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Agnapot

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Agnapot last won the day on November 10

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  1. Ah, apologies, my school's drive has some restrictions. Here's one that should be public:https://drive.google.com/file/d/1Lin0V2aXkTEJP5u6Nq0sXmbVjcsr845l/view?usp=sharing Thanks again! All seems to be working fine!
  2. DynDOLOD Successfully completed now as well! If you're curious, or need them, I've uploaded the logs (all the logs from the Logs folder) here: https://drive.google.com/file/d/1NJNLBMz7z1A6vGs2sixSpWuP8n6vCZTC/view?usp=sharing Thank you SO much for working through this with me. As a tinkerer I rarely get to interact with the authors of the software I'm trying to shoe-horn into working, and usually end up muddling through on my own or taking a different tact, so I'm very grateful for your help here. And thank you for the software, generally. I look forward to the improvements it's going to make on my first play through on Skyrim. =) Enjoy some coffee from me!
  3. With LoadGLCompressed commented out in the TexGen INI the new test version still finished successfully! Here are the logs: TexGen_SSE_log.txt: https://pastebin.com/9TGquZ33 TexGen_SSE_Debug_log.txt: https://drive.google.com/file/d/1_6e52xi6yZgDOyqcE-VybeL7bIiTihMb/view?usp=sharing However, when running DynDOLODx64, I've resolved many of the "can not resolve cell" errors by using SSEEdit (Quick Auto Clean) but then I got an "OpenGL: Invalid Operation" error from TwbRender.Create again. Here are the logs from DynDOLOD: DynDOLOD_SSE_log.txt: https://pastebin.com/d7SYXzPx DynDOLOD_SSE_Debug_log.txt: https://drive.google.com/file/d/1yBz-uCvevTjoha3lTsLGk00xdyUCNFU8/view?usp=sharing I have the following in the DynDOLOD INI file: [DynDOLOD] GLDebug=1 ; LoadGLCompressed=0 Let me know if there is something you want me to try here.
  4. Seems to have completed successfully! Here are the Debug and SSE logs: TexGen_SSE_Debug_log.txt: (too large for pastebin) https://drive.google.com/file/d/1U_Xetl7dsdbj5O0gGylzpxZIpfguYL1t/view?usp=drive_link TexGen_SSE_log.txt: https://pastebin.com/TyHikH1F So, now I have a bunch of textures, so now I have to read up on the next steps. Unless there is something else you'd like me to try!
  5. Progress! I got to the TexGen Option screen. I wasn't sure what settings to put so I used the default and selected Start. It seems to be creating Billboards now. I'm not certain for how long it will run, but I will update with any logs it creates.
  6. This time it threw an "Access Violation" error: https://imgur.com/a/3lELgiC Here are the logs bugreport.txt: https://pastebin.com/Ma8etAPY TexGen_SSE_Debug_log.txt: https://pastebin.com/vZDF9pjL TexGen_SSE_log.txt: https://pastebin.com/ghSvRrXX
  7. I'm happy to be a guinea pig! I keep trying to find a way to get Wine to use a different, or the native version, of OpenGL for the Mac, but I have not found anything yet. It seems like this should be easy, like there should be a flag in Wine somewhere, or an argument I can pass to tell Wine to use a later version of OpenGL, since the version exists on the computer, but I haven't found anything like that yet. At least not anything I can recognize. But, I am happy to be of whatever assistance I can in testing. Updated logs here: bugreport.txt: https://pastebin.com/Rt9N8dcX TexGen_SSE_Debug_log.txt: https://pastebin.com/CKwzwZCq TexGen_SSE_log.txt: https://pastebin.com/M6mZk1aj
  8. Running the new test version the same error and same prompt appeared. Here are the logs from the new test version: bugreport.txt: https://pastebin.com/xy0sE4VB TexGen_SSE_Debug_log.txt: https://pastebin.com/PDX6Pcks TexGen_SSE_log.txt: https://pastebin.com/rEqhxXSm
  9. Ah, I had already been using LoadGLCompressed=0 in the TexGen_SSE.INI file for the rest of these tests as well. Should I have not been? Here are the flags I have set for TexGen_SSE.INI [TexGen] GLDebug=1 LoadGLCompressed=0 ; RealTimeLog=1 (turned off for now) After running the new version the same error appeared and the same prompt appeared. Here are the logs: bugreport.txt: https://pastebin.com/3amenabY TexGen_SSE_Debug_log.txt: https://pastebin.com/zdGBfhEX TexGen_SSE_log.txt: https://pastebin.com/9MYg6LKt
  10. So, it had the same error, however some subtle difference: It threw the error first, then after clicking "ok" it started the "Please wait" dialog box, then a selection box came up that said "Exit TexGen, check log, or restart?" and I clicked "Exit" then the logs were created. Not sure if that matters, but there ya go! Here are the logs: bugreport.txt: https://pastebin.com/ZqgC1fn4 TexGen_SSE_log.txt: https://pastebin.com/pAzDGhjE TexGen_SSE_Debug_log.txt: https://pastebin.com/Pshk8VNu
  11. Alright, Running the new version threw the same error as the previous version. Here are the new logs. bugreport.txt: https://pastebin.com/rD1MAdpP TexGen_SSE_log.txt: https://pastebin.com/w5J1iW0g TexGen_SSE_Debug_log.txt: https://pastebin.com/XgGBQd6R
  12. This time the program ran and gave the "Please wait a moment..." dialog box quickly at the end, then reported an error. Here are the logs. bugreport.txt:https://pastebin.com/XJebrJjk TexGen_SSE_Debug_log.txt: https://pastebin.com/V5qA5G9Y TexGen_SSE_log.txt: https://pastebin.com/8y6FMqKT And if it's helpful, TexGen_SSE_realtime_log.txt: https://pastebin.com/Yv08XB3B Here is the error that was thrown: https://imgur.com/a/NcBPJZd If you want me to change any flags in TexGen_SSE.INI, or change any other settings and run it again, let me know!
  13. New test version realtime log: https://pastebin.com/V0Fepbik This version had the same reaction as the last one, requiring a force-quit.
  14. It did not shut down pressing the X, I had to force-quit it, but it gave me the realtime log here TexGen_SSE_realtime_log.txt: https://pastebin.com/NXyQFcmE
  15. Ok, so it ran for about 30 minutes and reached about 50-some-odd gigs of ram, then crashed without creating any bug report or any other output that I can see. Nothing in the Logs or TexGen_Output folders. Are there some flags in TexGen_SSE.ini I should set to try something different? Currently I have: GLDebug=1 LoadGLCompressed=0 Let me know what else I can do, or what you'd like me to test. And thank you again for your efforts with this! Edit: I see the flag for "in case of too much CPU/Memory/VRAM use set to 1". So, I did that and am running it again to see if that helps. RenderThreads=1 Edit 2: With that flag set It reached north of 60 gigs of ram after about 35 minutes, and then crashed again with no bug reports or output.
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