Jump to content

hedgehogin

Members
  • Posts

    4
  • Joined

  • Last visited

hedgehogin's Achievements

0

Reputation

  1. No not every time it seems to be random. Did a fresh install and it still gets stuck on that loading screen.
  2. It's an Intel integrated graphics chip. I know it's horrible for gaming but it has worked for me in the past and I have never had a blue screen because of a video game.
  3. I ran the demo without any issues, even on my old laptop. Black screen with Loading... in the bottom left while my mouse cursor is a blue spinning wheel. Not really sure what the issue is here. Also I have just gotten a blue screen of death right after launching. I'm using Steam, have already checked file integrity. Also, the client log is here Tue Jan 24 13:28:53 2017| Client started: "C:\Program Files (x86)\Steam\steamapps\common\Avorion\bin\Avorion.exe" "--serverpath=bin/AvorionServer.exe" Tue Jan 24 13:28:53 2017| Client Beta 0.10.1 r7302, running on Windows 8.1+. Tue Jan 24 13:28:53 2017| CPU: GenuineIntel 4 Cores Tue Jan 24 13:28:53 2017| Init Steamworks...Init Steamworks... ok Tue Jan 24 13:28:53 2017| Init Steamworks ok Tue Jan 24 13:28:53 2017| Init SDL2... ok Tue Jan 24 13:28:53 2017| Getting display mode... ok Tue Jan 24 13:28:53 2017| Current display mode: 1366 x 768 Tue Jan 24 13:28:53 2017| Creating settings... loading... ok Tue Jan 24 13:28:54 2017| Creating client window...Detected 1 displays Tue Jan 24 13:28:54 2017| Display 0: x: 0, y: 0, w: 1366, h: 768 Tue Jan 24 13:28:54 2017| Using display 0 Tue Jan 24 13:28:54 2017| Creating window, x: 0, y: 0, w: 1366, h: 768... ok Tue Jan 24 13:28:54 2017| Creating GL context... ok Tue Jan 24 13:28:54 2017| Setting window mode WindowedSeamless... ok Tue Jan 24 13:28:54 2017| Creating client window ok Tue Jan 24 13:28:54 2017| Init rendering... starting rendering... initialize...OpenGL Context Information: Tue Jan 24 13:28:54 2017| Version: 3.1 Tue Jan 24 13:28:54 2017| VersionString: 3.1.0 - Build 9.17.10.4229 Tue Jan 24 13:28:54 2017| Vendor: Intel Tue Jan 24 13:28:54 2017| Renderer: IntelĀ® HD Graphics 3000 Tue Jan 24 13:28:54 2017| GLSL Version: 1.40 - Intel Build 9.17.10.4229 Tue Jan 24 13:28:54 2017| Init GLEW... ok Tue Jan 24 13:28:54 2017| Init Debug Message Callback...No debug information callbacks available. Tue Jan 24 13:28:54 2017| ok Tue Jan 24 13:28:54 2017| Set VSync... ok Tue Jan 24 13:28:54 2017| Secure BackBuffer... ok Tue Jan 24 13:28:54 2017| Init Canvas...Create canvas of size 1366 x 768... ok Tue Jan 24 13:28:54 2017| Init Canvas ok Tue Jan 24 13:28:54 2017| Init Refraction Texture... ok Tue Jan 24 13:28:54 2017| Init Post Processing... ok Tue Jan 24 13:28:54 2017| Init Debug Renderers... ok Tue Jan 24 13:28:54 2017| Rendering initialized Tue Jan 24 13:28:54 2017| Init rendering ok Tue Jan 24 13:28:54 2017| Check problematic drivers...Intel onboard graphics detected. These devices' OpenGL drivers can cause trouble with Avorion, since it's still in an early stage. Tue Jan 24 13:28:54 2017| If you run into graphics issues, please report them as a bug so we can fix them. Tue Jan 24 13:28:54 2017| Avorion will still try to run and do its best. Tue Jan 24 13:29:19 2017| ok Tue Jan 24 13:29:19 2017| Init shader level... ok Tue Jan 24 13:29:19 2017| Init loading screen... ok Tue Jan 24 13:29:19 2017| Draw first loading screen..."data\shaders\text.vert": Tue Jan 24 13:29:19 2017| No errors. Tue Jan 24 13:29:19 2017| 1| #version 130 Tue Jan 24 13:29:19 2017| 2| #define LOW Tue Jan 24 13:29:19 2017| 3| #define VERTEX_SHADER Tue Jan 24 13:29:19 2017| 4| #ifdef HIGH Tue Jan 24 13:29:19 2017| 5| #ifdef VERTEX_SHADER Tue Jan 24 13:29:19 2017| 6| layout(location = 0) in vec3 vPosition; Tue Jan 24 13:29:19 2017| 7| layout(location = 1) in vec3 vNormal; Tue Jan 24 13:29:19 2017| 8| layout(location = 2) in vec2 vTex; Tue Jan 24 13:29:19 2017| 9| layout(location = 3) in vec4 vColor; Tue Jan 24 13:29:19 2017| 10| layout(location = 4) in uint vIndex; Tue Jan 24 13:29:19 2017| 11| layout(location = 5) in uint vInstancedIndex; Tue Jan 24 13:29:19 2017| 12| layout(location = 6) in float vSize; Tue Jan 24 13:29:19 2017| 13| layout(location = 7) in vec3 vTangent; Tue Jan 24 13:29:19 2017| 14| layout(location = 8) in vec3 vBitangent; Tue Jan 24 13:29:19 2017| 15| layout(location = 9) in vec4 vUtil0; Tue Jan 24 13:29:19 2017| 16| layout(location = 10) in vec4 vUtil1; Tue Jan 24 13:29:19 2017| 17| layout(location = 11) in vec4 vUtil2; Tue Jan 24 13:29:19 2017| 18| layout(location = 12) in vec4 vUtil3; Tue Jan 24 13:29:19 2017| 19| layout(location = 13) in vec2 vTexWorld; Tue Jan 24 13:29:19 2017| 20| layout(location = 14) in vec3 vLight; Tue Jan 24 13:29:19 2017| 21| #endif // VERTEX_SHADER Tue Jan 24 13:29:19 2017| 22| Tue Jan 24 13:29:19 2017| 23| #ifdef FRAGMENT_SHADER Tue Jan 24 13:29:19 2017| 24| layout(location = 0) out vec4 outFragColor; Tue Jan 24 13:29:19 2017| 25| Tue Jan 24 13:29:19 2017| 26| #if defined(DEFERRED) Tue Jan 24 13:29:19 2017| 27| layout(location = 1) out vec4 outNormalColor; Tue Jan 24 13:29:19 2017| 28| layout(location = 2) out vec4 outPositionColor; Tue Jan 24 13:29:19 2017| 29| #endif // DEFERRED Tue Jan 24 13:29:19 2017| 30| #endif // FRAGMENT_SHADER Tue Jan 24 13:29:19 2017| 31| #else Tue Jan 24 13:29:19 2017| 32| Tue Jan 24 13:29:19 2017| 33| out vec4 outFragColor; Tue Jan 24 13:29:19 2017| 34| Tue Jan 24 13:29:19 2017| 35| #ifdef VERTEX_SHADER Tue Jan 24 13:29:19 2017| 36| in vec3 vPosition; Tue Jan 24 13:29:19 2017| 37| in vec3 vNormal; Tue Jan 24 13:29:19 2017| 38| in vec2 vTex; Tue Jan 24 13:29:19 2017| 39| in vec4 vColor; Tue Jan 24 13:29:19 2017| 40| in float vIndex; Tue Jan 24 13:29:19 2017| 41| in float vInstancedIndex; Tue Jan 24 13:29:19 2017| 42| in float vSize; Tue Jan 24 13:29:19 2017| 43| in vec3 vTangent; Tue Jan 24 13:29:19 2017| 44| in vec3 vBitangent; Tue Jan 24 13:29:19 2017| 45| in vec4 vUtil0; Tue Jan 24 13:29:19 2017| 46| in vec4 vUtil1; Tue Jan 24 13:29:19 2017| 47| in vec4 vUtil2; Tue Jan 24 13:29:19 2017| 48| in vec4 vUtil3; Tue Jan 24 13:29:19 2017| 49| in vec2 vTexWorld; Tue Jan 24 13:29:19 2017| 50| in vec3 vLight; Tue Jan 24 13:29:19 2017| 51| #endif // VERTEX_SHADER Tue Jan 24 13:29:19 2017| 52| Tue Jan 24 13:29:19 2017| 53| #endif // HIGH Tue Jan 24 13:29:19 2017| 54| Tue Jan 24 13:29:19 2017| 55| #define NORMAL_MAPPING Tue Jan 24 13:29:19 2017| 56| Tue Jan 24 13:29:19 2017| 57| float aberration = 0.06; Tue Jan 24 13:29:19 2017| 58| Tue Jan 24 13:29:19 2017| 59| Tue Jan 24 13:29:19 2017| 60| uniform vec2 textPosition; Tue Jan 24 13:29:19 2017| 61| Tue Jan 24 13:29:19 2017| 62| out vec4 color; Tue Jan 24 13:29:19 2017| 63| out vec2 texCoord; Tue Jan 24 13:29:19 2017| 64| out vec3 position; Tue Jan 24 13:29:19 2017| 65| Tue Jan 24 13:29:19 2017| 66| void main(void) Tue Jan 24 13:29:19 2017| 67| { Tue Jan 24 13:29:19 2017| 68| gl_Position.xyz = vPosition + vec3(textPosition, 0); Tue Jan 24 13:29:19 2017| 69| gl_Position.w = 1.0; Tue Jan 24 13:29:19 2017| 70| Tue Jan 24 13:29:19 2017| 71| color = vColor; Tue Jan 24 13:29:19 2017| 72| texCoord = vTex; Tue Jan 24 13:29:19 2017| 73| position = vPosition; Tue Jan 24 13:29:19 2017| 74| } Tue Jan 24 13:29:19 2017| 75| Tue Jan 24 13:29:19 2017| 76| Tue Jan 24 13:29:19 2017| "data\shaders\text.frag": Tue Jan 24 13:29:19 2017| No errors. Thank you!
×
×
  • Create New...