game synced properly and stop it from looping and freezing? :)



Edited 2 time(s). Last edit at 02/06/2012 04:37PM by salvasirignano.
Re: GP4 keeps freezing :(
Date: February 06, 2012 06:03PM
Posted by: Lo2k
Yep, it confirms your computer struggles to render the game at the right pace because each line with "slomo" (slow motion) means that game is running slower than it should (and time in seconds is the time that was needed to run the lap over a lap without slowdowns).

Re: GP4 keeps freezing :(
Date: February 06, 2012 07:07PM
Posted by: Ho3n3r
salvasirignano Wrote:
-------------------------------------------------------
> I was thinking, perhaps it's a track slot issue of
> some kind?
> I read a post by belini from years ago that said
> pitlanes seem to be slot specific.
> Malaysia was giving me problems when I moved it
> from slot 2 Malaysia - right hand pit lane, to
> slot 3 Interlagos, left hand pit lane.
> So I moved Malaysia back to slot 2, reloaded a
> previous championship save (after round one) and
> did the race, (albeit one lap shorter, 20 laps
> instead of 21)
> It worked, I managed to do the whole race without
> it freezing :)
> I think there were a few very brief, almost
> unnoticeable PO spikes this time, when I had never
> noticed any before.
> Does this screenie confirm PO spikes?
>
> [i40.tinypic.com]
>
>
> Could these have helped to keep the game synced
> properly and stop it from looping and freezing? :)


Maybe - just maybe. All the races (1, 3 and 6) where the pitlane was on the other side, I retired too early in the race for this curse to strike. Then, at Magny Cours, I was actually able to continue to lap 25, and then it started happening. At every attempt of the same save game, or even starting the race afresh from the previous race's end, it also happens at around lap 22-29. EVERY time.

Maybe it's even triggered by some AI pitting.

That also probably explains why it doesn't happen with the oiginal game.

But would that also be the cause of it happening in accelerated time on the race?

Do you have a link for where Belini said the thing about the pitlane sides being different?
Re: GP4 keeps freezing :(
Date: February 06, 2012 09:59PM
Posted by: Ho3n3r
So here's what I did tonight regarding this bug:
1. 1995 Mod with the 1994 Magny Cours, ALSO slot 7 as in the 1994 mod, no problemo whatsoever - so I guess mine rules out the slot issue on my side :/
2. 1994 Mod with 1995 Magny Cours - still crashing. I think this points to a bad perf file. Not sure yet.
3. Installed 285 Nvidia drivers - no differences.

Will investigate further.
Re: GP4 keeps freezing :(
Date: February 06, 2012 10:04PM
Posted by: salvasirignano
Thanks Lo2k! :)
The PO spikes I had last time were because I had my antivirus and other programs running accidentally!

I just repeated a race at Malaysia, in the original slot (2), and it worked fine again :)

Here is the link to belini's post, towards the bottom.

[www.grandprixgames.org]

If the pitlane is the issue, maybe it just affects the default tracks if their slots are changed to incompatible ones?
Is your version of Magny Cours the original one? Which slot is it in?

EDIT - If your Magny Cours is in slot 7, well slot 7 is Monaco in the original game, the pitlane there is on a different side.
Could you try it in slot 10 perhaps?
Maybe some tracks just won't work in certain slots on certain computers? :)



Edited 2 time(s). Last edit at 02/06/2012 10:10PM by salvasirignano.
Re: GP4 keeps freezing :(
Date: February 06, 2012 10:08PM
Posted by: Ho3n3r
It gets weirder! Tested with Jerez in slot 7, because it's clockwise and the pitlane is the same side as Magny Cours, and it works fine...

No, the Magny Cours I tested with was 1994 and 1995, so not original. Jerez was 1994. What do you mean 'incompatible' ones?
Re: GP4 keeps freezing :(
Date: February 06, 2012 10:14PM
Posted by: salvasirignano
Well when I said 'incompatible' I meant slots the track doesn't seem to work in, so slot 3 in my case, slot seven for you :)

I'm just merely speculating, as I honestly I don't and may never know! ;)

I would be interested to know if your Magny Cours worked in slot 10 however :)
Re: GP4 keeps freezing :(
Date: February 06, 2012 10:17PM
Posted by: Ho3n3r
salvasirignano Wrote:
-------------------------------------------------------
> Well when I said 'incompatible' I meant slots the
> track doesn't seem to work in, so slot 3 in my
> case, slot seven for you :)
>
> I'm just merely speculating, as I honestly I don't
> and may never know! ;)
>
> I would be interested to know if your Magny Cours
> worked in slot 10 however :)


Nice idea! Will try it! Mine is easy to test coz it even freezes in Accelerated time if it doesn't work. Does yours do it aswell? Normally only on the 2nd race though, first one normally completes...
Re: GP4 keeps freezing :(
Date: February 06, 2012 10:25PM
Posted by: Ho3n3r
Hmmm. 5 100% races on slot 10, which all worked! Now I will use the Magny Cours perf file in slot 10 too, see if that works as well...
Re: GP4 keeps freezing :(
Date: February 06, 2012 10:33PM
Posted by: Ho3n3r
Darnit! So Slot 10 works fine with the same track and perf file that crashes on slot 7... So at least you helped me with what it was - thanks! But I still want the season to run in order. Does no-one know what causes this incompatibility?
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