Jibberish

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Everything posted by Jibberish

  1. Serenity is on the Epic server system. You need to use an epic portal to cross to the Freedom isles. If I remember correctly, if you're using an epic portal for the first time, you can choose to go directly to Exodus.
  2. Yes, this would be mighty useful. +1 I like the idea of loading it as cargo tho towing would be more realistic.
  3. Definitely make it easier to keep large areas pretty and woodsy. +1
  4. I actually like this, it would be much funner too. +1
  5. I think this would be useful, instead of having to add every friend individually, just let all friends open doors and chill, instead of being able to take everything cause they're on the writ, dirty rotten scoundrels. +1
  6. +1, yes, let's give that papyrus an actual use.
  7. +1 with a timer and not getting the mine door back.
  8. Yeah, as fun as it is sifting through inventory to repair a tool, I have to +1 this.
  9. Just because you can lead a hellhorse does not mean you should.
  10. Congratulations, you found a bug in the test client: <Unable to load texture data from graphics.jar:texture/terrain/marblevein_512.png> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Time is Mon Mar 10 09:50:45 CDT 2014 Running client version 3.4 === System information === Executing from C:\Windows\system32\ Operating system: Windows 7 (arch: x86, version: 6.1) Java version: 1.7.0_51 (Oracle Corporation) <http://java.oracle.com/> Jvm version: 24.51-b03 (Oracle Corporation) [Java HotSpot Client VM] Available CPUs: 8 >>> Main thread exiting. Loading character Jibberish Loading config Loading props file C:\Users\USERNAME\wurm\configs\gamesettings.txt Loading props file C:\Users\USERNAME\wurm\players\Jibberish\password.txt >>> LoginFrame queue entry exiting. Loading character Genevieve Loading config default Loading props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt Loading props file C:\Users\USERNAME\wurm\players\Genevieve\password.txt Saving props file C:\Users\USERNAME\wurm\players\Genevieve\password.txt Saving props file C:\Users\USERNAME\wurm\configs\default\gamesettings.txt Loaded pack sound.jar (r1) Loaded pack pmk.jar (r1802) Loaded pack graphics.jar (r1813) Options up-to-date! Loading props file C:\Users\USERNAME\wurm\players\Genevieve\playerdata.txt Loading props file C:\Users\USERNAME\wurm\players\Genevieve\stats.txt Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Genevieve.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false cloud_shadows = false collada_animations = 3 color_black = 0.0,0.0,0.0 color_cyan = 0.0,1.0,1.0 color_error = 1.0,0.3,0.3 color_fuchsia = 1.0,0.0,1.0 color_green = 0.08,1.0,0.08 color_grey = 0.5,0.5,0.5 color_lime = 0.0,1.0,0.0 color_maroon = 0.5,0.0,0.0 color_navy_blue = 0.23,0.39,1.0 color_orange = 1.0,0.5,0.0 color_purple = 0.5,0.0,0.5 color_red = 1.0,0.0,0.0 color_royal_blue = 0.23,0.39,1.0 color_silver = 0.75,0.75,0.75 color_system = 0.5,1.0,0.5 color_teal = 0.0,0.5,0.5 color_white = 1.0,1.0,1.0 color_yellow = 1.0,1.0,0.0 compressed_textures = false compressed_textures_S3TC = true contribution_culling = 150 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 Mar 10, 2014 9:50:53 AM class.hKiQxUFMJO run INFO: PostRequest parameters: [name=v, value=1, name=tid, value=UA-44537377-1, name=cid, value=b50664db-be02-4327-ae26-14d80826677e, name=t, value=event, name=an, value=Wurm Client, name=av, value=3.4, name=ec, value=Churn, name=ea, value=collect, name=el, value=Startup, name=ev, value=true, name=cd01, value=-2000124884] customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:false:0:1024:768:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = false enable_vsync = true engine_multithreaded = 0 event_log_rotation = 2 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 11 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 60 fps_limit_background = 30 fps_limit_enabled = true game_client_thread_priority = 2 glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = false hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = false high_res_binoculars = false hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = false lod_1 = 16 lod_2 = 32 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 3 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 multidraw_enabled = 2 no_brightness = false no_terrain_render = false no_world_render = false non_power_of_two = 2 occlusion_queries_enabled = 2 offscreen_texture_size = 1 other_log_rotation = 2 outline_picking = true player_texture_size = 2 reflection_texture_size = 2 reflections = 2 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = true resident_models = false save_skills_on_quit = false screenshot_file_format = 1 season_override = 0 send_extra_tile_data = false setting_timestamps = true settings_version = 3 shadow_level = 0 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 3 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 5 sound_play_ambients = true sound_play_buzz = true sound_play_combat = true sound_play_door = true sound_play_emotes = true sound_play_footsteps = true sound_play_music = true sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 0 test_attach_equipment = false test_mode = 0 tile_transitions = true tiledecorations = 0 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 0 use_color_picking = true use_fast_clock_work_around = true use_fbo_color_picking = true use_nagles_algorithm = false use_nano_timer = false use_non_alpha_particles = true use_phobia_models = false use_tree_models = true use_weather_particles = true vbo_enabled = 2 viewport_bob = true water_detail = 2 Setting up dotXSI Model Loader Mar 10, 2014 9:50:53 AM class.hKiQxUFMJO run INFO: Event successfully posted to Google Analytics Setting up Collada Model Loader Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt Translating legacy key ENTER to RETURN Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT java.io.IOException: font.sign not found at class.On33p9XeBp.Ma4vZ9hcx8(SourceFile:153) at class.LSp1tq8Vlm.<clinit>(SourceFile:35) at class.RTIFFtAKav.<init>(SourceFile:274) at com.wurmonline.client.XU4A7KzrWy.<init>(SourceFile:175) at com.wurmonline.client.XU4A7KzrWy.Ma4vZ9hcx8(SourceFile:1449) at class.oc3EFCqMT4.iSx4WIvakA(SourceFile:874) at class.v6QlsGFRds.actionPerformed(SourceFile:1069) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$200(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Word filter loaded: 23 java.lang.NullPointerException at class.rJqDsG5Ivs.Ma4vZ9hcx8(SourceFile:480) at class.rJqDsG5Ivs.Ma4vZ9hcx8(SourceFile:468) at class.rJqDsG5Ivs.<init>(SourceFile:58) at class.joNJHpe4lN.<init>(SourceFile:13) at class.RTIFFtAKav.<init>(SourceFile:453) at com.wurmonline.client.XU4A7KzrWy.<init>(SourceFile:175) at com.wurmonline.client.XU4A7KzrWy.Ma4vZ9hcx8(SourceFile:1449) at class.oc3EFCqMT4.iSx4WIvakA(SourceFile:874) at class.v6QlsGFRds.actionPerformed(SourceFile:1069) at javax.swing.AbstractButton.fireActionPerformed(Unknown Source) at javax.swing.AbstractButton$Handler.actionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.fireActionPerformed(Unknown Source) at javax.swing.DefaultButtonModel.setPressed(Unknown Source) at javax.swing.plaf.basic.BasicButtonListener.mouseReleased(Unknown Source) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEventImpl(Unknown Source) at java.awt.EventQueue.access$200(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.awt.EventQueue$3.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.awt.EventQueue$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Starting job manager with 7 worker threads >>> Launch queue entry exiting. Using LWJGL display 1024:768:0:0 (false) Setting up OpenAL Sound Engine OpenAL version: 1.1 ALSOFT 1.15.1 OpenAL renderer: OpenAL Soft OpenAL vendor: OpenAL Community OpenAL extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency Generating: 128 source channels. === OpenGL information === LWJGL version: 2.9.1 Adapter info: nvd3dumx,nvwgf2umx,nvwgf2umx (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce GTS 250/PCIe/SSE2 OpenGL version: 3.3.0 OpenGL extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control GLSL version: 3.30 NVIDIA via Cg compiler GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 2048 (2048) GLSL max varyings: 60 (60) Loaded vertex shader shader.white.vertex Loaded pixel shader shader.white.fragment Updated attributes for 'program.white': 1 active Updating uniforms for 'program.white' Updated uniforms for 'program.white': 0 active (1) Loaded program program.white Loaded material material.mesh.default Loaded vertex shader shader.skin_tex0.1_light.vertex Loaded pixel shader shader.tex0+light.1_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0.1_light': 6 active Updating uniforms for 'program.skin_tex0.1_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1 Updated uniforms for 'program.skin_tex0.1_light': 2 active (16) Loaded program program.skin_tex0.1_light Loaded vertex shader shader.skin_tex0.2_light.vertex Loaded pixel shader shader.tex0+light.2_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0.2_light': 6 active Updating uniforms for 'program.skin_tex0.2_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1 Updated uniforms for 'program.skin_tex0.2_light': 2 active (40) Loaded program program.skin_tex0.2_light Loaded vertex shader shader.skin_tex0.3_light.vertex Loaded pixel shader shader.tex0+light.3_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0.3_light': 6 active Updating uniforms for 'program.skin_tex0.3_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1 Updated uniforms for 'program.skin_tex0.3_light': 2 active (43) Loaded program program.skin_tex0.3_light Loaded vertex shader shader.skin_tex0.4_light.vertex Loaded pixel shader shader.tex0+light.4_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0.4_light': 6 active Updating uniforms for 'program.skin_tex0.4_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1 Updated uniforms for 'program.skin_tex0.4_light': 2 active (46) Loaded program program.skin_tex0.4_light Loaded vertex shader shader.skin_tex0.5_light.vertex Loaded pixel shader shader.tex0+light.5_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0.5_light': 6 active Updating uniforms for 'program.skin_tex0.5_light' Array : bones : loc 0 : type 35666 : size 200 Single: tex0 : loc 200 : type 35678 : size 1 Updated uniforms for 'program.skin_tex0.5_light': 2 active (49) Loaded program program.skin_tex0.5_light Loaded vertex shader shader.skin_tex0.6_light.vertex Loaded pixel shader shader.tex0+light.6_light.fragment Unable to link program (program.skin_tex0.6_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 28455: -- error message -- line 682, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic bones #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : Unable to load material program: material.mesh.skin : program.skin_tex0.6_light Loaded vertex shader shader.skin_tex0.7_light.vertex Loaded pixel shader shader.tex0+light.7_light.fragment Unable to link program (program.skin_tex0.7_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 29311: -- error message -- line 715, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic bones #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : Unable to load material program: material.mesh.skin : program.skin_tex0.7_light Loaded vertex shader shader.skin_tex0.8_light.vertex Loaded pixel shader shader.tex0+light.8_light.fragment Unable to link program (program.skin_tex0.8_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 30167: -- error message -- line 748, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic bones #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : Unable to load material program: material.mesh.skin : program.skin_tex0.8_light Loaded material material.mesh.skin Loaded vertex shader shader.skin_solid.vertex Loaded pixel shader shader.col.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_solid': 4 active Updating uniforms for 'program.skin_solid' Array : bones : loc 0 : type 35666 : size 200 Updated uniforms for 'program.skin_solid': 1 active (2) Loaded program program.skin_solid Loaded material material.mesh.skin_solid Loaded pixel shader shader.tex0+light+rarity.1_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0_rare.1_light': 6 active Updating uniforms for 'program.skin_tex0_rare.1_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1 Updated uniforms for 'program.skin_tex0_rare.1_light': 4 active (18) Loaded program program.skin_tex0_rare.1_light Loaded pixel shader shader.tex0+light+rarity.2_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0_rare.2_light': 6 active Updating uniforms for 'program.skin_tex0_rare.2_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1 Updated uniforms for 'program.skin_tex0_rare.2_light': 4 active (42) Loaded program program.skin_tex0_rare.2_light Loaded pixel shader shader.tex0+light+rarity.3_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0_rare.3_light': 6 active Updating uniforms for 'program.skin_tex0_rare.3_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1 Updated uniforms for 'program.skin_tex0_rare.3_light': 4 active (45) Loaded program program.skin_tex0_rare.3_light Loaded pixel shader shader.tex0+light+rarity.4_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0_rare.4_light': 6 active Updating uniforms for 'program.skin_tex0_rare.4_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1 Updated uniforms for 'program.skin_tex0_rare.4_light': 4 active (48) Loaded program program.skin_tex0_rare.4_light Loaded pixel shader shader.tex0+light+rarity.5_light.fragment Bind attribute: vIndex Bind attribute: vWeight Updated attributes for 'program.skin_tex0_rare.5_light': 6 active Updating uniforms for 'program.skin_tex0_rare.5_light' Array : bones : loc 0 : type 35666 : size 200 Single: rarity : loc 200 : type 35666 : size 1 Single: tex0 : loc 201 : type 35678 : size 1 Single: time : loc 202 : type 35666 : size 1 Updated uniforms for 'program.skin_tex0_rare.5_light': 4 active (51) Loaded program program.skin_tex0_rare.5_light Loaded vertex shader shader.skin_tex0.6_light.vertex Loaded pixel shader shader.tex0+light+rarity.6_light.fragment Unable to link program (program.skin_tex0_rare.6_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 28455: -- error message -- line 682, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic bones #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : Unable to load material program: material.mesh.skin_rare : program.skin_tex0_rare.6_light Loaded vertex shader shader.skin_tex0.7_light.vertex Loaded pixel shader shader.tex0+light+rarity.7_light.fragment Unable to link program (program.skin_tex0_rare.7_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 29311: -- error message -- line 715, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic bones #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : Unable to load material program: material.mesh.skin_rare : program.skin_tex0_rare.7_light Loaded vertex shader shader.skin_tex0.8_light.vertex Loaded pixel shader shader.tex0+light+rarity.8_light.fragment Unable to link program (program.skin_tex0_rare.8_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 30167: -- error message -- line 748, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic bones #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[200], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[203], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[207] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[208] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[208] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : Unable to load material program: material.mesh.skin_rare : program.skin_tex0_rare.8_light Loaded material material.mesh.skin_rare Loaded vertex shader shader.static_tex0.1_light.vertex Updated attributes for 'program.static_tex0.1_light': 4 active Updating uniforms for 'program.static_tex0.1_light' Single: tex0 : loc 0 : type 35678 : size 1 Updated uniforms for 'program.static_tex0.1_light': 1 active (15) Loaded program program.static_tex0.1_light Loaded vertex shader shader.static_tex0.2_light.vertex Updated attributes for 'program.static_tex0.2_light': 4 active Updating uniforms for 'program.static_tex0.2_light' Single: tex0 : loc 0 : type 35678 : size 1 Updated uniforms for 'program.static_tex0.2_light': 1 active (39) Loaded program program.static_tex0.2_light Loaded vertex shader shader.static_tex0.3_light.vertex Updated attributes for 'program.static_tex0.3_light': 4 active Updating uniforms for 'program.static_tex0.3_light' Single: tex0 : loc 0 : type 35678 : size 1 Updated uniforms for 'program.static_tex0.3_light': 1 active (42) Loaded program program.static_tex0.3_light Loaded vertex shader shader.static_tex0.4_light.vertex Updated attributes for 'program.static_tex0.4_light': 4 active Updating uniforms for 'program.static_tex0.4_light' Single: tex0 : loc 0 : type 35678 : size 1 Updated uniforms for 'program.static_tex0.4_light': 1 active (45) Loaded program program.static_tex0.4_light Loaded vertex shader shader.static_tex0.5_light.vertex Updated attributes for 'program.static_tex0.5_light': 4 active Updating uniforms for 'program.static_tex0.5_light' Single: tex0 : loc 0 : type 35678 : size 1 Updated uniforms for 'program.static_tex0.5_light': 1 active (48) Loaded program program.static_tex0.5_light Loaded vertex shader shader.static_tex0.6_light.vertex Loaded pixel shader shader.tex0+light.6_light.fragment Unable to link program (program.static_tex0.6_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 17400: -- error message -- line 396, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation Unable to load material program: material.mesh.static : program.static_tex0.6_light Loaded vertex shader shader.static_tex0.7_light.vertex Loaded pixel shader shader.tex0+light.7_light.fragment Unable to link program (program.static_tex0.7_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 18246: -- error message -- line 429, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation Unable to load material program: material.mesh.static : program.static_tex0.7_light Loaded vertex shader shader.static_tex0.8_light.vertex Loaded pixel shader shader.tex0+light.8_light.fragment Unable to link program (program.static_tex0.8_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 19092: -- error message -- line 462, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation Unable to load material program: material.mesh.static : program.static_tex0.8_light Loaded material material.mesh.static Loaded vertex shader shader.static_solid.vertex Updated attributes for 'program.static_solid': 2 active Updating uniforms for 'program.static_solid' Updated uniforms for 'program.static_solid': 0 active (1) Loaded program program.static_solid Loaded material material.mesh.static_solid Updated attributes for 'program.static_tex0_rare.1_light': 4 active Updating uniforms for 'program.static_tex0_rare.1_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1 Updated uniforms for 'program.static_tex0_rare.1_light': 3 active (17) Loaded program program.static_tex0_rare.1_light Updated attributes for 'program.static_tex0_rare.2_light': 4 active Updating uniforms for 'program.static_tex0_rare.2_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1 Updated uniforms for 'program.static_tex0_rare.2_light': 3 active (41) Loaded program program.static_tex0_rare.2_light Updated attributes for 'program.static_tex0_rare.3_light': 4 active Updating uniforms for 'program.static_tex0_rare.3_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1 Updated uniforms for 'program.static_tex0_rare.3_light': 3 active (44) Loaded program program.static_tex0_rare.3_light Updated attributes for 'program.static_tex0_rare.4_light': 4 active Updating uniforms for 'program.static_tex0_rare.4_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1 Updated uniforms for 'program.static_tex0_rare.4_light': 3 active (47) Loaded program program.static_tex0_rare.4_light Updated attributes for 'program.static_tex0_rare.5_light': 4 active Updating uniforms for 'program.static_tex0_rare.5_light' Single: rarity : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: time : loc 2 : type 35666 : size 1 Updated uniforms for 'program.static_tex0_rare.5_light': 3 active (50) Loaded program program.static_tex0_rare.5_light Loaded vertex shader shader.static_tex0.6_light.vertex Loaded pixel shader shader.tex0+light+rarity.6_light.fragment Unable to link program (program.static_tex0_rare.6_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 17400: -- error message -- line 396, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation Unable to load material program: material.mesh.static_rare : program.static_tex0_rare.6_light Loaded vertex shader shader.static_tex0.7_light.vertex Loaded pixel shader shader.tex0+light+rarity.7_light.fragment Unable to link program (program.static_tex0_rare.7_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 18246: -- error message -- line 429, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation Unable to load material program: material.mesh.static_rare : program.static_tex0_rare.7_light Loaded vertex shader shader.static_tex0.8_light.vertex Loaded pixel shader shader.tex0+light+rarity.8_light.fragment Unable to link program (program.static_tex0_rare.8_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 19092: -- error message -- line 462, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : : -1 : 0 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[7] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[8] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[8] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation Unable to load material program: material.mesh.static_rare : program.static_tex0_rare.8_light Loaded material material.mesh.static_rare Loaded vertex shader shader.tex0.vertex Loaded pixel shader shader.tex0.fragment Updated attributes for 'program.tex0': 2 active Updating uniforms for 'program.tex0' Single: tex0 : loc 0 : type 35678 : size 1 Updated uniforms for 'program.tex0': 1 active (2) Loaded program program.tex0 Loaded material material.mesh.tex0 Loaded vertex shader shader.vegetation.vertex Loaded pixel shader shader.tex0+col.fragment Updated attributes for 'program.vegetation': 4 active Updating uniforms for 'program.vegetation' Single: tex0 : loc 0 : type 35678 : size 1 Updated uniforms for 'program.vegetation': 1 active (64) Loaded program program.vegetation Loaded material material.mesh.vegetation Loaded vertex shader shader.grass.1_light.vertex Loaded pixel shader shader.grass.fragment Updated attributes for 'program.grass.1_light': 5 active Updating uniforms for 'program.grass.1_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Single: time : loc 3 : type 35666 : size 1 Single: wind : loc 4 : type 35666 : size 1 Updated uniforms for 'program.grass.1_light': 5 active (16) Loaded program program.grass.1_light Loaded vertex shader shader.grass.2_light.vertex Updated attributes for 'program.grass.2_light': 5 active Updating uniforms for 'program.grass.2_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Single: time : loc 3 : type 35666 : size 1 Single: wind : loc 4 : type 35666 : size 1 Updated uniforms for 'program.grass.2_light': 5 active (21) Loaded program program.grass.2_light Loaded vertex shader shader.grass.3_light.vertex Updated attributes for 'program.grass.3_light': 5 active Updating uniforms for 'program.grass.3_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Single: time : loc 3 : type 35666 : size 1 Single: wind : loc 4 : type 35666 : size 1 Updated uniforms for 'program.grass.3_light': 5 active (26) Loaded program program.grass.3_light Loaded vertex shader shader.grass.4_light.vertex Updated attributes for 'program.grass.4_light': 5 active Updating uniforms for 'program.grass.4_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Single: time : loc 3 : type 35666 : size 1 Single: wind : loc 4 : type 35666 : size 1 Updated uniforms for 'program.grass.4_light': 5 active (67) Loaded program program.grass.4_light Loaded vertex shader shader.grass.5_light.vertex Updated attributes for 'program.grass.5_light': 5 active Updating uniforms for 'program.grass.5_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Single: time : loc 3 : type 35666 : size 1 Single: wind : loc 4 : type 35666 : size 1 Updated uniforms for 'program.grass.5_light': 5 active (67) Loaded program program.grass.5_light Loaded vertex shader shader.grass.6_light.vertex Updated attributes for 'program.grass.6_light': 5 active Updating uniforms for 'program.grass.6_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Single: time : loc 3 : type 35666 : size 1 Single: wind : loc 4 : type 35666 : size 1 Updated uniforms for 'program.grass.6_light': 5 active (67) Loaded program program.grass.6_light Loaded vertex shader shader.grass.7_light.vertex Updated attributes for 'program.grass.7_light': 5 active Updating uniforms for 'program.grass.7_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Single: time : loc 3 : type 35666 : size 1 Single: wind : loc 4 : type 35666 : size 1 Updated uniforms for 'program.grass.7_light': 5 active (67) Loaded program program.grass.7_light Loaded vertex shader shader.grass.8_light.vertex Updated attributes for 'program.grass.8_light': 5 active Updating uniforms for 'program.grass.8_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Single: time : loc 3 : type 35666 : size 1 Single: wind : loc 4 : type 35666 : size 1 Updated uniforms for 'program.grass.8_light': 5 active (67) Loaded program program.grass.8_light Loaded material material.mesh.grass Loaded vertex shader shader.terrain.1_light.vertex Loaded pixel shader shader.terrain.1_light.fragment Updated attributes for 'program.terrain.1_light': 5 active Updating uniforms for 'program.terrain.1_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Updated uniforms for 'program.terrain.1_light': 3 active (21) Loaded program program.terrain.1_light Loaded vertex shader shader.terrain.2_light.vertex Loaded pixel shader shader.terrain.2_light.fragment Updated attributes for 'program.terrain.2_light': 5 active Updating uniforms for 'program.terrain.2_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Updated uniforms for 'program.terrain.2_light': 3 active (27) Loaded program program.terrain.2_light Loaded vertex shader shader.terrain.3_light.vertex Loaded pixel shader shader.terrain.3_light.fragment Updated attributes for 'program.terrain.3_light': 5 active Updating uniforms for 'program.terrain.3_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Updated uniforms for 'program.terrain.3_light': 3 active (43) Loaded program program.terrain.3_light Loaded vertex shader shader.terrain.4_light.vertex Loaded pixel shader shader.terrain.4_light.fragment Updated attributes for 'program.terrain.4_light': 5 active Updating uniforms for 'program.terrain.4_light' Single: shadowUVScale : loc 0 : type 35666 : size 1 Single: tex0 : loc 1 : type 35678 : size 1 Single: tex1 : loc 2 : type 35678 : size 1 Updated uniforms for 'program.terrain.4_light': 3 active (47) Loaded program program.terrain.4_light Loaded vertex shader shader.terrain.5_light.vertex Loaded pixel shader shader.terrain.5_light.fragment Unable to link program (program.terrain.5_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 17964: -- error message -- line 399, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_FrontMaterial : state.material.front #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : ATTR9 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : c[7] : -1 : 1 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[8] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[9] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state Unable to load material program: material.terrain.bumpmap : program.terrain.5_light Loaded vertex shader shader.terrain.6_light.vertex Loaded pixel shader shader.terrain.6_light.fragment Unable to link program (program.terrain.6_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 18930: -- error message -- line 437, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_FrontMaterial : state.material.front #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : ATTR9 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : c[7] : -1 : 1 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[8] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[9] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state Unable to load material program: material.terrain.bumpmap : program.terrain.6_light Loaded vertex shader shader.terrain.7_light.vertex Loaded pixel shader shader.terrain.7_light.fragment Unable to link program (program.terrain.7_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 19896: -- error message -- line 475, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_FrontMaterial : state.material.front #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : ATTR9 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : c[7] : -1 : 1 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[8] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[9] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state Unable to load material program: material.terrain.bumpmap : program.terrain.7_light Loaded vertex shader shader.terrain.8_light.vertex Loaded pixel shader shader.terrain.8_light.fragment Unable to link program (program.terrain.8_light): class.rrqOCxh51w: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 20862: -- error message -- line 513, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.1.0001, build date Jan 18 2013 # command line args: #vendor NVIDIA Corporation #version 3.1.0.1 #profile gp4vp #program main #semantic gl_NormalMatrix : state.matrix.modelview.inverse #semantic gl_ModelViewMatrix : state.matrix.modelview.transpose #semantic gl_LightSource : state.light #semantic gl_FrontMaterial : state.material.front #semantic gl_Fog : state.fog #semantic gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose #semantic gl_ClipPlane : state.clip[].plane #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : ATTR8 : -1 : 1 #var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : ATTR9 : -1 : 1 #var float3 gl_Normal : $vin.NORMAL : ATTR2 : -1 : 1 #var float3x3 gl_NormalMatrix : state.matrix.modelview.inverse : c[0], 3 : -1 : 1 #var float4 gl_Vertex : $vin.POSITION : ATTR0 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[3], 4 : -1 : 1 #var float4 gl_LightSource[0].ambient : state.light[0].ambient : c[7] : -1 : 1 #var float4 gl_LightSource[0].diffuse : state.light[0].diffuse : : -1 : 0 #var float4 gl_LightSource[0].specular : state.light[0].specular : : -1 : 0 #var float4 gl_LightSource[0].position : state.light[0].position : c[8] : -1 : 1 #var float4 gl_LightSource[0].halfVector : state.light[0].half : : -1 : 0 #var float3 gl_LightSource[0].spotDirection : state.light[0].spot.direction : : -1 : 0 #var float gl_LightSource[0].spotExponent : state.light[0].attenuation.w : : -1 : 0 #var float gl_LightSource[0].spotCutoff : state.light[0].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[0].spotCosCutoff : state.light[0].spot.direction.w : : -1 : 0 #var float gl_LightSource[0].constantAttenuation : state.light[0].attenuation.x : c[9] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state Unable to load material program: material.terrain.bumpmap : program.terrain.8_light Loaded material material.terrain.bumpmap Launching dotXSI Model Loader threads Launching Collada Model Loader threads Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Experimental direct buffer cleaner init successful Startup Phase - Setting up.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Loading window positions from C:\Users\USERNAME\wurm\players\Genevieve\windows_1024x768.txt Loading props file C:\Users\USERNAME\wurm\players\Genevieve\windows_1024x768.txt Gui initialized Startup Phase - Preparing terrain Loaded vertex shader shader.water.vertex Loaded pixel shader shader.water.fragment Updated attributes for 'program.water': 1 active Updating uniforms for 'program.water' Single: eyeCoord : loc 0 : type 35665 : size 1 Single: normalTex : loc 1 : type 35678 : size 1 Single: reflectionTex : loc 2 : type 35678 : size 1 Single: windDirAndForce : loc 3 : type 35665 : size 1 Updated uniforms for 'program.water': 4 active (6) Loaded program program.water Startup Phase - Connecting .. Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\Genevieve\logs\_Event.2014-03.txt Disabling Nagles Writing to C:\Users\USERNAME\wurm\players\Genevieve\logs\_Friends.2014-03.txt Writing to C:\Users\USERNAME\wurm\players\Genevieve\logs\Alliance.2014-03.txt Execution aborted at connection 0, iteration 0 Run time 0s, local time Mon Mar 10 09:51:00 CDT 2014 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.ExaIxgC8EN: Unable to load texture data from graphics.jar:texture/terrain/marblevein_512.png at com.wurmonline.client.ExaIxgC8EN.rbFTF9lpTa(SourceFile:69) at class.OpN7SHKW0w.Ma4vZ9hcx8(SourceFile:428) at class.OpN7SHKW0w.Ma4vZ9hcx8(SourceFile:139) at class.OpN7SHKW0w.iSx4WIvakA(SourceFile:80) at class.mQbX6BhmVF.Ma4vZ9hcx8(SourceFile:2449) at com.wurmonline.client.XU4A7KzrWy.iSx4WIvakA(SourceFile:1723) at class.vjGFXnzv5v.rbFTF9lpTa(SourceFile:365) at class.qO3HnCUoE2.Ma4vZ9hcx8(SourceFile:160) at class.JYhPYQcZf6.Ma4vZ9hcx8(SourceFile:2969) at class.EcT5lzlBwb.iSx4WIvakA(SourceFile:559) at class.JYhPYQcZf6.Ma4vZ9hcx8(SourceFile:198) at com.wurmonline.client.XU4A7KzrWy.D5FJxSKiw4(SourceFile:757) at com.wurmonline.client.XU4A7KzrWy.run(SourceFile:1466) at java.lang.Thread.run(Unknown Source) Caused by: javax.imageio.IIOException: Error reading PNG image data at com.sun.imageio.plugins.png.PNGImageReader.readImage(Unknown Source) at com.sun.imageio.plugins.png.PNGImageReader.read(Unknown Source) at javax.imageio.ImageIO.read(Unknown Source) at javax.imageio.ImageIO.read(Unknown Source) at class.OpN7SHKW0w.Ma4vZ9hcx8(SourceFile:422) ... 12 more Caused by: javax.imageio.IIOException: Unknown row filter type (= 38)! at com.sun.imageio.plugins.png.PNGImageReader.decodePass(Unknown Source) at com.sun.imageio.plugins.png.PNGImageReader.decodeImage(Unknown Source) ... 17 more This is on the main client, not the test client, as well.
  11. The signs as they are do look out of place now. +1
  12. I never pay attention when I use sb, and I end up wasting more than I use. But even I can't condone this, don't fix what ain't broke.
  13. As much as I'm fond of jumping everywhere I go in other games, I don't see how this would really add to wurm, especially since jumping seems to have issues in most games. Either being too high, or too weak. If it were to be realistic, it wouldn't even be worth all the work to add it in. And if it weren't realistic, it would just be awkward and unnecessary(especially if you can't jump over fences, come on, I gotta rustle me some horses with my superhuman thighs). -1
  14. Oooh, yes, this would be fun for gift giving. +1
  15. +1, and can also agree to add a fish slap emote(tho high five is more cooler)?
  16. But where has the Wurm gone? Ah well, time to catch up playing real life.
  17. Found

    It was last seen near Esert.