EDIT: By the way, i am very sorry but it appears to be my client log. NOT the server log, so, i am sorry for posting on the wrong post.
I couldn't open it with anything i had at the moment, so i deleted them. But if i can recreate it, and if you suggest a program, i can look at it.
So, i tried playing for a little time. 30 minutes. And it created another log file (2,8 GB). I opened the file with EmEditor and the error that's repeating seems to be this;
...
Wed Jun 22 18:43:51 2016| GL DBG: HIGH TYPE_ERROR API 1000: glDrawElements has generated an error (GL_INVALID_FRAMEBUFFER_OPERATION)
Wed Jun 22 18:43:51 2016| GL DBG: HIGH TYPE_ERROR API 2162: glDrawElements failed because the currently set GL_DRAW_FRAMEBUFFER binding has incomplete status 'GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER' (GL_INVALID_FRAMEBUFFER_OPERATION)
Wed Jun 22 18:43:51 2016| void IndexedSubSet<Vertex>::render() const [with Vertex = cp::BlockVertex]:65: GLError in glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_INT, 0): GL_INVALID_FRAMEBUFFER_OPERATION
...
And the 2162 Error repeats for 2.8 GB.
I don't know if it's related but i think this is the reason for that error;
...
Wed Jun 22 18:43:51 2016| Depth Texture: frame buffer incomplete!
Wed Jun 22 18:43:51 2016| GL DBG: HIGH TYPE_ERROR API 2162: glClear failed because the currently set GL_DRAW_FRAMEBUFFER binding has incomplete status 'GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER' (GL_INVALID_FRAMEBUFFER_OPERATION)
Wed Jun 22 18:43:51 2016| void Rendering::clear(const Color&):394: GLError in glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT): GL_INVALID_FRAMEBUFFER_OPERATION
Wed Jun 22 18:43:51 2016| "data\shaders\depth.vert":
...
Also, here is the start of the log file. Sorry, because i don't think i can send the file on my internet limit but it's the same error repeating anyway.
...
Wed Jun 22 18:43:43 2016| Client Beta Demo 0.8.5 r4408, running on Windows 8.1+.
Wed Jun 22 18:43:43 2016| CPU: GenuineIntel 2 Cores
Wed Jun 22 18:43:43 2016| Getting display mode... ok
Wed Jun 22 18:43:43 2016| Current display mode: 1366 x 768
Wed Jun 22 18:43:43 2016| Creating settings... loading... ok
Wed Jun 22 18:43:43 2016| Creating client window...Creating window, w: 1366, h: 768... ok
Wed Jun 22 18:43:44 2016| Creating GL context... ok
Wed Jun 22 18:43:44 2016| Setting window mode WindowedSeamless... ok
Wed Jun 22 18:43:44 2016| Creating client window ok
Wed Jun 22 18:43:44 2016| Init shader level... ok
Wed Jun 22 18:43:44 2016| Init rendering... starting rendering... initialize...OpenGL Context Information:
Wed Jun 22 18:43:44 2016| Version: 3.3
Wed Jun 22 18:43:44 2016| VersionString: 3.3.11672 Compatibility Profile/Debug Context
Wed Jun 22 18:43:44 2016| Vendor: ATI Technologies Inc.
Wed Jun 22 18:43:44 2016| Renderer: ATI Mobility Radeon HD 4500/5100 Series
Wed Jun 22 18:43:44 2016| GLSL Version: 3.30
Wed Jun 22 18:43:44 2016| Init GLEW... ok
Wed Jun 22 18:43:44 2016| Init Debug Message Callback... ok
Wed Jun 22 18:43:44 2016| Set VSync... ok
Wed Jun 22 18:43:44 2016| Secure BackBuffer... ok
Wed Jun 22 18:43:44 2016| Init Canvas...Create canvas of size 1366 x 768... ok
Wed Jun 22 18:43:44 2016| Init Canvas ok
Wed Jun 22 18:43:44 2016| Init Refraction Texture... ok
Wed Jun 22 18:43:44 2016| Init Post Processing... ok
Wed Jun 22 18:43:44 2016| Init Debug Renderers... ok
Wed Jun 22 18:43:44 2016| Rendering initialized
Wed Jun 22 18:43:44 2016| Init rendering ok
Wed Jun 22 18:43:44 2016| Check problematic drivers... ok
Wed Jun 22 18:43:44 2016| Init loading screen... ok
...