Grand Theft Auto V Legacy

Grand Theft Auto V Legacy

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paulaus333 20 ABR 2015 a las 5:24 a. m.
[FIX] Game crashes - D3DERR_DEVICELOST / -1073741819
If the game is crashing on your PC and you have these errors in your launcher.log file:

[2015-04-15 10:07:33.856] [WARNING] Device lost.
[2015-04-15 10:07:33.861] [WARNING] Resetting device...
[2015-04-15 10:07:33.862] [WARNING] Reset failed with D3DERRDEVICELOST.
[2015-04-15 10:07:37.316] [ ERROR ] GameComm: ReadFile failed.
[2015-04-15 10:07:37.319] [DISPLAY] Reset succeeded.
[2015-04-15 10:07:37.450] [DISPLAY] Game exited with code -1073741819

Try disconnecting unused USB / Firewire / third-party devices like controllers, cameras, scanners, audio interfaces etc...

I realise this won't help if you need whatever it is you have unplugged while playing! The game is now working for me using onboard sound, instead of an external firewire device.

https://support.rockstargames.com/hc/communities/public/questions/203480627-Problem-with-GTA-V
Última edición por paulaus333; 20 ABR 2015 a las 5:27 a. m.
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Mostrando 16-30 de 32 comentarios
deathRaceDj 17 DIC 2015 a las 8:44 p. m. 
But I can re-enable my audio, once game is launched?
paulaus333 22 DIC 2015 a las 10:12 p. m. 
If you use an external audio interface for recording music, another user suggested disabling only the RECORDING components of the device in Windows Control Panel. Audio playback should continue to work. I have not tested this yet.
Última edición por paulaus333; 23 DIC 2015 a las 6:33 p. m.
nosucherror 18 FEB 2017 a las 12:43 p. m. 
I got round the launch crash by disabling recording devices in Windows Audio. I then narrowed it down to some virtual audio cables I was running to capture audio from apps. It was a DirectX incompatibility. I had no useful help from Rockstar.
Edward Kenway 18 FEB 2017 a las 12:51 p. m. 
Publicado originalmente por nosucherror:
I got round the launch crash by disabling recording devices in Windows Audio. I then narrowed it down to some virtual audio cables I was running to capture audio from apps. It was a DirectX incompatibility. I had no useful help from Rockstar.
not to hard to figure that out

D3DERR_DEVICELOST / -1073741819

D3D is Directx, duh!
Última edición por Edward Kenway; 18 FEB 2017 a las 12:52 p. m.
Gralorn 11 MAY 2017 a las 3:08 a. m. 
Ty this fixed for me. But really, to need to unplug my USB Microphone....
Publicado originalmente por Uzifly:
Я тоже столкнулся с этой проблемой. D3DERR_DEVICELOST указывает на потерю видеоадаптера. Это происходит когда приложение теряет фокус, т.е. адаптер занимает другое приложение.
Ковырнув события Windows я обнаружил, что в момент когда вылетает игра происходит событие 4672, 4624. Погуглив я выяснил что эти события - работа системы безопасности.
Это заплатка бородатого червя NT AUTHORITY/system принудительно завершающий работу. события обращаются к 512 процессу "lsass.exe".
Возможно у Вас краш GTA V вызван тем же.
Теперь остаётся понять как отрубить эту фигню.
Windows 7 x64 Ultimate
AMD HD 5770
Core i5 2440
Братан, ты не нашел решение?
Himeros 30 JUN 2017 a las 2:00 a. m. 
same problem right now, everytime i enter the bunker i crash after resupplying
Патрон 16 SEP 2017 a las 12:21 a. m. 
Все возможные варианты перепробовал, но помог только этот! Просто, блин, отключил джойстик! Спасибо!
Himeros 16 SEP 2017 a las 12:40 a. m. 
Publicado originalmente por Патрон:
Все возможные варианты перепробовал, но помог только этот! Просто, блин, отключил джойстик! Спасибо!
у тебя тоже с бункером проблема былa?
Himeros 16 SEP 2017 a las 11:18 a. m. 
Publicado originalmente por Патрон:
Все возможные варианты перепробовал, но помог только этот! Просто, блин, отключил джойстик! Спасибо!
не помогло
TheDadFromALF 30 NOV 2017 a las 8:41 p. m. 
Thanks guys. I know it's an old thread but a lot of us bought this during Autumn sale. It appears the issue was due to my RME Fireface UFX causing some sort of conflict.
L41M15 11 DIC 2017 a las 4:14 a. m. 
Yes, this really is the [FIX]! Thanks! It's a stupid problem with infinite loading screen appearing for no apparent reason, in my case it was USB hub that had Xbox controller receiver plugged in. Unplugging it helped to load the game and then plugging the hub back the controller worked fine. It's strange that they still haven't fixed it in 2017 :sadelf:
Requiem 14 FEB 2018 a las 11:08 a. m. 
Publicado originalmente por Another Great Teammate:
Publicado originalmente por Uzifly:
Я тоже столкнулся с этой проблемой. D3DERR_DEVICELOST указывает на потерю видеоадаптера. Это происходит когда приложение теряет фокус, т.е. адаптер занимает другое приложение.
Ковырнув события Windows я обнаружил, что в момент когда вылетает игра происходит событие 4672, 4624. Погуглив я выяснил что эти события - работа системы безопасности.
Это заплатка бородатого червя NT AUTHORITY/system принудительно завершающий работу. события обращаются к 512 процессу "lsass.exe".
Возможно у Вас краш GTA V вызван тем же.
Теперь остаётся понять как отрубить эту фигню.
Windows 7 x64 Ultimate
AMD HD 5770
Core i5 2440
AMD проблема, похоже.

Hi,

no, it absolutely is not. Happens with NVIDIA cards as well. I suspect a relation to multimonitor-setup, even if running the game on just one while disabling the other ones via WIN+P, *or* as mentioned above a loss of focus issue.

In any case, I have found a possible fix, so even though this is late I will leave the response here, in case someone else is fighting with these types of issues:

A proposition found on the modding forums is running GTA V in borderless window mode. If "Reset failed with D3DERR_DEVICELOST." is encountered this can be attempted. In my case I had to do that, the crashes I had *ALWAYS* followed this error.

Cheers.
[CDR] Lucas YAN 26 FEB 2018 a las 10:12 a. m. 
You helped me a lot man, thank you very much!
Requiem 20 MAR 2018 a las 12:50 p. m. 
Okay, there is one more addendum. I fixed all my ♥♥♥♥. Here's my conclusion:

1) First and foremost - the game cannot handle a huge amount of large textures and/or models. Apparently the engine is not meant for that. So if you encounter a lot of these crashes, all while using car mods - try removing the large ones. I know it sucks, but you can replace all or almost all vehicles with ones around 8-15 MB each (less for bikes). A user on a modforum mentioned, they limited large vehicles to spawn only once at a time, if they REALLY wanted to keep a large vehicle, however I am not sure how much that helps. You certainly don't need multiple copies of the texture to use as lookup when adding the car to the carpool and spawning it multiple times, but I am not sure if that goes for the meshes too, with damage being applied etc. Long story short - stay away from large cars. Up to 15MB/car is what your fleet should look like.

2) Replacing the tailgater. I tested 6 vehicles for the tailgaiter and even when it works it doesn't work. Currently I got it working with an Audi A6 (my largest car as of now), however you may NOT MOD IT at all. Not sure yet if this goes for modded stats. I know it SHOULDN'T, but I haven't tested that yet. If you don't need to replace it - leave it be, otherwise test it properly and absolutely no optical modding, even if it looks okay.

3) A good testing environment is the mission "Franklin and Lamar" I found. It is the second one, right after the Prologue. After the talk to the doctor, see if your game can pass the entire intro, especially the one showing the amusement park. The game loads a lot of assets there at once, so if you have faulty cars or too large one - you will likely suffer a crash there.

4) If you suspect a vehicle to be at fault for your crashes - divide and conquer. Backup x64e for example and test the game with this folder being vanilla while the other ones are still modded. Once you have found the large container where the faulty vehicle is contained you can go about it however you deem fastest, either keep dividing or work in chucks of N cars.

5) That brings me to a VERY important point: The game keeps some assets in memory! Meaning that if you find the faulty car, replace it and suffer a crash all the same it may be, because the game attempted to load the older assets FROM MEMORY! So to be sure - restart again! To be absolutely sure reboot your machine.

For example say you DEFINITELY found the faulty file. You used d'n'q and arrived at the EXACT car that will crash your stuff. You get it out and crash all the same. TRY AGAIN. It may have remained in the memory! From my experience: I used a tailgater replace once, that was crashing my game. Tracked everything down to that very car. Removed it, used vanilla. Crashed all the same in the mission I described. Rebootet PC, tried 4 times, no crashes. I cannot say WHEN the game keeps things in memory after quitting and which things are not left in memory (depends on how they store things), but depending on your setup it DEFINITELY stores SOME things in memory. Keep an eye on that.

6) D3DERR_DEVICELOST is no error at all. This is the conclusion I draw from investigating it. All it says is that the device is no longer focussed on the game, which happens when you quit. Confusing is the order of logs. Somehow this is printed first, which may have internal reasons (due to how messages are collected, due to priority of error messages etc), but it's just a regular thing WHEN THE GAME QUITS. If you get that and your game does not quit, then the borderless window mode is probably a thing for you, because then losing focus actually becomes a problem. Otherwise don't worry about it.

7) 000000fd / 00000005 / clr.dll / GTAV.exe crash <--- all of these from the event viewer and the error log DO NOT TELL YOU ♥♥♥♥. Can be faulty file, can be you ran our of memory, can be a broken vehicle, can be something else. Forget these messages, they are of no info to you AT ALL. Some people say 00000005 indicates a memory related crash - yeah but a) no one knows that, b) memory related can be A LOT of things. Just ignore these messages. The clr.dll error doesn't mean your .NET Framework is broken, it just means the error was caught there, but that information is useless to you. I had these errors due to faulty cars, due to a too large carpool and due to bad .meta files. It CAN be purely memory related, as the pool-error clearly is, but it doesn't have to.

8) Speaking of which - files such as a faulty dispatch.meta can cause crashes intermittently. Usually when I test I only change ONE variable and then test A LOT. This way I discovered an edit that I did to a dispatch.meta to cause a crash in SOME situations. I had changed dispatch at 3 stars and it crashed only there, but not always and not immediately when you got there. Maybe it was a vehicle spawn, maybe a specific vehicle/ped configuration. Long story short - faulty .meta files can definitely cause crashes and will be by far the hardest to find. If this is what you strongly suspect I fear reinstall, clean remod may be the only option. I know how much it sucks, but given that a change may cause crashes RARELY but not always.. a culprit may be very hard to identify. The only reason I suspected the .meta in question was because I recently edited it. Otherwise there is no chance of tracing that, at least I am not aware of one.

9) Testing. If you saved your game, load it the next day or so and experience a crash shortly after starting and loading it - USE THAT OPPORTUNITY! Your crash MIGHT be reproducible! If so, load again, see if you do about the same things and see if you crash. If it is due to faulty vehicles or too large car pool chances are you may find the error again. In my case I had such an opportunity and discovered the first faulty tailgater. Another such opportunity led me to a reproducible crash at the main police station, with the police version of the Chevrolet Caprice from the 90's (non ELS). Apparently spawning that at police stations caused me to crash (not always, but when it did it could be reproduced), even though I cannot say if it was due to an overly large carpool or due to the car being faulty itself.

10) Speaking of cars. Stay the eff away from both 2018 Audi A8! I know I know, I love them too. I wanted to make them work in my game so, SO badly. But there is just no way. One car is giant (70 or 80MB?) and will screw over your pool, leading to the engine collapsing. I could spawn and drive it normally with any trainer, still experiences intermittent crashes. The other one is somewhat smaller, but it has bugs. You can see them if the car explodes or sometimes when it takes damage. The car model will duplicate.

11) A transition to another thing. If you see cars duplicating their geometry (i.e. spawn a second version of themselves within themselves or close to themselves) upon exploding or taking damage - get rid of those vehicles.

12) If you use car mods as replacers - remember to install a no-tuning-on-ped-cars-mod, otherwise crashes are likely.

13) Many of these tips are applicable to REPLACE, but not applicable to ADDON cars. Simply because ADDON generally doesn't spawn the car in traffic, hence doesn't add it to the carpool, doesn't spawn in peds (so things like carvariations.meta may not come into play) etc. Also a vehicle working when manually spawning it doesn't mean it works as a replacer properly when it spawns in traffic. Case in point, I had a highway patrol police car by POLICESCO that I swapped in for the police bike, which is a bit tricky. Spawned fine when using a trainer, crashed the game if spawned via dispatch. Required me to meddle with carvariations first. Long story short, spawning as a replacer in traffic is not the same as spawning manually in terms of error range.

Hopefully this helps some of you out there, who are stuck debugging this modding-unfriendly, yet awesome piece of gorgeous garbage. Good luck!
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Publicado el: 20 ABR 2015 a las 5:24 a. m.
Mensajes: 32