Gymnorhinus Posted January 25, 2017 Share Posted January 25, 2017 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 Link to comment Share on other sites More sharing options...
Boxelware Team koonschi Posted January 25, 2017 Boxelware Team Share Posted January 25, 2017 What kind of GPU do you have? Do you have the latest drivers installed? Link to comment Share on other sites More sharing options...
Gymnorhinus Posted January 26, 2017 Author Share Posted January 26, 2017 I have ati radeon hd 6370m 1gb vram and yes, drivers should be up to date. Link to comment Share on other sites More sharing options...
Boxelware Team koonschi Posted January 26, 2017 Boxelware Team Share Posted January 26, 2017 Can you send me the log file from the crash? It's located in your %appdata%\Avorion folder. Link to comment Share on other sites More sharing options...
Gymnorhinus Posted January 26, 2017 Author Share Posted January 26, 2017 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| Link to comment Share on other sites More sharing options...
DanteVale Posted January 26, 2017 Share Posted January 26, 2017 hi, have the same problem. the server crasht 2 times at the last 3 day's in singelplayer. all stuff gone. what can i do to bring it back ? Link to comment Share on other sites More sharing options...
Boxelware Team koonschi Posted January 26, 2017 Boxelware Team Share Posted January 26, 2017 I need the full log, sadly. Can you use pastebin? Link to comment Share on other sites More sharing options...
DanteVale Posted January 26, 2017 Share Posted January 26, 2017 i hope its the right one serverlog_Thu_Jan_26_20-59-01_2017.txt Link to comment Share on other sites More sharing options...
Gymnorhinus Posted January 26, 2017 Author Share Posted January 26, 2017 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: serverlog_Wed_Jan_25_18-45-48_2017.txt serverlog_Thu_Jan_26_23-41-20_2017.txt Link to comment Share on other sites More sharing options...
thedamngod Posted January 26, 2017 Share Posted January 26, 2017 Do you use Dropbox, Google Drive, Box, OneDrive or other similar file syncing/hosting services? They should all support public linking to files and you might try one of those. Link to comment Share on other sites More sharing options...
Boxelware Team koonschi Posted January 26, 2017 Boxelware Team Share Posted January 26, 2017 Those are the server logs, I'd need the client logs. You can mail them to support@avorion.net as a zip. Link to comment Share on other sites More sharing options...
Gymnorhinus Posted January 26, 2017 Author Share Posted January 26, 2017 Done. Link to comment Share on other sites More sharing options...
Boxelware Team koonschi Posted January 27, 2017 Boxelware Team Share Posted January 27, 2017 DanteVale: The issue you're having will be resolved soon. Link to comment Share on other sites More sharing options...
DanteVale Posted January 27, 2017 Share Posted January 27, 2017 and how to get my ship now back, with all the equipment ? Link to comment Share on other sites More sharing options...
Gymnorhinus Posted January 27, 2017 Author Share Posted January 27, 2017 Did You get my e-mail with logs? Link to comment Share on other sites More sharing options...
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