Gymnorhinus
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Game Crashes
in Bugs
Done.
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Game Crashes
in Bugs
I can't :'( pastebin have restristion to 512kb, this log have over 9000 (literally 10mb) :-\ maybe e-mail or something?
I even have one 41 428 ;D
Im stupid af, here its goes:
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Game Crashes
in Bugs
How? Just copy and paste here? I cant do this in attachment becouse of size restrictions :/ I will paste it into spoiler (only end of it)
Wed Jan 25 23:48:10 2017| Vertex Shader:
Wed Jan 25 23:48:10 2017| 1| #version 130
Wed Jan 25 23:48:10 2017| 2| #define LOW
Wed Jan 25 23:48:10 2017| 3| #define VERTEX_SHADER
Wed Jan 25 23:48:10 2017| 4| #ifdef HIGH
Wed Jan 25 23:48:10 2017| 5| #ifdef VERTEX_SHADER
Wed Jan 25 23:48:10 2017| 6| layout(location = 0) in vec3 vPosition;
Wed Jan 25 23:48:10 2017| 7| layout(location = 1) in vec3 vNormal;
Wed Jan 25 23:48:10 2017| 8| layout(location = 2) in vec2 vTex;
Wed Jan 25 23:48:10 2017| 9| layout(location = 3) in vec4 vColor;
Wed Jan 25 23:48:10 2017| 10| layout(location = 4) in uint vIndex;
Wed Jan 25 23:48:10 2017| 11| layout(location = 5) in uint vInstancedIndex;
Wed Jan 25 23:48:10 2017| 12| layout(location = 6) in float vSize;
Wed Jan 25 23:48:10 2017| 13| layout(location = 7) in vec3 vTangent;
Wed Jan 25 23:48:10 2017| 14| layout(location = 8) in vec3 vBitangent;
Wed Jan 25 23:48:10 2017| 15| layout(location = 9) in vec4 vUtil0;
Wed Jan 25 23:48:10 2017| 16| layout(location = 10) in vec4 vUtil1;
Wed Jan 25 23:48:10 2017| 17| layout(location = 11) in vec4 vUtil2;
Wed Jan 25 23:48:10 2017| 18| layout(location = 12) in vec4 vUtil3;
Wed Jan 25 23:48:10 2017| 19| layout(location = 13) in vec2 vTexWorld;
Wed Jan 25 23:48:10 2017| 20| layout(location = 14) in vec3 vLight;
Wed Jan 25 23:48:10 2017| 21| #endif // VERTEX_SHADER
Wed Jan 25 23:48:10 2017| 22|
Wed Jan 25 23:48:10 2017| 23| #ifdef FRAGMENT_SHADER
Wed Jan 25 23:48:10 2017| 24| layout(location = 0) out vec4 outFragColor;
Wed Jan 25 23:48:10 2017| 25|
Wed Jan 25 23:48:10 2017| 26| #if defined(DEFERRED)
Wed Jan 25 23:48:10 2017| 27| layout(location = 1) out vec4 outNormalColor;
Wed Jan 25 23:48:10 2017| 28| layout(location = 2) out vec4 outPositionColor;
Wed Jan 25 23:48:10 2017| 29| #endif // DEFERRED
Wed Jan 25 23:48:10 2017| 30| #endif // FRAGMENT_SHADER
Wed Jan 25 23:48:10 2017| 31| #else
Wed Jan 25 23:48:10 2017| 32|
Wed Jan 25 23:48:10 2017| 33| out vec4 outFragColor;
Wed Jan 25 23:48:10 2017| 34|
Wed Jan 25 23:48:10 2017| 35| #ifdef VERTEX_SHADER
Wed Jan 25 23:48:10 2017| 36| in vec3 vPosition;
Wed Jan 25 23:48:10 2017| 37| in vec3 vNormal;
Wed Jan 25 23:48:10 2017| 38| in vec2 vTex;
Wed Jan 25 23:48:10 2017| 39| in vec4 vColor;
Wed Jan 25 23:48:10 2017| 40| in float vIndex;
Wed Jan 25 23:48:10 2017| 41| in float vInstancedIndex;
Wed Jan 25 23:48:10 2017| 42| in float vSize;
Wed Jan 25 23:48:10 2017| 43| in vec3 vTangent;
Wed Jan 25 23:48:10 2017| 44| in vec3 vBitangent;
Wed Jan 25 23:48:10 2017| 45| in vec4 vUtil0;
Wed Jan 25 23:48:10 2017| 46| in vec4 vUtil1;
Wed Jan 25 23:48:10 2017| 47| in vec4 vUtil2;
Wed Jan 25 23:48:10 2017| 48| in vec4 vUtil3;
Wed Jan 25 23:48:10 2017| 49| in vec2 vTexWorld;
Wed Jan 25 23:48:10 2017| 50| in vec3 vLight;
Wed Jan 25 23:48:10 2017| 51| #endif // VERTEX_SHADER
Wed Jan 25 23:48:10 2017| 52|
Wed Jan 25 23:48:10 2017| 53| #endif // HIGH
Wed Jan 25 23:48:10 2017| 54|
Wed Jan 25 23:48:10 2017| 55| #define NORMAL_MAPPING
Wed Jan 25 23:48:10 2017| 56|
Wed Jan 25 23:48:10 2017| 57| float aberration = 0.06;
Wed Jan 25 23:48:10 2017| 58|
Wed Jan 25 23:48:10 2017| 59|
Wed Jan 25 23:48:10 2017| 60| uniform mat4 mWorldViewProjection;
Wed Jan 25 23:48:10 2017| 61|
Wed Jan 25 23:48:10 2017| 62| uniform vec3 eye;
Wed Jan 25 23:48:10 2017| 63| uniform float screenHeight;
Wed Jan 25 23:48:10 2017| 64|
Wed Jan 25 23:48:10 2017| 65| out vec4 color;
Wed Jan 25 23:48:10 2017| 66|
Wed Jan 25 23:48:10 2017| 67| void main(void)
Wed Jan 25 23:48:10 2017| 68| {
Wed Jan 25 23:48:10 2017| 69| gl_Position = mWorldViewProjection * vec4(vPosition, 1.0);
Wed Jan 25 23:48:10 2017| 70| gl_PointSize = screenHeight * vSize / gl_Position.w * 2.0f;
Wed Jan 25 23:48:10 2017| 71|
Wed Jan 25 23:48:10 2017| 72| color = vColor;
Wed Jan 25 23:48:10 2017| 73| }
Wed Jan 25 23:48:10 2017| 74|
Wed Jan 25 23:48:10 2017| 75|
Wed Jan 25 23:48:10 2017| Fragment Shader:
Wed Jan 25 23:48:10 2017| 1| #version 130
Wed Jan 25 23:48:10 2017| 2| #define LOW
Wed Jan 25 23:48:10 2017| 3| #define FRAGMENT_SHADER
Wed Jan 25 23:48:10 2017| 4|
Wed Jan 25 23:48:10 2017| 5| #ifdef HIGH
Wed Jan 25 23:48:10 2017| 6| #ifdef VERTEX_SHADER
Wed Jan 25 23:48:10 2017| 7| layout(location = 0) in vec3 vPosition;
Wed Jan 25 23:48:10 2017| 8| layout(location = 1) in vec3 vNormal;
Wed Jan 25 23:48:10 2017| 9| layout(location = 2) in vec2 vTex;
Wed Jan 25 23:48:10 2017| 10| layout(location = 3) in vec4 vColor;
Wed Jan 25 23:48:10 2017| 11| layout(location = 4) in uint vIndex;
Wed Jan 25 23:48:10 2017| 12| layout(location = 5) in uint vInstancedIndex;
Wed Jan 25 23:48:10 2017| 13| layout(location = 6) in float vSize;
Wed Jan 25 23:48:10 2017| 14| layout(location = 7) in vec3 vTangent;
Wed Jan 25 23:48:10 2017| 15| layout(location = 8) in vec3 vBitangent;
Wed Jan 25 23:48:10 2017| 16| layout(location = 9) in vec4 vUtil0;
Wed Jan 25 23:48:10 2017| 17| layout(location = 10) in vec4 vUtil1;
Wed Jan 25 23:48:10 2017| 18| layout(location = 11) in vec4 vUtil2;
Wed Jan 25 23:48:10 2017| 19| layout(location = 12) in vec4 vUtil3;
Wed Jan 25 23:48:10 2017| 20| layout(location = 13) in vec2 vTexWorld;
Wed Jan 25 23:48:10 2017| 21| layout(location = 14) in vec3 vLight;
Wed Jan 25 23:48:10 2017| 22| #endif // VERTEX_SHADER
Wed Jan 25 23:48:10 2017| 23|
Wed Jan 25 23:48:10 2017| 24| #ifdef FRAGMENT_SHADER
Wed Jan 25 23:48:10 2017| 25| layout(location = 0) out vec4 outFragColor;
Wed Jan 25 23:48:10 2017| 26|
Wed Jan 25 23:48:10 2017| 27| #if defined(DEFERRED)
Wed Jan 25 23:48:10 2017| 28| layout(location = 1) out vec4 outNormalColor;
Wed Jan 25 23:48:10 2017| 29| layout(location = 2) out vec4 outPositionColor;
Wed Jan 25 23:48:10 2017| 30| #endif // DEFERRED
Wed Jan 25 23:48:10 2017| 31| #endif // FRAGMENT_SHADER
Wed Jan 25 23:48:10 2017| 32| #else
Wed Jan 25 23:48:10 2017| 33|
Wed Jan 25 23:48:10 2017| 34| out vec4 outFragColor;
Wed Jan 25 23:48:10 2017| 35|
Wed Jan 25 23:48:10 2017| 36| #ifdef VERTEX_SHADER
Wed Jan 25 23:48:10 2017| 37| in vec3 vPosition;
Wed Jan 25 23:48:10 2017| 38| in vec3 vNormal;
Wed Jan 25 23:48:10 2017| 39| in vec2 vTex;
Wed Jan 25 23:48:10 2017| 40| in vec4 vColor;
Wed Jan 25 23:48:10 2017| 41| in float vIndex;
Wed Jan 25 23:48:10 2017| 42| in float vInstancedIndex;
Wed Jan 25 23:48:10 2017| 43| in float vSize;
Wed Jan 25 23:48:10 2017| 44| in vec3 vTangent;
Wed Jan 25 23:48:10 2017| 45| in vec3 vBitangent;
Wed Jan 25 23:48:10 2017| 46| in vec4 vUtil0;
Wed Jan 25 23:48:10 2017| 47| in vec4 vUtil1;
Wed Jan 25 23:48:10 2017| 48| in vec4 vUtil2;
Wed Jan 25 23:48:10 2017| 49| in vec4 vUtil3;
Wed Jan 25 23:48:10 2017| 50| in vec2 vTexWorld;
Wed Jan 25 23:48:10 2017| 51| in vec3 vLight;
Wed Jan 25 23:48:10 2017| 52| #endif // VERTEX_SHADER
Wed Jan 25 23:48:10 2017| 53|
Wed Jan 25 23:48:10 2017| 54| #endif // HIGH
Wed Jan 25 23:48:10 2017| 55|
Wed Jan 25 23:48:10 2017| 56| #define NORMAL_MAPPING
Wed Jan 25 23:48:10 2017| 57|
Wed Jan 25 23:48:10 2017| 58| float aberration = 0.06;
Wed Jan 25 23:48:10 2017| 59|
Wed Jan 25 23:48:10 2017| 60|
Wed Jan 25 23:48:10 2017| 61| in vec4 color;
Wed Jan 25 23:48:10 2017| 62|
Wed Jan 25 23:48:10 2017| 63|
Wed Jan 25 23:48:10 2017| 64|
Wed Jan 25 23:48:10 2017| 65| void main()
Wed Jan 25 23:48:10 2017| 66| {
Wed Jan 25 23:48:10 2017| 67| float light = 1.0f - clamp(distance(gl_PointCoord, vec2(0.5, 0.5)) * 2.0, 0.0, 1.0);
Wed Jan 25 23:48:10 2017| 68| light = light * light * light;
Wed Jan 25 23:48:10 2017| 69| light /= 1.5f;
Wed Jan 25 23:48:10 2017| 70|
Wed Jan 25 23:48:10 2017| 71| outFragColor = vec4(light, light, light, 1) * color;
Wed Jan 25 23:48:10 2017| 72| }
Wed Jan 25 23:48:10 2017| 73|
Wed Jan 25 23:48:10 2017| Error:
Wed Jan 25 23:48:10 2017| Fragment shader(s) linked, vertex shader(s) linked.
Wed Jan 25 23:48:10 2017|
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Game Crashes
in Bugs
I have ati radeon hd 6370m 1gb vram and yes, drivers should be up to date.
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Game Crashes
in Bugs
Hi,
I have problem with game, in specific areas, somtimes works great but sometimes when i jump to another sector i get error like this in attachment, and every time i load this save the same issue :'( i have opengl 4.0 so it should working. ati amd radeon 6470m 1gb 3gb and some double core cpu i guess intel pentium. Do you know how can i fix it? Sorry for my bad english. :P
Game Crashes
in Bugs
Posted
Did You get my e-mail with logs?