Posted June 2, 2016 Just tried to run the Unstable Test client and I am no longer getting the shadow format bug, But in it's place receiving another error (Unable to link Program), Crash report below: Spoiler Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.5_light): class.sKKHoNa5wJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Belfesar.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = 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 = 200 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 1 disable_select_all_shortcut = false display_settings = false:false:0:1920:1080:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true 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 = 12 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 12 fov_horizontal = 100 fps_limit = 60 fps_limit_background = 15 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = true hide_onscreen_hostile_messages = true hide_onscreen_info_messages = true hide_personal_goal = true high_res_binoculars = true hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 2 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 3 model_loader_thread_priority = 3 model_loading_threads = 0 mount_rotation = false 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 = 0 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 0 shift_drag_default = 1 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = false skillgain_no_favor = false skydetail = 0 sound_al_gain = 0 sound_buzzlevel = 7 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 5 sound_music_level = 1 sound_play_PMAlert = false sound_play_ambients = false sound_play_buzz = false sound_play_combat = true sound_play_door = false sound_play_emotes = true sound_play_footsteps = false sound_play_music = false sound_play_weather = false sound_play_work = false stipple_enabled = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 1 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 = 0 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\Belf\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 4 worker threads Using LWJGL display 1920:1080:0:0 (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 (9.18.13.4195) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 9800 GT/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_enhanced_layouts 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_multi_bind 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_mirror_clamp_to_edge 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_stencil8 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_10f_11f_11f_rev 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_shader_integer_mix 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_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_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_blend_square 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_fence GL_NV_float_buffer GL_NV_fog_distance 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_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_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 OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 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) GLSL defines (3.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (12). Texture Size: 512 Initializing font texture for SansSerif (12, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.5_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 10:07:21 BST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.5_light): class.sKKHoNa5wJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.C9ptrlOeBB.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1155) at class.cAPMmm6v.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Share this post Link to post Share on other sites
Posted June 2, 2016 Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Spoiler Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Smejack.log === Wurm options === animation_playback_self = 2 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 0 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 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 1 disable_select_all_shortcut = false display_settings = false:false:0:800:600:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true 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 = 17 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 30 fps_limit_background = 15 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 2 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = 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 = 0 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = true lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 0 mega_texture_size = 2 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 0 other_log_rotation = 2 outline_picking = true player_texture_size = 0 reflection_texture_size = 0 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = false render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 1 showKChat = true show_body_in_inventory = true show_old_quickbar = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = false skillgain_no_favor = true skydetail = 0 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 0 sound_footstepslevel = 10 sound_music_level = 5 sound_play_PMAlert = false sound_play_ambients = false sound_play_buzz = false sound_play_combat = false sound_play_door = false sound_play_emotes = false sound_play_footsteps = false sound_play_music = false sound_play_weather = false sound_play_work = false stipple_enabled = true structure_render_distance = 0 submit_client_data = 1 terrain_bump = true terrain_res = 0 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 0 togglePushToTalk = true treelist_outline = true trees = 0 update_optional = true use_alpha_particles = false 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 = false use_phobia_models = false use_tree_models = false use_weather_particles = false vbo_enabled = 2 viewport_bob = true water_detail = 0 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\Sermon Alt\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 8 worker threads Using LWJGL display 800:600:0:0 (false) === OpenGL information === LWJGL version: 2.9.1 Adapter info: igdumdim64 (9.18.10.3324) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.0.0 - Build 9.18.10.3324 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_EXT_texture_storage GL_ARB_texture_storage GL_INTEL_map_texture GL_ARB_ES2_compatibility OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.00 - Build 9.18.10.3324 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.0): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (17). Texture Size: 256 Initializing font texture for SansSerif (17, italic). Texture Size: 256 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 22:52:43 AEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.ySoTNyN2dd.FZOk5L6Gfy(SourceFile:1216) at class.nJKSJBIKSc.FZOk5L6Gfy(SourceFile:1155) at class.nJKSJBIKSc.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Just trying to log in Share this post Link to post Share on other sites
Posted June 2, 2016 Received same error and reported it, In the following thread as It is linked to the Shadow format bug for me: Share this post Link to post Share on other sites
Posted June 2, 2016 Yeah was just reading that now, I hadn't looked back in that thread after posting in it. @Keenan my specs are the same as the email I sent you a while back. Share this post Link to post Share on other sites
Posted June 2, 2016 Hi, just came home from work and tried to open both - Unstable client (4.00-002fd97) and Unstable Test client, receiving same error as Belfesar.. Crash report: Unstable client Spoiler Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to D:\Igrice - Instalirano\Wurm\console.Brainer.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 2 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 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 free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 1 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 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 = 8 sound_music_level = 1 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 2 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 3 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 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 = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing D:\Igrice - Instalirano\Wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting global job manager with 4 worker threads 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: igdumdim64 (null) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.3.0 - Build 10.18.14.4264 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.30 - Build 10.18.14.4264 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 15:59:26 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.ySoTNyN2dd.FZOk5L6Gfy(SourceFile:1216) at class.nJKSJBIKSc.FZOk5L6Gfy(SourceFile:1155) at class.nJKSJBIKSc.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Unstable test Spoiler Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.sKKHoNa5wJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to D:\Igrice - Instalirano\Wurm\console.Brainer.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 2 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 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 free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 1 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 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 = 8 sound_music_level = 1 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 2 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 3 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 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 = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing D:\Igrice - Instalirano\Wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting global job manager with 4 worker threads 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: igdumdim64 (null) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.3.0 - Build 10.18.14.4264 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.30 - Build 10.18.14.4264 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 16:00:19 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.sKKHoNa5wJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.C9ptrlOeBB.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1155) at class.cAPMmm6v.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Share this post Link to post Share on other sites
Posted June 2, 2016 Collecting Unable to link program (name) errors - formerly the shadowmap error. So far I'm seeing these reported: Unable to link program (program.skin_tex0.5_light): class.sKKHoNa5wJ: <no message> Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message> Share this post Link to post Share on other sites
Posted June 4, 2016 This is what I get instead of "Shadowmap not supported" now: Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.**********.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 0 censor_chat = true collada_animations = 1 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 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:0:1280:720:32:-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 free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = true lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 0 mega_texture_size = 1 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 0 other_log_rotation = 2 outline_picking = true player_texture_size = 0 reflection_texture_size = 0 reflections = 2 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 4 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 1 sound_al_gain = 5 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 0 sound_play_PMAlert = false 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 1 submit_client_data = 1 terrain_bump = true terrain_res = 0 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 1 togglePushToTalk = true treelist_outline = true trees = 1 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 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 = 0 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 4 worker threads Using LWJGL display 1280:720:0:0 (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: igdumdim64 (10.18.10.3993) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics OpenGL version: 4.0.0 - Build 10.18.10.3993 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_buffer GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_vertex_attrib_binding GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_EXT_shader_integer_mix GL_ARB_stencil_texturing OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.00 - Build 10.18.10.3993 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.0): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 3 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 256 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Sat Jun 04 07:25:04 EEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.ySoTNyN2dd.FZOk5L6Gfy(SourceFile:1216) at class.nJKSJBIKSc.FZOk5L6Gfy(SourceFile:1155) at class.nJKSJBIKSc.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Share this post Link to post Share on other sites
Posted June 4, 2016 On 6/2/2016 at 5:12 AM, Belfesar said: Just tried to run the Unstable Test client and I am no longer getting the shadow format bug, But in it's place receiving another error (Unable to link Program), Crash report below: Reveal hidden contents Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.5_light): class.sKKHoNa5wJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Belfesar.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = 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 = 200 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 1 disable_select_all_shortcut = false display_settings = false:false:0:1920:1080:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true 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 = 12 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 12 fov_horizontal = 100 fps_limit = 60 fps_limit_background = 15 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = true hide_onscreen_hostile_messages = true hide_onscreen_info_messages = true hide_personal_goal = true high_res_binoculars = true hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 2 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 3 model_loader_thread_priority = 3 model_loading_threads = 0 mount_rotation = false 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 = 0 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 0 shift_drag_default = 1 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = false skillgain_no_favor = false skydetail = 0 sound_al_gain = 0 sound_buzzlevel = 7 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 5 sound_music_level = 1 sound_play_PMAlert = false sound_play_ambients = false sound_play_buzz = false sound_play_combat = true sound_play_door = false sound_play_emotes = true sound_play_footsteps = false sound_play_music = false sound_play_weather = false sound_play_work = false stipple_enabled = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 1 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 = 0 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\Belf\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 4 worker threads Using LWJGL display 1920:1080:0:0 (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 (9.18.13.4195) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 9800 GT/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_enhanced_layouts 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_multi_bind 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_mirror_clamp_to_edge 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_stencil8 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_10f_11f_11f_rev 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_shader_integer_mix 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_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_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_blend_square 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_fence GL_NV_float_buffer GL_NV_fog_distance 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_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_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 OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 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) GLSL defines (3.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (12). Texture Size: 512 Initializing font texture for SansSerif (12, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.5_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 10:07:21 BST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.5_light): class.sKKHoNa5wJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.C9ptrlOeBB.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1155) at class.cAPMmm6v.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) On 6/2/2016 at 8:56 AM, SmeJack said: Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Reveal hidden contents Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Smejack.log === Wurm options === animation_playback_self = 2 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 0 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 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 1 disable_select_all_shortcut = false display_settings = false:false:0:800:600:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true 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 = 17 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 11 fov_horizontal = 80 fps_limit = 30 fps_limit_background = 15 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 2 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = 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 = 0 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = true lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 0 mega_texture_size = 2 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 0 other_log_rotation = 2 outline_picking = true player_texture_size = 0 reflection_texture_size = 0 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = false render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 1 showKChat = true show_body_in_inventory = true show_old_quickbar = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = false skillgain_no_favor = true skydetail = 0 sound_al_gain = 15 sound_buzzlevel = 2 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 0 sound_footstepslevel = 10 sound_music_level = 5 sound_play_PMAlert = false sound_play_ambients = false sound_play_buzz = false sound_play_combat = false sound_play_door = false sound_play_emotes = false sound_play_footsteps = false sound_play_music = false sound_play_weather = false sound_play_work = false stipple_enabled = true structure_render_distance = 0 submit_client_data = 1 terrain_bump = true terrain_res = 0 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 0 togglePushToTalk = true treelist_outline = true trees = 0 update_optional = true use_alpha_particles = false 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 = false use_phobia_models = false use_tree_models = false use_weather_particles = false vbo_enabled = 2 viewport_bob = true water_detail = 0 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\Sermon Alt\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 8 worker threads Using LWJGL display 800:600:0:0 (false) === OpenGL information === LWJGL version: 2.9.1 Adapter info: igdumdim64 (9.18.10.3324) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.0.0 - Build 9.18.10.3324 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_EXT_texture_storage GL_ARB_texture_storage GL_INTEL_map_texture GL_ARB_ES2_compatibility OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.00 - Build 9.18.10.3324 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.0): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (17). Texture Size: 256 Initializing font texture for SansSerif (17, italic). Texture Size: 256 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 22:52:43 AEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.ySoTNyN2dd.FZOk5L6Gfy(SourceFile:1216) at class.nJKSJBIKSc.FZOk5L6Gfy(SourceFile:1155) at class.nJKSJBIKSc.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Just trying to log in On 6/2/2016 at 10:01 AM, Brainer said: Hi, just came home from work and tried to open both - Unstable client (4.00-002fd97) and Unstable Test client, receiving same error as Belfesar.. Crash report: Unstable client Reveal hidden contents Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to D:\Igrice - Instalirano\Wurm\console.Brainer.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 2 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 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 free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 1 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 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 = 8 sound_music_level = 1 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 2 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 3 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 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 = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing D:\Igrice - Instalirano\Wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting global job manager with 4 worker threads 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: igdumdim64 (null) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.3.0 - Build 10.18.14.4264 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.30 - Build 10.18.14.4264 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 15:59:26 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.ySoTNyN2dd.FZOk5L6Gfy(SourceFile:1216) at class.nJKSJBIKSc.FZOk5L6Gfy(SourceFile:1155) at class.nJKSJBIKSc.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Unstable test Reveal hidden contents Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.sKKHoNa5wJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to D:\Igrice - Instalirano\Wurm\console.Brainer.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 2 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 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 free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 1 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 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 = 8 sound_music_level = 1 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 2 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 3 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 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 = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing D:\Igrice - Instalirano\Wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting global job manager with 4 worker threads 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: igdumdim64 (null) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.3.0 - Build 10.18.14.4264 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.30 - Build 10.18.14.4264 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 16:00:19 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.sKKHoNa5wJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.C9ptrlOeBB.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1155) at class.cAPMmm6v.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) 14 hours ago, PedroDST said: This is what I get instead of "Shadowmap not supported" now: Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message>> Would you 4 mind doing the following test so that we can narrow down this errors? In your gamesettings.txt file (for the config that you use), find the line glsl_debug_loading=false and change it to glsl_debug_loading=true then save the gamesettings.txt file. Log back into the game using that config and report back here what new message you get when you crash. Thank you. Share this post Link to post Share on other sites
Posted June 7, 2016 On 6/4/2016 at 4:52 AM, Alectrys said: Would you 4 mind doing the following test so that we can narrow down this errors? In your gamesettings.txt file (for the config that you use), find the line glsl_debug_loading=false and change it to glsl_debug_loading=true then save the gamesettings.txt file. Log back into the game using that config and report back here what new message you get when you crash. Thank you. I updated windows and my graphics card driver between then and now and there is no crash 1 Share this post Link to post Share on other sites
Posted June 7, 2016 On 6/4/2016 at 0:32 AM, PedroDST said: This is what I get instead of "Shadowmap not supported" now: ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.ySoTNyN2dd.FZOk5L6Gfy(SourceFile:1216) at class.nJKSJBIKSc.FZOk5L6Gfy(SourceFile:1155) at class.nJKSJBIKSc.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) On 6/2/2016 at 10:01 AM, Brainer said: Hi, just came home from work and tried to open both - Unstable client (4.00-002fd97) and Unstable Test client, receiving same error as Belfesar.. Crash report: Unstable client Reveal hidden contents Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to D:\Igrice - Instalirano\Wurm\console.Brainer.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 2 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 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 free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 1 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 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 = 8 sound_music_level = 1 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 2 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 3 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 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 = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing D:\Igrice - Instalirano\Wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting global job manager with 4 worker threads 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: igdumdim64 (null) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.3.0 - Build 10.18.14.4264 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.30 - Build 10.18.14.4264 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 15:59:26 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.ySoTNyN2dd.FZOk5L6Gfy(SourceFile:1216) at class.nJKSJBIKSc.FZOk5L6Gfy(SourceFile:1155) at class.nJKSJBIKSc.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Unstable test Reveal hidden contents Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.sKKHoNa5wJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to D:\Igrice - Instalirano\Wurm\console.Brainer.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 2 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 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 free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 1 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 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 = 8 sound_music_level = 1 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 2 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 3 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 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 = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing D:\Igrice - Instalirano\Wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting global job manager with 4 worker threads 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: igdumdim64 (null) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.3.0 - Build 10.18.14.4264 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.30 - Build 10.18.14.4264 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 16:00:19 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.sKKHoNa5wJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.C9ptrlOeBB.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1155) at class.cAPMmm6v.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) On 6/2/2016 at 9:32 AM, Belfesar said: Received same error and reported it, In the following thread as It is linked to the Shadow format bug for me: SmeJack has replied and no longer gets this error after updating Windows and the graphics drivers. Are the 3 of you still getting this error and if you are, can you please try the following: In your gamesettings.txt file (for the config that you use), find the line glsl_debug_loading=false and change it to glsl_debug_loading=true then save the gamesettings.txt file. Log back into the game using that config and report back here what new message you get when you crash. Share this post Link to post Share on other sites
Posted June 7, 2016 Hi, I have just done what you requested, Crash report below: Spoiler Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.5_light): class.L70HCnGLJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Belfesar.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = 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 = 200 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 1 disable_select_all_shortcut = false display_settings = false:false:0:1920:1080:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true 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 = 12 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 12 fov_horizontal = 100 fps_limit = 60 fps_limit_background = 15 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = true hide_onscreen_hostile_messages = true hide_onscreen_info_messages = true hide_personal_goal = true high_res_binoculars = true hint_texture_scaling = 2 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 4 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 2 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 3 model_loader_thread_priority = 3 model_loading_threads = 0 mount_rotation = false 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 = 0 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 0 shift_drag_default = 1 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = false skillgain_no_favor = false skydetail = 0 sound_al_gain = 0 sound_buzzlevel = 7 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 5 sound_music_level = 1 sound_play_PMAlert = false sound_play_ambients = false sound_play_buzz = false sound_play_combat = true sound_play_door = false sound_play_emotes = true sound_play_footsteps = false sound_play_music = false sound_play_weather = false sound_play_work = false stipple_enabled = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 1 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 = 0 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\Belf\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 4 worker threads Using LWJGL display 1920:1080:0:0 (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 (9.18.13.4195) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 9800 GT/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_enhanced_layouts 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_multi_bind 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_mirror_clamp_to_edge 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_stencil8 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_10f_11f_11f_rev 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_shader_integer_mix 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_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_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_blend_square 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_fence GL_NV_float_buffer GL_NV_fog_distance 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_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_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 OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 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) GLSL defines (3.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (12). Texture Size: 512 Initializing font texture for SansSerif (12, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.5_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Tue Jun 07 20:07:15 BST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.5_light): class.L70HCnGLJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.ySoTNyN2dd.FZOk5L6Gfy(SourceFile:1216) at class.nJKSJBIKSc.FZOk5L6Gfy(SourceFile:1155) at class.nJKSJBIKSc.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Share this post Link to post Share on other sites
Posted June 8, 2016 17 hours ago, Belfesar said: glsl_debug_loading = false Your config still shows this as = false. Can you edit this config to = true and try again? It should give a different crash message. Share this post Link to post Share on other sites
Posted June 8, 2016 (edited) 15 minutes ago, Alectrys said: Your config still shows this as = false. Can you edit this config to = true and try again? It should give a different crash message. Spoiler Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.5_light): class.RXUWTE8ibQ: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 11068: -- error message -- line 360, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.4.0001, build date Jan 29 2016 # command line args: #vendor NVIDIA Corporation #version 3.4.0.1 #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 modelMatrix #semantic shadowview #semantic shadowproj #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[212], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[215], 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[219] : -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[220] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[220] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.z : c[220] : -1 : 0 #var float4 gl_Fog.color : state.fog.color : c[229] : -1 : 1 #var float gl_Fog.density : state.fog.params.x : c[230] : -1 : 1 #var float gl_Fog.start : state.fog.params.y : : -1 : 0 #var float gl_Fog.end : state.fog.params.z : : -1 : 0 #var float gl_Fog.scale : state.fog.params.w : : -1 : 0 #var float4 gl_Color : $vin.COLOR0 : ATTR3 : -1 : 1 #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1 #var float4x4 gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose : c[231], 4 : -1 : 1 #var float4 bones[0] : : c[0] : -1 : 1 #var float4 vWeight : $vin.ATTR1 : ATTR1 : -1 : 1 #var float4 vIndex : $vin.ATTR4 : ATTR4 : -1 : 1 #var float2 _texcoord : $vout.ATTR0.xy : ATTR0 : -1 : 1 #var float4 _fog : $vout.ATTR3 : ATTR3 : -1 : 1 #var float3 _normal : $vout.ATTR4.xyz : ATTR4 : -1 : 1 #var float4 _color : $vout.ATTR5 : ATTR5 : -1 : 1 #var float4 _worldpos : $vout.ATTR1 : ATTR1 : -1 : 1 #var float4 _shadowmapcoord : $vout.ATTR2 : ATTR2 : -1 : 1 #var float4x4 modelMatrix : : c[200], 4 : -1 : 1 #var float4x4 shadowview : : c[204], 4 : -1 : 1 #var float4x4 shadowproj : : c[208], 4 : -1 : 1 #var float4 _lightvec[0] : $vout.ATTR6 : ATTR6 : -1 : 1 #var float3 _halfvec[0] : $vout.ATTR11.xyz : ATTR11 : -1 : 1 #var float4 gl_ClipPlane[0] : state.clip[0].plane : c[235] : -1 : 1 #var float1 gl_ClipCoord[0] : $vout.CLP0 : CLP0 : -1 : 1 PARAM c[243] = { program.local[0..211], state.matrix.modelview.inverse.row[0..2], state.matrix.modelview.transpose.row[0..3], state.light[0].position, state.light[0].attenuation, state.light[1].position, state.light[1].attenuation, state.light[2].position, state.light[2].attenuation, state.light[3].position, state.light[3].attenuation, state.light[4].position, state.light[4].attenuation, state.fog.color, state.fog.params, state.matrix.mvp.transpose.row[0..3], state.clip[0].plane, state.clip[1].plane, state.clip[2].plane, state.clip[3].plane, state.clip[4].plane, state.clip[5].plane, state.clip[6].plane, state.clip[7].plane }; ATTRIB vertex_attrib[] = { vertex.attrib[0..8] }; OUTPUT result_clip[] = { result.clip[0..7] }; OUTPUT result_attrib[] = { result.attrib[0..15] }; TEMP R0, R1, R2, R3, R4, R5, R6; TEMP RC, HC; TRUNC.S R1.x, vertex.attrib[4].w; MUL.S R2.w, R1.x, {2, 0, 0, 0}.x; TRUNC.S R0.z, vertex.attrib[4].y; MUL.S R0.z, R0, {2, 0, 0, 0}.x; TRUNC.S R0.y, vertex.attrib[4].z; MUL.S R0.y, R0, {2, 0, 0, 0}.x; TRUNC.S R0.x, vertex.attrib[4]; MUL.S R0.x, R0, {2, 0, 0, 0}; MOV.U R2.x, R0; MOV.U R2.y, R0.z; MOV.U R3.z, R0.y; DP4.F R1.y, c[R2.x], c[R2.y]; SLT.F R1.z, R1.y, {0, 0, 0, 0}.x; MOV.U R3.x, R2.w; DP4.F R0.x, c[R2.x], c[R3.z]; SLT.F R0.y, R0.x, {0, 0, 0, 0}.x; DP4.F R2.w, c[R3.x], c[R2.x]; SLT.F R3.y, R2.w, {0, 0, 0, 0}.x; SGT.F R0.x, R0, {0, 0, 0, 0}; TRUNC.U R0.y, R0; TRUNC.U R0.x, R0; SGT.F R1.y, R1, {0, 0, 0, 0}.x; TRUNC.U R1.z, R1; TRUNC.U R1.y, R1; SGT.F R2.w, R2, {0, 0, 0, 0}.x; TRUNC.U R3.y, R3; TRUNC.U R2.w, R2; I2F.U R0.y, R0; I2F.U R0.x, R0; ADD.F R3.w, R0.x, -R0.y; MUL.F R0, c[R3.z], R3.w; I2F.U R1.z, R1; I2F.U R1.y, R1; ADD.F R2.z, R1.y, -R1; MUL.F R1, c[R2.y], R2.z; MUL.F R1, vertex.attrib[1].y, R1; MAD.F R1, vertex.attrib[1].x, c[R2.x], R1; MAD.F R1, vertex.attrib[1].z, R0, R1; I2F.U R2.w, R2; I2F.U R3.y, R3; ADD.F R3.y, R2.w, -R3; MUL.F R0, c[R3.x], R3.y; MAD.F R0, vertex.attrib[1].w, R0, R1; MUL.F R1, R2.z, c[R2.y + 1]; DP4.F R2.w, R0, R0; RSQ.F R2.y, R2.w; MUL.F R1, vertex.attrib[1].y, R1; RCP.F R4.x, R2.y; MAD.F R2, vertex.attrib[1].x, c[R2.x + 1], R1; MUL.F R1, R3.w, c[R3.z + 1]; MAD.F R1, vertex.attrib[1].z, R1, R2; MUL.F R2, R3.y, c[R3.x + 1]; MAD.F R1, vertex.attrib[1].w, R2, R1; SGT.F R2.x, R4, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F result.attrib[0].xy, vertex.attrib[8]; IF NE.x; RCP.F R2.x, R4.x; ELSE; MOV.F R2.x, {1, 0, 0, 0}; ENDIF; MUL.F R0, R0, R2.x; MUL.F R1, R2.x, R1; MUL.F R2.xyz, R0.zxyw, R1.yzxw; MUL.F R3.xyz, R0.zxyw, vertex.attrib[0].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[0].zxyw, -R3; MAD.F R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL.F R4.xyz, R0, R1.w; MAD.F R1.xyz, R0.w, R1, -R4; MAD.F R3.xyz, R0.w, vertex.attrib[0], R3; ADD.F R1.xyz, R1, R2; MUL.F R2.xyz, R0.zxyw, R3.yzxw; MAD.F R2.xyz, R0.yzxw, R3.zxyw, -R2; MUL.F R4.xyz, R0.zxyw, vertex.attrib[2].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[2].zxyw, -R4; MAD.F R2.xyz, R2, {2, 0, 0, 0}.x, vertex.attrib[0]; MAD.F R4.xyz, R1, {2, 0, 0, 0}.x, R2; MAD.F R3.xyz, R0.w, vertex.attrib[2], R3; MUL.F R2.xyz, R0.zxyw, R3.yzxw; MAD.F R2.xyz, R0.yzxw, R3.zxyw, -R2; MUL.F R1, R4.y, c[216]; MAD.F R0, R4.x, c[215], R1; MAD.F R2.xyz, R2, {2, 0, 0, 0}.x, vertex.attrib[2]; MAD.F R0, R4.z, c[217], R0; ADD.F R0, R0, c[218]; MUL.F R1.xyz, R2.y, c[213]; MAD.F R1.xyz, R2.x, c[212], R1; DP3.F R1.w, -R0, -R0; RSQ.F R2.x, R1.w; MAD.F R1.xyz, R2.z, c[214], R1; DP3.F R1.w, R1, R1; MUL.F R5.xyz, R2.x, -R0; RSQ.F R1.w, R1.w; SNE.F R2.x, c[219].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MUL.F result.attrib[4].xyz, R1.w, R1; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[219]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[220].y, c[220]; DIV.F R1.y, c[220].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[219], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[6].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[11].xyz, R1.w, R1; SNE.F R1.x, c[221].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[6].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[221]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[222].y, c[222]; DIV.F R1.y, c[222].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[221], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[7].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[12].xyz, R1.w, R1; SNE.F R1.x, c[223].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[7].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[223]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[224].y, c[224]; DIV.F R1.y, c[224].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[223], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[8].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[13].xyz, R1.w, R1; SNE.F R1.x, c[225].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[8].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[225]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[226].y, c[226]; DIV.F R1.y, c[226].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[225], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[9].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[14].xyz, R1.w, R1; SNE.F R1.x, c[227].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[9].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[227]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R1.xyz, R1.w, R1; RCP.F R2.x, R1.w; MAD.F R2.y, R2.x, c[228], c[228].x; DIV.F R1.w, c[228].z, R1.w; MAD.F R1.w, R1, R2.x, R2.y; SNE.F R2.x, c[227].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F R6.xyz, R1; MOV.F result.attrib[10].xyz, R1; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; MUL.F R1, R4.y, c[201]; MAD.F R1, R4.x, c[200], R1; MAD.F R1, R4.z, c[202], R1; ADD.F R1, R1, c[203]; MUL.F R2, R1.y, c[205]; MAD.F R2, R1.x, c[204], R2; MAD.F R2, R1.z, c[206], R2; MAD.F R2, R1.w, c[207], R2; MUL.F R3, R2.y, c[209]; MAD.F R3, R2.x, c[208], R3; ADD.F R5.xyz, R6, R5; MAD.F R3, R2.z, c[210], R3; DP3.F R2.x, R5, R5; MAD.F result.attrib[2], R2.w, c[211], R3; RSQ.F R2.x, R2.x; MUL.F result.attrib[15].xyz, R2.x, R5; MUL.F R2, R4.y, c[232]; MOV.F result.attrib[1], R1; MAD.F R1, R4.x, c[231], R2; MUL.F R2.x, |R0.z|, -c[230]; MAD.F R1, R4.z, c[233], R1; ADD.F result.position, R1, c[234]; MUL.F R2.x, R2, {1.442695, 0, 0, 0}; EX2.F.SAT result.attrib[3].w, R2.x; MOV.F result.attrib[5], vertex.attrib[3]; DP4.F result.clip[0].x, R0, c[235]; DP4.F result.clip[1].x, R0, c[236]; DP4.F result.clip[2].x, R0, c[237]; DP4.F result.clip[3].x, R0, c[238]; DP4.F result.clip[4].x, R0, c[239]; DP4.F result.clip[5].x, R0, c[240]; DP4.F result.clip[6].x, R0, c[241]; DP4.F result.clip[7].x, R0, c[242]; MOV.F result.attrib[3].xyz, c[229]; MIN.F result.attrib[10].w, R4, {1, 0, 0, 0}.x; END # 269 instructions, 7 R-regs> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Belfesar.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = 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 = 200 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 1 disable_select_all_shortcut = false display_settings = false:false:0:1920:1080:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true enable_vsync = true 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 = 12 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 12 fov_horizontal = 100 fps_limit = 60 fps_limit_background = 15 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = true 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 hide_onscreen_fail_messages = true hide_onscreen_hostile_messages = true hide_onscreen_info_messages = true hide_personal_goal = true high_res_binoculars = true hint_texture_scaling = 2 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 = 2 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 3 model_loader_thread_priority = 3 model_loading_threads = 0 mount_rotation = false 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 = 0 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 0 shift_drag_default = 1 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = false skillgain_no_favor = false skydetail = 0 sound_al_gain = 0 sound_buzzlevel = 7 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 5 sound_music_level = 1 sound_play_PMAlert = false sound_play_ambients = false sound_play_buzz = false sound_play_combat = true sound_play_door = false sound_play_emotes = true sound_play_footsteps = false sound_play_music = false sound_play_weather = false sound_play_work = false stipple_enabled = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 1 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 = 0 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\Belf\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 4 worker threads Using LWJGL display 1920:1080:0:0 (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 (9.18.13.4195) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 9800 GT/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_enhanced_layouts 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_multi_bind 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_mirror_clamp_to_edge 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_stencil8 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_10f_11f_11f_rev 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_shader_integer_mix 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_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_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_blend_square 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_fence GL_NV_float_buffer GL_NV_fog_distance 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_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_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 OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 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) GLSL defines (3.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (12). Texture Size: 512 Initializing font texture for SansSerif (12, italic). Texture Size: 128 Experimental direct buffer cleaner init successful Preloading builtin materials Loaded vertex shader shader.white.vertex Loaded pixel shader shader.white.fragment Link program program.white Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.1_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.2_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.3_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.4_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.5_light Attaching shaders Linking program Failed linking program: program.skin_tex0.5_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Wed Jun 08 13:38:02 BST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.5_light): class.RXUWTE8ibQ: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 11068: -- error message -- line 360, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.4.0001, build date Jan 29 2016 # command line args: #vendor NVIDIA Corporation #version 3.4.0.1 #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 modelMatrix #semantic shadowview #semantic shadowproj #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[212], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[215], 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[219] : -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[220] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[220] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.z : c[220] : -1 : 0 #var float4 gl_Fog.color : state.fog.color : c[229] : -1 : 1 #var float gl_Fog.density : state.fog.params.x : c[230] : -1 : 1 #var float gl_Fog.start : state.fog.params.y : : -1 : 0 #var float gl_Fog.end : state.fog.params.z : : -1 : 0 #var float gl_Fog.scale : state.fog.params.w : : -1 : 0 #var float4 gl_Color : $vin.COLOR0 : ATTR3 : -1 : 1 #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1 #var float4x4 gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose : c[231], 4 : -1 : 1 #var float4 bones[0] : : c[0] : -1 : 1 #var float4 vWeight : $vin.ATTR1 : ATTR1 : -1 : 1 #var float4 vIndex : $vin.ATTR4 : ATTR4 : -1 : 1 #var float2 _texcoord : $vout.ATTR0.xy : ATTR0 : -1 : 1 #var float4 _fog : $vout.ATTR3 : ATTR3 : -1 : 1 #var float3 _normal : $vout.ATTR4.xyz : ATTR4 : -1 : 1 #var float4 _color : $vout.ATTR5 : ATTR5 : -1 : 1 #var float4 _worldpos : $vout.ATTR1 : ATTR1 : -1 : 1 #var float4 _shadowmapcoord : $vout.ATTR2 : ATTR2 : -1 : 1 #var float4x4 modelMatrix : : c[200], 4 : -1 : 1 #var float4x4 shadowview : : c[204], 4 : -1 : 1 #var float4x4 shadowproj : : c[208], 4 : -1 : 1 #var float4 _lightvec[0] : $vout.ATTR6 : ATTR6 : -1 : 1 #var float3 _halfvec[0] : $vout.ATTR11.xyz : ATTR11 : -1 : 1 #var float4 gl_ClipPlane[0] : state.clip[0].plane : c[235] : -1 : 1 #var float1 gl_ClipCoord[0] : $vout.CLP0 : CLP0 : -1 : 1 PARAM c[243] = { program.local[0..211], state.matrix.modelview.inverse.row[0..2], state.matrix.modelview.transpose.row[0..3], state.light[0].position, state.light[0].attenuation, state.light[1].position, state.light[1].attenuation, state.light[2].position, state.light[2].attenuation, state.light[3].position, state.light[3].attenuation, state.light[4].position, state.light[4].attenuation, state.fog.color, state.fog.params, state.matrix.mvp.transpose.row[0..3], state.clip[0].plane, state.clip[1].plane, state.clip[2].plane, state.clip[3].plane, state.clip[4].plane, state.clip[5].plane, state.clip[6].plane, state.clip[7].plane }; ATTRIB vertex_attrib[] = { vertex.attrib[0..8] }; OUTPUT result_clip[] = { result.clip[0..7] }; OUTPUT result_attrib[] = { result.attrib[0..15] }; TEMP R0, R1, R2, R3, R4, R5, R6; TEMP RC, HC; TRUNC.S R1.x, vertex.attrib[4].w; MUL.S R2.w, R1.x, {2, 0, 0, 0}.x; TRUNC.S R0.z, vertex.attrib[4].y; MUL.S R0.z, R0, {2, 0, 0, 0}.x; TRUNC.S R0.y, vertex.attrib[4].z; MUL.S R0.y, R0, {2, 0, 0, 0}.x; TRUNC.S R0.x, vertex.attrib[4]; MUL.S R0.x, R0, {2, 0, 0, 0}; MOV.U R2.x, R0; MOV.U R2.y, R0.z; MOV.U R3.z, R0.y; DP4.F R1.y, c[R2.x], c[R2.y]; SLT.F R1.z, R1.y, {0, 0, 0, 0}.x; MOV.U R3.x, R2.w; DP4.F R0.x, c[R2.x], c[R3.z]; SLT.F R0.y, R0.x, {0, 0, 0, 0}.x; DP4.F R2.w, c[R3.x], c[R2.x]; SLT.F R3.y, R2.w, {0, 0, 0, 0}.x; SGT.F R0.x, R0, {0, 0, 0, 0}; TRUNC.U R0.y, R0; TRUNC.U R0.x, R0; SGT.F R1.y, R1, {0, 0, 0, 0}.x; TRUNC.U R1.z, R1; TRUNC.U R1.y, R1; SGT.F R2.w, R2, {0, 0, 0, 0}.x; TRUNC.U R3.y, R3; TRUNC.U R2.w, R2; I2F.U R0.y, R0; I2F.U R0.x, R0; ADD.F R3.w, R0.x, -R0.y; MUL.F R0, c[R3.z], R3.w; I2F.U R1.z, R1; I2F.U R1.y, R1; ADD.F R2.z, R1.y, -R1; MUL.F R1, c[R2.y], R2.z; MUL.F R1, vertex.attrib[1].y, R1; MAD.F R1, vertex.attrib[1].x, c[R2.x], R1; MAD.F R1, vertex.attrib[1].z, R0, R1; I2F.U R2.w, R2; I2F.U R3.y, R3; ADD.F R3.y, R2.w, -R3; MUL.F R0, c[R3.x], R3.y; MAD.F R0, vertex.attrib[1].w, R0, R1; MUL.F R1, R2.z, c[R2.y + 1]; DP4.F R2.w, R0, R0; RSQ.F R2.y, R2.w; MUL.F R1, vertex.attrib[1].y, R1; RCP.F R4.x, R2.y; MAD.F R2, vertex.attrib[1].x, c[R2.x + 1], R1; MUL.F R1, R3.w, c[R3.z + 1]; MAD.F R1, vertex.attrib[1].z, R1, R2; MUL.F R2, R3.y, c[R3.x + 1]; MAD.F R1, vertex.attrib[1].w, R2, R1; SGT.F R2.x, R4, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F result.attrib[0].xy, vertex.attrib[8]; IF NE.x; RCP.F R2.x, R4.x; ELSE; MOV.F R2.x, {1, 0, 0, 0}; ENDIF; MUL.F R0, R0, R2.x; MUL.F R1, R2.x, R1; MUL.F R2.xyz, R0.zxyw, R1.yzxw; MUL.F R3.xyz, R0.zxyw, vertex.attrib[0].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[0].zxyw, -R3; MAD.F R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL.F R4.xyz, R0, R1.w; MAD.F R1.xyz, R0.w, R1, -R4; MAD.F R3.xyz, R0.w, vertex.attrib[0], R3; ADD.F R1.xyz, R1, R2; MUL.F R2.xyz, R0.zxyw, R3.yzxw; MAD.F R2.xyz, R0.yzxw, R3.zxyw, -R2; MUL.F R4.xyz, R0.zxyw, vertex.attrib[2].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[2].zxyw, -R4; MAD.F R2.xyz, R2, {2, 0, 0, 0}.x, vertex.attrib[0]; MAD.F R4.xyz, R1, {2, 0, 0, 0}.x, R2; MAD.F R3.xyz, R0.w, vertex.attrib[2], R3; MUL.F R2.xyz, R0.zxyw, R3.yzxw; MAD.F R2.xyz, R0.yzxw, R3.zxyw, -R2; MUL.F R1, R4.y, c[216]; MAD.F R0, R4.x, c[215], R1; MAD.F R2.xyz, R2, {2, 0, 0, 0}.x, vertex.attrib[2]; MAD.F R0, R4.z, c[217], R0; ADD.F R0, R0, c[218]; MUL.F R1.xyz, R2.y, c[213]; MAD.F R1.xyz, R2.x, c[212], R1; DP3.F R1.w, -R0, -R0; RSQ.F R2.x, R1.w; MAD.F R1.xyz, R2.z, c[214], R1; DP3.F R1.w, R1, R1; MUL.F R5.xyz, R2.x, -R0; RSQ.F R1.w, R1.w; SNE.F R2.x, c[219].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MUL.F result.attrib[4].xyz, R1.w, R1; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[219]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[220].y, c[220]; DIV.F R1.y, c[220].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[219], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[6].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[11].xyz, R1.w, R1; SNE.F R1.x, c[221].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[6].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[221]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[222].y, c[222]; DIV.F R1.y, c[222].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[221], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[7].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[12].xyz, R1.w, R1; SNE.F R1.x, c[223].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[7].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[223]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[224].y, c[224]; DIV.F R1.y, c[224].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[223], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[8].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[13].xyz, R1.w, R1; SNE.F R1.x, c[225].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[8].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[225]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[226].y, c[226]; DIV.F R1.y, c[226].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[225], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[9].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[14].xyz, R1.w, R1; SNE.F R1.x, c[227].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[9].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[227]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R1.xyz, R1.w, R1; RCP.F R2.x, R1.w; MAD.F R2.y, R2.x, c[228], c[228].x; DIV.F R1.w, c[228].z, R1.w; MAD.F R1.w, R1, R2.x, R2.y; SNE.F R2.x, c[227].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F R6.xyz, R1; MOV.F result.attrib[10].xyz, R1; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; MUL.F R1, R4.y, c[201]; MAD.F R1, R4.x, c[200], R1; MAD.F R1, R4.z, c[202], R1; ADD.F R1, R1, c[203]; MUL.F R2, R1.y, c[205]; MAD.F R2, R1.x, c[204], R2; MAD.F R2, R1.z, c[206], R2; MAD.F R2, R1.w, c[207], R2; MUL.F R3, R2.y, c[209]; MAD.F R3, R2.x, c[208], R3; ADD.F R5.xyz, R6, R5; MAD.F R3, R2.z, c[210], R3; DP3.F R2.x, R5, R5; MAD.F result.attrib[2], R2.w, c[211], R3; RSQ.F R2.x, R2.x; MUL.F result.attrib[15].xyz, R2.x, R5; MUL.F R2, R4.y, c[232]; MOV.F result.attrib[1], R1; MAD.F R1, R4.x, c[231], R2; MUL.F R2.x, |R0.z|, -c[230]; MAD.F R1, R4.z, c[233], R1; ADD.F result.position, R1, c[234]; MUL.F R2.x, R2, {1.442695, 0, 0, 0}; EX2.F.SAT result.attrib[3].w, R2.x; MOV.F result.attrib[5], vertex.attrib[3]; DP4.F result.clip[0].x, R0, c[235]; DP4.F result.clip[1].x, R0, c[236]; DP4.F result.clip[2].x, R0, c[237]; DP4.F result.clip[3].x, R0, c[238]; DP4.F result.clip[4].x, R0, c[239]; DP4.F result.clip[5].x, R0, c[240]; DP4.F result.clip[6].x, R0, c[241]; DP4.F result.clip[7].x, R0, c[242]; MOV.F result.attrib[3].xyz, c[229]; MIN.F result.attrib[10].w, R4, {1, 0, 0, 0}.x; END # 269 instructions, 7 R-regs at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.u2RLtU7GmG.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1155) at class.cAPMmm6v.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36263) at java.lang.Thread.run(Unknown Source) Edited June 8, 2016 by Belfesar Share this post Link to post Share on other sites
Posted June 8, 2016 Thank you! Passing the new info on to the devs. Share this post Link to post Share on other sites
Posted June 11, 2016 I'm getting this error on unstable as well. After editing glsl_debug in gamesettings to true I get ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.5_light): class.RXUWTE8ibQ: Vertex info Preparing to enable console logging. Now logging to /home/USERNAME/wurm/console.TimothyMarker.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 2 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 = true compressed_textures_S3TC = true contribution_culling = 100 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:true:0:1280:1024:32:-1:false:false enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = false enable_vsync = true event_log_rotation = 3 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 12 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 12 fov_horizontal = 80 fps_limit = 30 fps_limit_background = 20 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = true glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = true hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = true hide_onscreen_fail_messages = true hide_onscreen_hostile_messages = true hide_onscreen_info_messages = true hide_personal_goal = false high_res_binoculars = false hint_texture_scaling = 0 impColumn = true inverse_mouse = false irc_log_rotation = 3 irc_notif = 0 item_creature_render_distance = 3 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = true lod = 0 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_shader_lights = 8 max_texture_size = 1 mega_texture_size = 1 model_loader_thread_priority = 2 model_loading_threads = 0 mount_rotation = false 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 = 0 other_log_rotation = 3 outline_picking = true player_texture_size = 1 reflection_texture_size = 0 reflections = 1 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 = 1 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = true show_old_quickbar = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 0 sound_al_gain = 30 sound_buzzlevel = 5 sound_cache_enabled = false sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 10 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 3 submit_client_data = 2 terrain_bump = false terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 1 togglePushToTalk = true treelist_outline = true trees = 1 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 = false vbo_enabled = 2 viewport_bob = true water_detail = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing /home/USERNAME/wurm/configs/default/keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 2 worker threads Using LWJGL display 1920:1080:0:0 (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: null (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 9800 GT/PCIe/SSE2/3DNOW! OpenGL version: 3.3.0 NVIDIA 304.131 OpenGL extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer 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_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 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_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_provoking_vertex 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_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object 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_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle 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_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_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_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat 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_vdpau_interop 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 OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 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) GLSL defines (3.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 10 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (12). Texture Size: 512 Initializing font texture for SansSerif (12, italic). Texture Size: 128 Experimental direct buffer cleaner init successful Preloading builtin materials Loaded vertex shader shader.white.vertex Loaded pixel shader shader.white.fragment Link program program.white Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.1_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.2_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.3_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.4_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.5_light Attaching shaders Linking program Failed linking program: program.skin_tex0.5_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Sat Jun 11 12:08:54 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.5_light): class.RXUWTE8ibQ: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 28609: -- error message -- line 688, 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 Nov 8 2015 # 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 modelMatrix #semantic shadowview #semantic shadowproj #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[212], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[215], 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[219] : -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[220] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[220] : -1 : 0 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.z : c[220] : -1 : 1 #var float4 gl_LightSource[1].ambient : state.light[1].ambient : : -1 : 0 #var float4 gl_LightSource[1].diffuse : state.light[1].diffuse : : -1 : 0 #var float4 gl_LightSource[1].specular : state.light[1].specular : : -1 : 0 #var float4 gl_LightSource[1].position : state.light[1].position : c[221] : -1 : 1 #var float4 gl_LightSource[1].halfVector : state.light[1].half : : -1 : 0 #var float3 gl_LightSource[1].spotDirection : state.light[1].spot.direction : : -1 : 0 #var float gl_LightSource[1].spotExponent : state.light[1].attenuation.w : : -1 : 0 #var float gl_LightSource[1].spotCutoff : state.light[1].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[1].spotCosCutoff : state.light[1].spot.direction.w : : -1 : 0 #var float gl_LightSource[1].constantAttenuation : state.light[1].attenuation.x : c[222] : -1 : 0 #var float gl_LightSource[1].linearAttenuation : state.light[1].attenuation.y : c[222] : -1 : 0 #var float gl_LightSource[1].quadraticAttenuation : state.light[1].attenuation.z : c[222] : -1 : 1 #var float4 gl_LightSource[2].ambient : state.light[2].ambient : : -1 : 0 #var float4 gl_LightSource[2].diffuse : state.light[2].diffuse : : -1 : 0 #var float4 gl_LightSource[2].specular : state.light[2].specular : : -1 : 0 #var float4 gl_LightSource[2].position : state.light[2].position : c[223] : -1 : 1 #var float4 gl_LightSource[2].halfVector : state.light[2].half : : -1 : 0 #var float3 gl_LightSource[2].spotDirection : state.light[2].spot.direction : : -1 : 0 #var float gl_LightSource[2].spotExponent : state.light[2].attenuation.w : : -1 : 0 #var float gl_LightSource[2].spotCutoff : state.light[2].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[2].spotCosCutoff : state.light[2].spot.direction.w : : -1 : 0 #var float gl_LightSource[2].constantAttenuation : state.light[2].attenuation.x : c[224] : -1 : 0 #var float gl_LightSource[2].linearAttenuation : state.light[2].attenuation.y : c[224] : -1 : 0 #var float gl_LightSource[2].quadraticAttenuation : state.light[2].attenuation.z : c[224] : -1 : 1 #var float4 gl_LightSource[3].ambient : state.light[3].ambient : : -1 : 0 #var float4 gl_LightSource[3].diffuse : state.light[3].diffuse : : -1 : 0 #var float4 gl_LightSource[3].specular : state.light[3].specular : : -1 : 0 #var float4 gl_LightSource[3].position : state.light[3].position : c[225] : -1 : 1 #var float4 gl_LightSource[3].halfVector : state.light[3].half : : -1 : 0 #var float3 gl_LightSource[3].spotDirection : state.light[3].spot.direction : : -1 : 0 #var float gl_LightSource[3].spotExponent : state.light[3].attenuation.w : : -1 : 0 #var float gl_LightSource[3].spotCutoff : state.light[3].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[3].spotCosCutoff : state.light[3].spot.direction.w : : -1 : 0 #var float gl_LightSource[3].constantAttenuation : state.light[3].attenuation.x : c[226] : -1 : 0 #var float gl_LightSource[3].linearAttenuation : state.light[3].attenuation.y : c[226] : -1 : 0 #var float gl_LightSource[3].quadraticAttenuation : state.light[3].attenuation.z : c[226] : -1 : 1 #var float4 gl_LightSource[4].ambient : state.light[4].ambient : : -1 : 0 #var float4 gl_LightSource[4].diffuse : state.light[4].diffuse : : -1 : 0 #var float4 gl_LightSource[4].specular : state.light[4].specular : : -1 : 0 #var float4 gl_LightSource[4].position : state.light[4].position : c[227] : -1 : 1 #var float4 gl_LightSource[4].halfVector : state.light[4].half : : -1 : 0 #var float3 gl_LightSource[4].spotDirection : state.light[4].spot.direction : : -1 : 0 #var float gl_LightSource[4].spotExponent : state.light[4].attenuation.w : : -1 : 0 #var float gl_LightSource[4].spotCutoff : state.light[4].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[4].spotCosCutoff : state.light[4].spot.direction.w : : -1 : 0 #var float gl_LightSource[4].constantAttenuation : state.light[4].attenuation.x : c[228] : -1 : 0 #var float gl_LightSource[4].linearAttenuation : state.light[4].attenuation.y : c[228] : -1 : 0 #var float gl_LightSource[4].quadraticAttenuation : state.light[4].attenuation.z : c[228] : -1 : 1 #var float4 gl_LightSource[5].ambient : state.light[5].ambient : : -1 : 0 #var float4 gl_LightSource[5].diffuse : state.light[5].diffuse : : -1 : 0 #var float4 gl_LightSource[5].specular : state.light[5].specular : : -1 : 0 #var float4 gl_LightSource[5].position : state.light[5].position : : -1 : 0 #var float4 gl_LightSource[5].halfVector : state.light[5].half : : -1 : 0 #var float3 gl_LightSource[5].spotDirection : state.light[5].spot.direction : : -1 : 0 #var float gl_LightSource[5].spotExponent : state.light[5].attenuation.w : : -1 : 0 #var float gl_LightSource[5].spotCutoff : state.light[5].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[5].spotCosCutoff : state.light[5].spot.direction.w : : -1 : 0 #var float gl_LightSource[5].constantAttenuation : state.light[5].attenuation.x : : -1 : 0 #var float gl_LightSource[5].linearAttenuation : state.light[5].attenuation.y : : -1 : 0 #var float gl_LightSource[5].quadraticAttenuation : state.light[5].attenuation.z : : -1 : 0 #var float4 gl_LightSource[6].ambient : state.light[6].ambient : : -1 : 0 #var float4 gl_LightSource[6].diffuse : state.light[6].diffuse : : -1 : 0 #var float4 gl_LightSource[6].specular : state.light[6].specular : : -1 : 0 #var float4 gl_LightSource[6].position : state.light[6].position : : -1 : 0 #var float4 gl_LightSource[6].halfVector : state.light[6].half : : -1 : 0 #var float3 gl_LightSource[6].spotDirection : state.light[6].spot.direction : : -1 : 0 #var float gl_LightSource[6].spotExponent : state.light[6].attenuation.w : : -1 : 0 #var float gl_LightSource[6].spotCutoff : state.light[6].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[6].spotCosCutoff : state.light[6].spot.direction.w : : -1 : 0 #var float gl_LightSource[6].constantAttenuation : state.light[6].attenuation.x : : -1 : 0 #var float gl_LightSource[6].linearAttenuation : state.light[6].attenuation.y : : -1 : 0 #var float gl_LightSource[6].quadraticAttenuation : state.light[6].attenuation.z : : -1 : 0 #var float4 gl_LightSource[7].ambient : state.light[7].ambient : : -1 : 0 #var float4 gl_LightSource[7].diffuse : state.light[7].diffuse : : -1 : 0 #var float4 gl_LightSource[7].specular : state.light[7].specular : : -1 : 0 #var float4 gl_LightSource[7].position : state.light[7].position : : -1 : 0 #var float4 gl_LightSource[7].halfVector : state.light[7].half : : -1 : 0 #var float3 gl_LightSource[7].spotDirection : state.light[7].spot.direction : : -1 : 0 #var float gl_LightSource[7].spotExponent : state.light[7].attenuation.w : : -1 : 0 #var float gl_LightSource[7].spotCutoff : state.light[7].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[7].spotCosCutoff : state.light[7].spot.direction.w : : -1 : 0 #var float gl_LightSource[7].constantAttenuation : state.light[7].attenuation.x : : -1 : 0 #var float gl_LightSource[7].linearAttenuation : state.light[7].attenuation.y : : -1 : 0 #var float gl_LightSource[7].quadraticAttenuation : state.light[7].attenuation.z : : -1 : 0 #var float4 gl_Fog.color : state.fog.color : c[229] : -1 : 1 #var float gl_Fog.density : state.fog.params.x : c[230] : -1 : 1 #var float gl_Fog.start : state.fog.params.y : : -1 : 0 #var float gl_Fog.end : state.fog.params.z : : -1 : 0 #var float gl_Fog.scale : state.fog.params.w : : -1 : 0 #var float4 gl_Color : $vin.COLOR0 : ATTR3 : -1 : 1 #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1 #var float4x4 gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose : c[231], 4 : -1 : 1 #var float4 bones[0] : : c[0] : -1 : 1 #var float4 bones[1] : : c[1] : -1 : 1 #var float4 bones[2] : : c[2] : -1 : 1 #var float4 bones[3] : : c[3] : -1 : 1 #var float4 bones[4] : : c[4] : -1 : 1 #var float4 bones[5] : : c[5] : -1 : 1 #var float4 bones[6] : : c[6] : -1 : 1 #var float4 bones[7] : : c[7] : -1 : 1 #var float4 bones[8] : : c[8] : -1 : 1 #var float4 bones[9] : : c[9] : -1 : 1 #var float4 bones[10] : : c[10] : -1 : 1 #var float4 bones[11] : : c[11] : -1 : 1 #var float4 bones[12] : : c[12] : -1 : 1 #var float4 bones[13] : : c[13] : -1 : 1 #var float4 bones[14] : : c[14] : -1 : 1 #var float4 bones[15] : : c[15] : -1 : 1 #var float4 bones[16] : : c[16] : -1 : 1 #var float4 bones[17] : : c[17] : -1 : 1 #var float4 bones[18] : : c[18] : -1 : 1 #var float4 bones[19] : : c[19] : -1 : 1 #var float4 bones[20] : : c[20] : -1 : 1 #var float4 bones[21] : : c[21] : -1 : 1 #var float4 bones[22] : : c[22] : -1 : 1 #var float4 bones[23] : : c[23] : -1 : 1 #var float4 bones[24] : : c[24] : -1 : 1 #var float4 bones[25] : : c[25] : -1 : 1 #var float4 bones[26] : : c[26] : -1 : 1 #var float4 bones[27] : : c[27] : -1 : 1 #var float4 bones[28] : : c[28] : -1 : 1 #var float4 bones[29] : : c[29] : -1 : 1 #var float4 bones[30] : : c[30] : -1 : 1 #var float4 bones[31] : : c[31] : -1 : 1 #var float4 bones[32] : : c[32] : -1 : 1 #var float4 bones[33] : : c[33] : -1 : 1 #var float4 bones[34] : : c[34] : -1 : 1 #var float4 bones[35] : : c[35] : -1 : 1 #var float4 bones[36] : : c[36] : -1 : 1 #var float4 bones[37] : : c[37] : -1 : 1 #var float4 bones[38] : : c[38] : -1 : 1 #var float4 bones[39] : : c[39] : -1 : 1 #var float4 bones[40] : : c[40] : -1 : 1 #var float4 bones[41] : : c[41] : -1 : 1 #var float4 bones[42] : : c[42] : -1 : 1 #var float4 bones[43] : : c[43] : -1 : 1 #var float4 bones[44] : : c[44] : -1 : 1 #var float4 bones[45] : : c[45] : -1 : 1 #var float4 bones[46] : : c[46] : -1 : 1 #var float4 bones[47] : : c[47] : -1 : 1 #var float4 bones[48] : : c[48] : -1 : 1 #var float4 bones[49] : : c[49] : -1 : 1 #var float4 bones[50] : : c[50] : -1 : 1 #var float4 bones[51] : : c[51] : -1 : 1 #var float4 bones[52] : : c[52] : -1 : 1 #var float4 bones[53] : : c[53] : -1 : 1 #var float4 bones[54] : : c[54] : -1 : 1 #var float4 bones[55] : : c[55] : -1 : 1 #var float4 bones[56] : : c[56] : -1 : 1 #var float4 bones[57] : : c[57] : -1 : 1 #var float4 bones[58] : : c[58] : -1 : 1 #var float4 bones[59] : : c[59] : -1 : 1 #var float4 bones[60] : : c[60] : -1 : 1 #var float4 bones[61] : : c[61] : -1 : 1 #var float4 bones[62] : : c[62] : -1 : 1 #var float4 bones[63] : : c[63] : -1 : 1 #var float4 bones[64] : : c[64] : -1 : 1 #var float4 bones[65] : : c[65] : -1 : 1 #var float4 bones[66] : : c[66] : -1 : 1 #var float4 bones[67] : : c[67] : -1 : 1 #var float4 bones[68] : : c[68] : -1 : 1 #var float4 bones[69] : : c[69] : -1 : 1 #var float4 bones[70] : : c[70] : -1 : 1 #var float4 bones[71] : : c[71] : -1 : 1 #var float4 bones[72] : : c[72] : -1 : 1 #var float4 bones[73] : : c[73] : -1 : 1 #var float4 bones[74] : : c[74] : -1 : 1 #var float4 bones[75] : : c[75] : -1 : 1 #var float4 bones[76] : : c[76] : -1 : 1 #var float4 bones[77] : : c[77] : -1 : 1 #var float4 bones[78] : : c[78] : -1 : 1 #var float4 bones[79] : : c[79] : -1 : 1 #var float4 bones[80] : : c[80] : -1 : 1 #var float4 bones[81] : : c[81] : -1 : 1 #var float4 bones[82] : : c[82] : -1 : 1 #var float4 bones[83] : : c[83] : -1 : 1 #var float4 bones[84] : : c[84] : -1 : 1 #var float4 bones[85] : : c[85] : -1 : 1 #var float4 bones[86] : : c[86] : -1 : 1 #var float4 bones[87] : : c[87] : -1 : 1 #var float4 bones[88] : : c[88] : -1 : 1 #var float4 bones[89] : : c[89] : -1 : 1 #var float4 bones[90] : : c[90] : -1 : 1 #var float4 bones[91] : : c[91] : -1 : 1 #var float4 bones[92] : : c[92] : -1 : 1 #var float4 bones[93] : : c[93] : -1 : 1 #var float4 bones[94] : : c[94] : -1 : 1 #var float4 bones[95] : : c[95] : -1 : 1 #var float4 bones[96] : : c[96] : -1 : 1 #var float4 bones[97] : : c[97] : -1 : 1 #var float4 bones[98] : : c[98] : -1 : 1 #var float4 bones[99] : : c[99] : -1 : 1 #var float4 bones[100] : : c[100] : -1 : 1 #var float4 bones[101] : : c[101] : -1 : 1 #var float4 bones[102] : : c[102] : -1 : 1 #var float4 bones[103] : : c[103] : -1 : 1 #var float4 bones[104] : : c[104] : -1 : 1 #var float4 bones[105] : : c[105] : -1 : 1 #var float4 bones[106] : : c[106] : -1 : 1 #var float4 bones[107] : : c[107] : -1 : 1 #var float4 bones[108] : : c[108] : -1 : 1 #var float4 bones[109] : : c[109] : -1 : 1 #var float4 bones[110] : : c[110] : -1 : 1 #var float4 bones[111] : : c[111] : -1 : 1 #var float4 bones[112] : : c[112] : -1 : 1 #var float4 bones[113] : : c[113] : -1 : 1 #var float4 bones[114] : : c[114] : -1 : 1 #var float4 bones[115] : : c[115] : -1 : 1 #var float4 bones[116] : : c[116] : -1 : 1 #var float4 bones[117] : : c[117] : -1 : 1 #var float4 bones[118] : : c[118] : -1 : 1 #var float4 bones[119] : : c[119] : -1 : 1 #var float4 bones[120] : : c[120] : -1 : 1 #var float4 bones[121] : : c[121] : -1 : 1 #var float4 bones[122] : : c[122] : -1 : 1 #var float4 bones[123] : : c[123] : -1 : 1 #var float4 bones[124] : : c[124] : -1 : 1 #var float4 bones[125] : : c[125] : -1 : 1 #var float4 bones[126] : : c[126] : -1 : 1 #var float4 bones[127] : : c[127] : -1 : 1 #var float4 bones[128] : : c[128] : -1 : 1 #var float4 bones[129] : : c[129] : -1 : 1 #var float4 bones[130] : : c[130] : -1 : 1 #var float4 bones[131] : : c[131] : -1 : 1 #var float4 bones[132] : : c[132] : -1 : 1 #var float4 bones[133] : : c[133] : -1 : 1 #var float4 bones[134] : : c[134] : -1 : 1 #var float4 bones[135] : : c[135] : -1 : 1 #var float4 bones[136] : : c[136] : -1 : 1 #var float4 bones[137] : : c[137] : -1 : 1 #var float4 bones[138] : : c[138] : -1 : 1 #var float4 bones[139] : : c[139] : -1 : 1 #var float4 bones[140] : : c[140] : -1 : 1 #var float4 bones[141] : : c[141] : -1 : 1 #var float4 bones[142] : : c[142] : -1 : 1 #var float4 bones[143] : : c[143] : -1 : 1 #var float4 bones[144] : : c[144] : -1 : 1 #var float4 bones[145] : : c[145] : -1 : 1 #var float4 bones[146] : : c[146] : -1 : 1 #var float4 bones[147] : : c[147] : -1 : 1 #var float4 bones[148] : : c[148] : -1 : 1 #var float4 bones[149] : : c[149] : -1 : 1 #var float4 bones[150] : : c[150] : -1 : 1 #var float4 bones[151] : : c[151] : -1 : 1 #var float4 bones[152] : : c[152] : -1 : 1 #var float4 bones[153] : : c[153] : -1 : 1 #var float4 bones[154] : : c[154] : -1 : 1 #var float4 bones[155] : : c[155] : -1 : 1 #var float4 bones[156] : : c[156] : -1 : 1 #var float4 bones[157] : : c[157] : -1 : 1 #var float4 bones[158] : : c[158] : -1 : 1 #var float4 bones[159] : : c[159] : -1 : 1 #var float4 bones[160] : : c[160] : -1 : 1 #var float4 bones[161] : : c[161] : -1 : 1 #var float4 bones[162] : : c[162] : -1 : 1 #var float4 bones[163] : : c[163] : -1 : 1 #var float4 bones[164] : : c[164] : -1 : 1 #var float4 bones[165] : : c[165] : -1 : 1 #var float4 bones[166] : : c[166] : -1 : 1 #var float4 bones[167] : : c[167] : -1 : 1 #var float4 bones[168] : : c[168] : -1 : 1 #var float4 bones[169] : : c[169] : -1 : 1 #var float4 bones[170] : : c[170] : -1 : 1 #var float4 bones[171] : : c[171] : -1 : 1 #var float4 bones[172] : : c[172] : -1 : 1 #var float4 bones[173] : : c[173] : -1 : 1 #var float4 bones[174] : : c[174] : -1 : 1 #var float4 bones[175] : : c[175] : -1 : 1 #var float4 bones[176] : : c[176] : -1 : 1 #var float4 bones[177] : : c[177] : -1 : 1 #var float4 bones[178] : : c[178] : -1 : 1 #var float4 bones[179] : : c[179] : -1 : 1 #var float4 bones[180] : : c[180] : -1 : 1 #var float4 bones[181] : : c[181] : -1 : 1 #var float4 bones[182] : : c[182] : -1 : 1 #var float4 bones[183] : : c[183] : -1 : 1 #var float4 bones[184] : : c[184] : -1 : 1 #var float4 bones[185] : : c[185] : -1 : 1 #var float4 bones[186] : : c[186] : -1 : 1 #var float4 bones[187] : : c[187] : -1 : 1 #var float4 bones[188] : : c[188] : -1 : 1 #var float4 bones[189] : : c[189] : -1 : 1 #var float4 bones[190] : : c[190] : -1 : 1 #var float4 bones[191] : : c[191] : -1 : 1 #var float4 bones[192] : : c[192] : -1 : 1 #var float4 bones[193] : : c[193] : -1 : 1 #var float4 bones[194] : : c[194] : -1 : 1 #var float4 bones[195] : : c[195] : -1 : 1 #var float4 bones[196] : : c[196] : -1 : 1 #var float4 bones[197] : : c[197] : -1 : 1 #var float4 bones[198] : : c[198] : -1 : 1 #var float4 bones[199] : : c[199] : -1 : 1 #var float4 vWeight : $vin.ATTR1 : ATTR1 : -1 : 1 #var float4 vIndex : $vin.ATTR4 : ATTR4 : -1 : 1 #var float2 _texcoord : $vout.ATTR0.xy : ATTR0 : -1 : 1 #var float4 _fog : $vout.ATTR3 : ATTR3 : -1 : 1 #var float3 _normal : $vout.ATTR4.xyz : ATTR4 : -1 : 1 #var float4 _color : $vout.ATTR5 : ATTR5 : -1 : 1 #var float4 _worldpos : $vout.ATTR1 : ATTR1 : -1 : 1 #var float4 _shadowmapcoord : $vout.ATTR2 : ATTR2 : -1 : 1 #var float4x4 modelMatrix : : c[200], 4 : -1 : 1 #var float4x4 shadowview : : c[204], 4 : -1 : 1 #var float4x4 shadowproj : : c[208], 4 : -1 : 1 #var float4 _lightvec[0] : $vout.ATTR6 : ATTR6 : -1 : 1 #var float4 _lightvec[1] : $vout.ATTR7 : ATTR7 : -1 : 1 #var float4 _lightvec[2] : $vout.ATTR8 : ATTR8 : -1 : 1 #var float4 _lightvec[3] : $vout.ATTR9 : ATTR9 : -1 : 1 #var float4 _lightvec[4] : $vout.ATTR10 : ATTR10 : -1 : 1 #var float3 _halfvec[0] : $vout.ATTR11.xyz : ATTR11 : -1 : 1 #var float3 _halfvec[1] : $vout.ATTR12.xyz : ATTR12 : -1 : 1 #var float3 _halfvec[2] : $vout.ATTR13.xyz : ATTR13 : -1 : 1 #var float3 _halfvec[3] : $vout.ATTR14.xyz : ATTR14 : -1 : 1 #var float3 _halfvec[4] : $vout.ATTR15.xyz : ATTR15 : -1 : 1 #var float4 gl_ClipPlane[0] : state.clip[0].plane : c[235] : -1 : 1 #var float4 gl_ClipPlane[1] : state.clip[1].plane : c[236] : -1 : 1 #var float4 gl_ClipPlane[2] : state.clip[2].plane : c[237] : -1 : 1 #var float4 gl_ClipPlane[3] : state.clip[3].plane : c[238] : -1 : 1 #var float4 gl_ClipPlane[4] : state.clip[4].plane : c[239] : -1 : 1 #var float4 gl_ClipPlane[5] : state.clip[5].plane : c[240] : -1 : 1 #var float4 gl_ClipPlane[6] : state.clip[6].plane : c[241] : -1 : 1 #var float4 gl_ClipPlane[7] : state.clip[7].plane : c[242] : -1 : 1 #var float1 gl_ClipCoord[0] : $vout.CLP0 : CLP0 : -1 : 1 #var float1 gl_ClipCoord[1] : $vout.CLP1 : CLP1 : -1 : 1 #var float1 gl_ClipCoord[2] : $vout.CLP2 : CLP2 : -1 : 1 #var float1 gl_ClipCoord[3] : $vout.CLP3 : CLP3 : -1 : 1 #var float1 gl_ClipCoord[4] : $vout.CLP4 : CLP4 : -1 : 1 #var float1 gl_ClipCoord[5] : $vout.CLP5 : CLP5 : -1 : 1 #var float1 gl_ClipCoord[6] : $vout.CLP6 : CLP6 : -1 : 1 #var float1 gl_ClipCoord[7] : $vout.CLP7 : CLP7 : -1 : 1 PARAM c[243] = { program.local[0..211], state.matrix.modelview.inverse.row[0..2], state.matrix.modelview.transpose.row[0..3], state.light[0].position, state.light[0].attenuation, state.light[1].position, state.light[1].attenuation, state.light[2].position, state.light[2].attenuation, state.light[3].position, state.light[3].attenuation, state.light[4].position, state.light[4].attenuation, state.fog.color, state.fog.params, state.matrix.mvp.transpose.row[0..3], state.clip[0].plane, state.clip[1].plane, state.clip[2].plane, state.clip[3].plane, state.clip[4].plane, state.clip[5].plane, state.clip[6].plane, state.clip[7].plane }; ATTRIB vertex_attrib5[] = { vertex.attrib[5..8] }; ATTRIB vertex_attrib4[] = { vertex.attrib[4..4] }; ATTRIB vertex_attrib3[] = { vertex.attrib[3..3] }; ATTRIB vertex_attrib2[] = { vertex.attrib[2..2] }; ATTRIB vertex_attrib1[] = { vertex.attrib[1..1] }; ATTRIB vertex_attrib[] = { vertex.attrib[0..0] }; OUTPUT result_clip[] = { result.clip[0..7] }; OUTPUT result_attrib[] = { result.attrib[0..15] }; TEMP R0, R1, R2, R3, R4, R5, R6; TEMP RC, HC; TRUNC.S R0.x, vertex.attrib[4].y; MUL.S R0.x, R0, {2, 0, 0, 0}; MOV.U R2.y, R0.x; TRUNC.S R1.x, vertex.attrib[4].w; MUL.S R1.x, R1, {2, 0, 0, 0}; TRUNC.S R1.y, vertex.attrib[4].x; MUL.S R1.y, R1, {2, 0, 0, 0}.x; MOV.U R2.x, R1.y; MOV.U R3.x, R1; MOV.F R0, c[R2.y]; DP4.F R1.x, c[R2.x], R0; MOV.F R0, c[R3.x]; DP4.F R0.x, c[R2.x], R0; SLT.F R0.y, R0.x, {0, 0, 0, 0}.x; SGT.F R1.y, R1.x, {0, 0, 0, 0}.x; SGT.F R0.x, R0, {0, 0, 0, 0}; TRUNC.U R0.y, R0; TRUNC.U R0.x, R0; TRUNC.U R0.z, R1.y; I2F.U R0.y, R0; I2F.U R0.x, R0; ADD.F R3.y, R0.x, -R0; I2F.U R0.y, R0.z; SLT.F R0.z, R1.x, {0, 0, 0, 0}.x; TRUNC.S R0.x, vertex.attrib[4].z; MUL.S R0.x, R0, {2, 0, 0, 0}; TRUNC.U R0.z, R0; I2F.U R0.z, R0; ADD.F R2.z, R0.y, -R0; MOV.U R3.z, R0.x; MOV.F R0, c[R3.z]; MUL.F R1, c[R2.y], R2.z; DP4.F R2.w, c[R2.x], R0; MUL.F R0, vertex.attrib[1].y, R1; SLT.F R1.y, R2.w, {0, 0, 0, 0}.x; SGT.F R1.x, R2.w, {0, 0, 0, 0}; TRUNC.U R1.y, R1; TRUNC.U R1.x, R1; I2F.U R1.y, R1; I2F.U R1.x, R1; ADD.F R3.w, R1.x, -R1.y; MAD.F R1, vertex.attrib[1].x, c[R2.x], R0; MUL.F R0, c[R3.z], R3.w; MAD.F R1, vertex.attrib[1].z, R0, R1; MUL.F R0, c[R3.x], R3.y; MAD.F R0, vertex.attrib[1].w, R0, R1; MUL.F R1, R2.z, c[R2.y + 1]; DP4.F R2.w, R0, R0; RSQ.F R2.y, R2.w; MUL.F R1, vertex.attrib[1].y, R1; RCP.F R4.x, R2.y; MAD.F R2, vertex.attrib[1].x, c[R2.x + 1], R1; MUL.F R1, R3.w, c[R3.z + 1]; MAD.F R1, vertex.attrib[1].z, R1, R2; MUL.F R2, R3.y, c[R3.x + 1]; MAD.F R1, vertex.attrib[1].w, R2, R1; SGT.F R2.x, R4, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F result.attrib[0].xy, vertex.attrib[8]; IF NE.x; RCP.F R2.x, R4.x; ELSE; MOV.F R2.x, {1, 0, 0, 0}; ENDIF; MUL.F R0, R0, R2.x; MUL.F R1, R2.x, R1; MUL.F R2.xyz, R0.zxyw, R1.yzxw; MUL.F R3.xyz, R0.zxyw, vertex.attrib[0].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[0].zxyw, -R3; MAD.F R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL.F R4.xyz, R0, R1.w; MAD.F R1.xyz, R0.w, R1, -R4; ADD.F R1.xyz, R1, R2; MAD.F R3.xyz, R0.w, vertex.attrib[0], R3; MUL.F R4.xyz, R0.zxyw, R3.yzxw; MAD.F R3.xyz, R0.yzxw, R3.zxyw, -R4; MUL.F R2.xyz, R0.zxyw, vertex.attrib[2].yzxw; MAD.F R3.xyz, R3, {2, 0, 0, 0}.x, vertex.attrib[0]; MAD.F R4.xyz, R1, {2, 0, 0, 0}.x, R3; MAD.F R2.xyz, R0.yzxw, vertex.attrib[2].zxyw, -R2; MAD.F R2.xyz, R0.w, vertex.attrib[2], R2; MUL.F R3.xyz, R0.zxyw, R2.yzxw; MAD.F R0.xyz, R0.yzxw, R2.zxyw, -R3; MUL.F R1, R4.y, c[216]; MAD.F R1, R4.x, c[215], R1; MAD.F R2.xyz, R0, {2, 0, 0, 0}.x, vertex.attrib[2]; MAD.F R1, R4.z, c[217], R1; ADD.F R0, R1, c[218]; MUL.F R1.xyz, R2.y, c[213]; MAD.F R1.xyz, R2.x, c[212], R1; MAD.F R1.xyz, R2.z, c[214], R1; DP3.F R1.w, -R0, -R0; RSQ.F R1.w, R1.w; MUL.F R5.xyz, R1.w, -R0; DP3.F R2.x, R1, R1; MOV.F R1.w, {0, 0, 0, 0}.x; RSQ.F R2.x, R2.x; SNE.F R1.w, c[219], R1; TRUNC.U.CC HC.x, R1.w; MUL.F result.attrib[4].xyz, R2.x, R1; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[219]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[220]; ADD.F R2.z, R2.y, c[220].x; DIV.F R2.y, c[220].z, R2.x; MAD.F R1.w, R2.y, R1, R2.z; MUL.F R2.xyz, R2.x, R1; MOV.F R2.w, {0, 0, 0, 0}.x; SNE.F R2.w, c[219], R2; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[6].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MOV.F R1.w, {0, 0, 0, 0}.x; MUL.F result.attrib[11].xyz, R2.x, R1; SNE.F R1.x, c[221].w, R1.w; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[6].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[221]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[222]; ADD.F R2.z, R2.y, c[222].x; DIV.F R2.y, c[222].z, R2.x; MAD.F R1.w, R2.y, R1, R2.z; MUL.F R2.xyz, R2.x, R1; MOV.F R2.w, {0, 0, 0, 0}.x; SNE.F R2.w, c[221], R2; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[7].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MOV.F R1.w, {0, 0, 0, 0}.x; MUL.F result.attrib[12].xyz, R2.x, R1; SNE.F R1.x, c[223].w, R1.w; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[7].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[223]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[224]; ADD.F R2.z, R2.y, c[224].x; DIV.F R2.y, c[224].z, R2.x; MAD.F R1.w, R2.y, R1, R2.z; MUL.F R2.xyz, R2.x, R1; MOV.F R2.w, {0, 0, 0, 0}.x; SNE.F R2.w, c[223], R2; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[8].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MOV.F R1.w, {0, 0, 0, 0}.x; MUL.F result.attrib[13].xyz, R2.x, R1; SNE.F R1.x, c[225].w, R1.w; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[8].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[225]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[226]; ADD.F R2.z, R2.y, c[226].x; DIV.F R2.y, c[226].z, R2.x; MAD.F R1.w, R2.y, R1, R2.z; MUL.F R2.xyz, R2.x, R1; MOV.F R2.w, {0, 0, 0, 0}.x; SNE.F R2.w, c[225], R2; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[9].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MOV.F R1.w, {0, 0, 0, 0}.x; MUL.F result.attrib[14].xyz, R2.x, R1; SNE.F R1.x, c[227].w, R1.w; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[9].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[227]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MUL.F R1.xyz, R2.x, R1; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[228]; ADD.F R2.z, R2.y, c[228].x; DIV.F R2.y, c[228].z, R2.x; MOV.F R2.x, {0, 0, 0, 0}; SNE.F R2.x, c[227].w, R2; TRUNC.U.CC HC.x, R2; MAD.F R1.w, R2.y, R1, R2.z; MOV.F R6.xyz, R1; MOV.F result.attrib[10].xyz, R1; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; MUL.F R1, R4.y, c[201]; MAD.F R1, R4.x, c[200], R1; MAD.F R1, R4.z, c[202], R1; ADD.F R1, R1, c[203]; MUL.F R2, R1.y, c[205]; MAD.F R2, R1.x, c[204], R2; MAD.F R2, R1.z, c[206], R2; MAD.F R2, R1.w, c[207], R2; MUL.F R3, R2.y, c[209]; MAD.F R3, R2.x, c[208], R3; ADD.F R5.xyz, R6, R5; MAD.F R3, R2.z, c[210], R3; DP3.F R2.x, R5, R5; MAD.F result.attrib[2], R2.w, c[211], R3; RSQ.F R2.x, R2.x; MUL.F result.attrib[15].xyz, R2.x, R5; MUL.F R2, R4.y, c[232]; MOV.F result.attrib[1], R1; MAD.F R1, R4.x, c[231], R2; MUL.F R2.x, |R0.z|, -c[230]; MAD.F R1, R4.z, c[233], R1; ADD.F result.position, R1, c[234]; MUL.F R2.x, R2, {1.442695, 0, 0, 0}; EX2.F.SAT result.attrib[3].w, R2.x; MOV.F result.attrib[5], vertex.attrib[3]; DP4.F result.clip[0].x, R0, c[235]; DP4.F result.clip[1].x, R0, c[236]; DP4.F result.clip[2].x, R0, c[237]; DP4.F result.clip[3].x, R0, c[238]; DP4.F result.clip[4].x, R0, c[239]; DP4.F result.clip[5].x, R0, c[240]; DP4.F result.clip[6].x, R0, c[241]; DP4.F result.clip[7].x, R0, c[242]; MOV.F result.attrib[3].xyz, c[229]; MIN.F result.attrib[10].w, R4, {1, 0, 0, 0}.x; END # 287 instructions, 7 R-regs at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.u2RLtU7GmG.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1161) at class.cAPMmm6v.XwhlvVTrl(SourceFile:63) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36263) at java.lang.Thread.run(Thread.java:745) Exiting Wurm after Assertion Failure Time is Sat Jun 11 12:09:19 CEST 2016 Performing final cleanup after playing 0s Saving props file /home/USERNAME/wurm/players/TimothyMarker/playerdata.txt Saving props file /home/USERNAME/wurm/configs/default/gamesettings.txt Saving props file /home/USERNAME/wurm/players/TimothyMarker/stats.txt Destroying game window Shutting down OpenAL subsystem. Job executor 0 terminating Job executor 1 terminating Fast Clock Workaround Thread exited. Running garbage collector... Running finalization... Goodbye. Exit. WARNING: OpenAL was already stopped. Share this post Link to post Share on other sites
Posted June 11, 2016 Thank you Eobersig. Please stay tuned for a new build which hopefully will address this issue. The devs will let us know when to retest and on which client (test unstable or live unstable) Share this post Link to post Share on other sites
Posted June 18, 2016 On 6/11/2016 at 6:14 AM, Eobersig said: I'm getting this error on unstable as well. After editing glsl_debug in gamesettings to true I get ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.5_light): class.RXUWTE8ibQ: Vertex info Reveal hidden contents Preparing to enable console logging. Now logging to /home/USERNAME/wurm/console.TimothyMarker.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = false collada_animations = 2 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 = true compressed_textures_S3TC = true contribution_culling = 100 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 2 disable_select_all_shortcut = false display_settings = false:true:0:1280:1024:32:-1:false:false enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = false enable_vsync = true event_log_rotation = 3 exec_source = 0 fast_yield = false fbo_enabled = 2 fog_coord_src = 0 font_antialias = 2 font_bold = 11 font_default = 12 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 12 fov_horizontal = 80 fps_limit = 30 fps_limit_background = 20 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = true glsl_enabled = 2 gpu_skinning = true gui_opacity = 3 gui_skin = 1 has_read_eula = true hide_inactive_friends = false hide_menu_examine = true hide_menu_no_target = false hide_menu_spam_mode = true hide_menu_stop = true hide_onscreen_fail_messages = true hide_onscreen_hostile_messages = true hide_onscreen_info_messages = true hide_personal_goal = false high_res_binoculars = false hint_texture_scaling = 0 impColumn = true inverse_mouse = false irc_log_rotation = 3 irc_notif = 0 item_creature_render_distance = 3 key_bindings_source = 0 keyboard_layout = 0 loadInventoryStartup = true local_list_in_event = true lod = 0 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_shader_lights = 8 max_texture_size = 1 mega_texture_size = 1 model_loader_thread_priority = 2 model_loading_threads = 0 mount_rotation = false 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 = 0 other_log_rotation = 3 outline_picking = true player_texture_size = 1 reflection_texture_size = 0 reflections = 1 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 = 1 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = true show_old_quickbar = true silent_friends_update = false skillgain_minimum = 1 skillgain_no_alignment = true skillgain_no_favor = true skydetail = 0 sound_al_gain = 30 sound_buzzlevel = 5 sound_cache_enabled = false sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 10 sound_music_level = 10 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 3 submit_client_data = 2 terrain_bump = false terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 1 togglePushToTalk = true treelist_outline = true trees = 1 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 = false vbo_enabled = 2 viewport_bob = true water_detail = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing /home/USERNAME/wurm/configs/default/keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 2 worker threads Using LWJGL display 1920:1080:0:0 (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: null (null) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 9800 GT/PCIe/SSE2/3DNOW! OpenGL version: 3.3.0 NVIDIA 304.131 OpenGL extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer 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_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader 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_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_provoking_vertex 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_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object 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_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle 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_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_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_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat 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_vdpau_interop 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 OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 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) GLSL defines (3.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 10 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (12). Texture Size: 512 Initializing font texture for SansSerif (12, italic). Texture Size: 128 Experimental direct buffer cleaner init successful Preloading builtin materials Loaded vertex shader shader.white.vertex Loaded pixel shader shader.white.fragment Link program program.white Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.1_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.2_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.3_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.4_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.5_light Attaching shaders Linking program Failed linking program: program.skin_tex0.5_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Sat Jun 11 12:08:54 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.5_light): class.RXUWTE8ibQ: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 28609: -- error message -- line 688, 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 Nov 8 2015 # 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 modelMatrix #semantic shadowview #semantic shadowproj #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[212], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[215], 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[219] : -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[220] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[220] : -1 : 0 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.z : c[220] : -1 : 1 #var float4 gl_LightSource[1].ambient : state.light[1].ambient : : -1 : 0 #var float4 gl_LightSource[1].diffuse : state.light[1].diffuse : : -1 : 0 #var float4 gl_LightSource[1].specular : state.light[1].specular : : -1 : 0 #var float4 gl_LightSource[1].position : state.light[1].position : c[221] : -1 : 1 #var float4 gl_LightSource[1].halfVector : state.light[1].half : : -1 : 0 #var float3 gl_LightSource[1].spotDirection : state.light[1].spot.direction : : -1 : 0 #var float gl_LightSource[1].spotExponent : state.light[1].attenuation.w : : -1 : 0 #var float gl_LightSource[1].spotCutoff : state.light[1].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[1].spotCosCutoff : state.light[1].spot.direction.w : : -1 : 0 #var float gl_LightSource[1].constantAttenuation : state.light[1].attenuation.x : c[222] : -1 : 0 #var float gl_LightSource[1].linearAttenuation : state.light[1].attenuation.y : c[222] : -1 : 0 #var float gl_LightSource[1].quadraticAttenuation : state.light[1].attenuation.z : c[222] : -1 : 1 #var float4 gl_LightSource[2].ambient : state.light[2].ambient : : -1 : 0 #var float4 gl_LightSource[2].diffuse : state.light[2].diffuse : : -1 : 0 #var float4 gl_LightSource[2].specular : state.light[2].specular : : -1 : 0 #var float4 gl_LightSource[2].position : state.light[2].position : c[223] : -1 : 1 #var float4 gl_LightSource[2].halfVector : state.light[2].half : : -1 : 0 #var float3 gl_LightSource[2].spotDirection : state.light[2].spot.direction : : -1 : 0 #var float gl_LightSource[2].spotExponent : state.light[2].attenuation.w : : -1 : 0 #var float gl_LightSource[2].spotCutoff : state.light[2].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[2].spotCosCutoff : state.light[2].spot.direction.w : : -1 : 0 #var float gl_LightSource[2].constantAttenuation : state.light[2].attenuation.x : c[224] : -1 : 0 #var float gl_LightSource[2].linearAttenuation : state.light[2].attenuation.y : c[224] : -1 : 0 #var float gl_LightSource[2].quadraticAttenuation : state.light[2].attenuation.z : c[224] : -1 : 1 #var float4 gl_LightSource[3].ambient : state.light[3].ambient : : -1 : 0 #var float4 gl_LightSource[3].diffuse : state.light[3].diffuse : : -1 : 0 #var float4 gl_LightSource[3].specular : state.light[3].specular : : -1 : 0 #var float4 gl_LightSource[3].position : state.light[3].position : c[225] : -1 : 1 #var float4 gl_LightSource[3].halfVector : state.light[3].half : : -1 : 0 #var float3 gl_LightSource[3].spotDirection : state.light[3].spot.direction : : -1 : 0 #var float gl_LightSource[3].spotExponent : state.light[3].attenuation.w : : -1 : 0 #var float gl_LightSource[3].spotCutoff : state.light[3].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[3].spotCosCutoff : state.light[3].spot.direction.w : : -1 : 0 #var float gl_LightSource[3].constantAttenuation : state.light[3].attenuation.x : c[226] : -1 : 0 #var float gl_LightSource[3].linearAttenuation : state.light[3].attenuation.y : c[226] : -1 : 0 #var float gl_LightSource[3].quadraticAttenuation : state.light[3].attenuation.z : c[226] : -1 : 1 #var float4 gl_LightSource[4].ambient : state.light[4].ambient : : -1 : 0 #var float4 gl_LightSource[4].diffuse : state.light[4].diffuse : : -1 : 0 #var float4 gl_LightSource[4].specular : state.light[4].specular : : -1 : 0 #var float4 gl_LightSource[4].position : state.light[4].position : c[227] : -1 : 1 #var float4 gl_LightSource[4].halfVector : state.light[4].half : : -1 : 0 #var float3 gl_LightSource[4].spotDirection : state.light[4].spot.direction : : -1 : 0 #var float gl_LightSource[4].spotExponent : state.light[4].attenuation.w : : -1 : 0 #var float gl_LightSource[4].spotCutoff : state.light[4].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[4].spotCosCutoff : state.light[4].spot.direction.w : : -1 : 0 #var float gl_LightSource[4].constantAttenuation : state.light[4].attenuation.x : c[228] : -1 : 0 #var float gl_LightSource[4].linearAttenuation : state.light[4].attenuation.y : c[228] : -1 : 0 #var float gl_LightSource[4].quadraticAttenuation : state.light[4].attenuation.z : c[228] : -1 : 1 #var float4 gl_LightSource[5].ambient : state.light[5].ambient : : -1 : 0 #var float4 gl_LightSource[5].diffuse : state.light[5].diffuse : : -1 : 0 #var float4 gl_LightSource[5].specular : state.light[5].specular : : -1 : 0 #var float4 gl_LightSource[5].position : state.light[5].position : : -1 : 0 #var float4 gl_LightSource[5].halfVector : state.light[5].half : : -1 : 0 #var float3 gl_LightSource[5].spotDirection : state.light[5].spot.direction : : -1 : 0 #var float gl_LightSource[5].spotExponent : state.light[5].attenuation.w : : -1 : 0 #var float gl_LightSource[5].spotCutoff : state.light[5].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[5].spotCosCutoff : state.light[5].spot.direction.w : : -1 : 0 #var float gl_LightSource[5].constantAttenuation : state.light[5].attenuation.x : : -1 : 0 #var float gl_LightSource[5].linearAttenuation : state.light[5].attenuation.y : : -1 : 0 #var float gl_LightSource[5].quadraticAttenuation : state.light[5].attenuation.z : : -1 : 0 #var float4 gl_LightSource[6].ambient : state.light[6].ambient : : -1 : 0 #var float4 gl_LightSource[6].diffuse : state.light[6].diffuse : : -1 : 0 #var float4 gl_LightSource[6].specular : state.light[6].specular : : -1 : 0 #var float4 gl_LightSource[6].position : state.light[6].position : : -1 : 0 #var float4 gl_LightSource[6].halfVector : state.light[6].half : : -1 : 0 #var float3 gl_LightSource[6].spotDirection : state.light[6].spot.direction : : -1 : 0 #var float gl_LightSource[6].spotExponent : state.light[6].attenuation.w : : -1 : 0 #var float gl_LightSource[6].spotCutoff : state.light[6].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[6].spotCosCutoff : state.light[6].spot.direction.w : : -1 : 0 #var float gl_LightSource[6].constantAttenuation : state.light[6].attenuation.x : : -1 : 0 #var float gl_LightSource[6].linearAttenuation : state.light[6].attenuation.y : : -1 : 0 #var float gl_LightSource[6].quadraticAttenuation : state.light[6].attenuation.z : : -1 : 0 #var float4 gl_LightSource[7].ambient : state.light[7].ambient : : -1 : 0 #var float4 gl_LightSource[7].diffuse : state.light[7].diffuse : : -1 : 0 #var float4 gl_LightSource[7].specular : state.light[7].specular : : -1 : 0 #var float4 gl_LightSource[7].position : state.light[7].position : : -1 : 0 #var float4 gl_LightSource[7].halfVector : state.light[7].half : : -1 : 0 #var float3 gl_LightSource[7].spotDirection : state.light[7].spot.direction : : -1 : 0 #var float gl_LightSource[7].spotExponent : state.light[7].attenuation.w : : -1 : 0 #var float gl_LightSource[7].spotCutoff : state.light[7].spot.cutoff.x : : -1 : 0 #var float gl_LightSource[7].spotCosCutoff : state.light[7].spot.direction.w : : -1 : 0 #var float gl_LightSource[7].constantAttenuation : state.light[7].attenuation.x : : -1 : 0 #var float gl_LightSource[7].linearAttenuation : state.light[7].attenuation.y : : -1 : 0 #var float gl_LightSource[7].quadraticAttenuation : state.light[7].attenuation.z : : -1 : 0 #var float4 gl_Fog.color : state.fog.color : c[229] : -1 : 1 #var float gl_Fog.density : state.fog.params.x : c[230] : -1 : 1 #var float gl_Fog.start : state.fog.params.y : : -1 : 0 #var float gl_Fog.end : state.fog.params.z : : -1 : 0 #var float gl_Fog.scale : state.fog.params.w : : -1 : 0 #var float4 gl_Color : $vin.COLOR0 : ATTR3 : -1 : 1 #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1 #var float4x4 gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose : c[231], 4 : -1 : 1 #var float4 bones[0] : : c[0] : -1 : 1 #var float4 bones[1] : : c[1] : -1 : 1 #var float4 bones[2] : : c[2] : -1 : 1 #var float4 bones[3] : : c[3] : -1 : 1 #var float4 bones[4] : : c[4] : -1 : 1 #var float4 bones[5] : : c[5] : -1 : 1 #var float4 bones[6] : : c[6] : -1 : 1 #var float4 bones[7] : : c[7] : -1 : 1 #var float4 bones[8] : : c[8] : -1 : 1 #var float4 bones[9] : : c[9] : -1 : 1 #var float4 bones[10] : : c[10] : -1 : 1 #var float4 bones[11] : : c[11] : -1 : 1 #var float4 bones[12] : : c[12] : -1 : 1 #var float4 bones[13] : : c[13] : -1 : 1 #var float4 bones[14] : : c[14] : -1 : 1 #var float4 bones[15] : : c[15] : -1 : 1 #var float4 bones[16] : : c[16] : -1 : 1 #var float4 bones[17] : : c[17] : -1 : 1 #var float4 bones[18] : : c[18] : -1 : 1 #var float4 bones[19] : : c[19] : -1 : 1 #var float4 bones[20] : : c[20] : -1 : 1 #var float4 bones[21] : : c[21] : -1 : 1 #var float4 bones[22] : : c[22] : -1 : 1 #var float4 bones[23] : : c[23] : -1 : 1 #var float4 bones[24] : : c[24] : -1 : 1 #var float4 bones[25] : : c[25] : -1 : 1 #var float4 bones[26] : : c[26] : -1 : 1 #var float4 bones[27] : : c[27] : -1 : 1 #var float4 bones[28] : : c[28] : -1 : 1 #var float4 bones[29] : : c[29] : -1 : 1 #var float4 bones[30] : : c[30] : -1 : 1 #var float4 bones[31] : : c[31] : -1 : 1 #var float4 bones[32] : : c[32] : -1 : 1 #var float4 bones[33] : : c[33] : -1 : 1 #var float4 bones[34] : : c[34] : -1 : 1 #var float4 bones[35] : : c[35] : -1 : 1 #var float4 bones[36] : : c[36] : -1 : 1 #var float4 bones[37] : : c[37] : -1 : 1 #var float4 bones[38] : : c[38] : -1 : 1 #var float4 bones[39] : : c[39] : -1 : 1 #var float4 bones[40] : : c[40] : -1 : 1 #var float4 bones[41] : : c[41] : -1 : 1 #var float4 bones[42] : : c[42] : -1 : 1 #var float4 bones[43] : : c[43] : -1 : 1 #var float4 bones[44] : : c[44] : -1 : 1 #var float4 bones[45] : : c[45] : -1 : 1 #var float4 bones[46] : : c[46] : -1 : 1 #var float4 bones[47] : : c[47] : -1 : 1 #var float4 bones[48] : : c[48] : -1 : 1 #var float4 bones[49] : : c[49] : -1 : 1 #var float4 bones[50] : : c[50] : -1 : 1 #var float4 bones[51] : : c[51] : -1 : 1 #var float4 bones[52] : : c[52] : -1 : 1 #var float4 bones[53] : : c[53] : -1 : 1 #var float4 bones[54] : : c[54] : -1 : 1 #var float4 bones[55] : : c[55] : -1 : 1 #var float4 bones[56] : : c[56] : -1 : 1 #var float4 bones[57] : : c[57] : -1 : 1 #var float4 bones[58] : : c[58] : -1 : 1 #var float4 bones[59] : : c[59] : -1 : 1 #var float4 bones[60] : : c[60] : -1 : 1 #var float4 bones[61] : : c[61] : -1 : 1 #var float4 bones[62] : : c[62] : -1 : 1 #var float4 bones[63] : : c[63] : -1 : 1 #var float4 bones[64] : : c[64] : -1 : 1 #var float4 bones[65] : : c[65] : -1 : 1 #var float4 bones[66] : : c[66] : -1 : 1 #var float4 bones[67] : : c[67] : -1 : 1 #var float4 bones[68] : : c[68] : -1 : 1 #var float4 bones[69] : : c[69] : -1 : 1 #var float4 bones[70] : : c[70] : -1 : 1 #var float4 bones[71] : : c[71] : -1 : 1 #var float4 bones[72] : : c[72] : -1 : 1 #var float4 bones[73] : : c[73] : -1 : 1 #var float4 bones[74] : : c[74] : -1 : 1 #var float4 bones[75] : : c[75] : -1 : 1 #var float4 bones[76] : : c[76] : -1 : 1 #var float4 bones[77] : : c[77] : -1 : 1 #var float4 bones[78] : : c[78] : -1 : 1 #var float4 bones[79] : : c[79] : -1 : 1 #var float4 bones[80] : : c[80] : -1 : 1 #var float4 bones[81] : : c[81] : -1 : 1 #var float4 bones[82] : : c[82] : -1 : 1 #var float4 bones[83] : : c[83] : -1 : 1 #var float4 bones[84] : : c[84] : -1 : 1 #var float4 bones[85] : : c[85] : -1 : 1 #var float4 bones[86] : : c[86] : -1 : 1 #var float4 bones[87] : : c[87] : -1 : 1 #var float4 bones[88] : : c[88] : -1 : 1 #var float4 bones[89] : : c[89] : -1 : 1 #var float4 bones[90] : : c[90] : -1 : 1 #var float4 bones[91] : : c[91] : -1 : 1 #var float4 bones[92] : : c[92] : -1 : 1 #var float4 bones[93] : : c[93] : -1 : 1 #var float4 bones[94] : : c[94] : -1 : 1 #var float4 bones[95] : : c[95] : -1 : 1 #var float4 bones[96] : : c[96] : -1 : 1 #var float4 bones[97] : : c[97] : -1 : 1 #var float4 bones[98] : : c[98] : -1 : 1 #var float4 bones[99] : : c[99] : -1 : 1 #var float4 bones[100] : : c[100] : -1 : 1 #var float4 bones[101] : : c[101] : -1 : 1 #var float4 bones[102] : : c[102] : -1 : 1 #var float4 bones[103] : : c[103] : -1 : 1 #var float4 bones[104] : : c[104] : -1 : 1 #var float4 bones[105] : : c[105] : -1 : 1 #var float4 bones[106] : : c[106] : -1 : 1 #var float4 bones[107] : : c[107] : -1 : 1 #var float4 bones[108] : : c[108] : -1 : 1 #var float4 bones[109] : : c[109] : -1 : 1 #var float4 bones[110] : : c[110] : -1 : 1 #var float4 bones[111] : : c[111] : -1 : 1 #var float4 bones[112] : : c[112] : -1 : 1 #var float4 bones[113] : : c[113] : -1 : 1 #var float4 bones[114] : : c[114] : -1 : 1 #var float4 bones[115] : : c[115] : -1 : 1 #var float4 bones[116] : : c[116] : -1 : 1 #var float4 bones[117] : : c[117] : -1 : 1 #var float4 bones[118] : : c[118] : -1 : 1 #var float4 bones[119] : : c[119] : -1 : 1 #var float4 bones[120] : : c[120] : -1 : 1 #var float4 bones[121] : : c[121] : -1 : 1 #var float4 bones[122] : : c[122] : -1 : 1 #var float4 bones[123] : : c[123] : -1 : 1 #var float4 bones[124] : : c[124] : -1 : 1 #var float4 bones[125] : : c[125] : -1 : 1 #var float4 bones[126] : : c[126] : -1 : 1 #var float4 bones[127] : : c[127] : -1 : 1 #var float4 bones[128] : : c[128] : -1 : 1 #var float4 bones[129] : : c[129] : -1 : 1 #var float4 bones[130] : : c[130] : -1 : 1 #var float4 bones[131] : : c[131] : -1 : 1 #var float4 bones[132] : : c[132] : -1 : 1 #var float4 bones[133] : : c[133] : -1 : 1 #var float4 bones[134] : : c[134] : -1 : 1 #var float4 bones[135] : : c[135] : -1 : 1 #var float4 bones[136] : : c[136] : -1 : 1 #var float4 bones[137] : : c[137] : -1 : 1 #var float4 bones[138] : : c[138] : -1 : 1 #var float4 bones[139] : : c[139] : -1 : 1 #var float4 bones[140] : : c[140] : -1 : 1 #var float4 bones[141] : : c[141] : -1 : 1 #var float4 bones[142] : : c[142] : -1 : 1 #var float4 bones[143] : : c[143] : -1 : 1 #var float4 bones[144] : : c[144] : -1 : 1 #var float4 bones[145] : : c[145] : -1 : 1 #var float4 bones[146] : : c[146] : -1 : 1 #var float4 bones[147] : : c[147] : -1 : 1 #var float4 bones[148] : : c[148] : -1 : 1 #var float4 bones[149] : : c[149] : -1 : 1 #var float4 bones[150] : : c[150] : -1 : 1 #var float4 bones[151] : : c[151] : -1 : 1 #var float4 bones[152] : : c[152] : -1 : 1 #var float4 bones[153] : : c[153] : -1 : 1 #var float4 bones[154] : : c[154] : -1 : 1 #var float4 bones[155] : : c[155] : -1 : 1 #var float4 bones[156] : : c[156] : -1 : 1 #var float4 bones[157] : : c[157] : -1 : 1 #var float4 bones[158] : : c[158] : -1 : 1 #var float4 bones[159] : : c[159] : -1 : 1 #var float4 bones[160] : : c[160] : -1 : 1 #var float4 bones[161] : : c[161] : -1 : 1 #var float4 bones[162] : : c[162] : -1 : 1 #var float4 bones[163] : : c[163] : -1 : 1 #var float4 bones[164] : : c[164] : -1 : 1 #var float4 bones[165] : : c[165] : -1 : 1 #var float4 bones[166] : : c[166] : -1 : 1 #var float4 bones[167] : : c[167] : -1 : 1 #var float4 bones[168] : : c[168] : -1 : 1 #var float4 bones[169] : : c[169] : -1 : 1 #var float4 bones[170] : : c[170] : -1 : 1 #var float4 bones[171] : : c[171] : -1 : 1 #var float4 bones[172] : : c[172] : -1 : 1 #var float4 bones[173] : : c[173] : -1 : 1 #var float4 bones[174] : : c[174] : -1 : 1 #var float4 bones[175] : : c[175] : -1 : 1 #var float4 bones[176] : : c[176] : -1 : 1 #var float4 bones[177] : : c[177] : -1 : 1 #var float4 bones[178] : : c[178] : -1 : 1 #var float4 bones[179] : : c[179] : -1 : 1 #var float4 bones[180] : : c[180] : -1 : 1 #var float4 bones[181] : : c[181] : -1 : 1 #var float4 bones[182] : : c[182] : -1 : 1 #var float4 bones[183] : : c[183] : -1 : 1 #var float4 bones[184] : : c[184] : -1 : 1 #var float4 bones[185] : : c[185] : -1 : 1 #var float4 bones[186] : : c[186] : -1 : 1 #var float4 bones[187] : : c[187] : -1 : 1 #var float4 bones[188] : : c[188] : -1 : 1 #var float4 bones[189] : : c[189] : -1 : 1 #var float4 bones[190] : : c[190] : -1 : 1 #var float4 bones[191] : : c[191] : -1 : 1 #var float4 bones[192] : : c[192] : -1 : 1 #var float4 bones[193] : : c[193] : -1 : 1 #var float4 bones[194] : : c[194] : -1 : 1 #var float4 bones[195] : : c[195] : -1 : 1 #var float4 bones[196] : : c[196] : -1 : 1 #var float4 bones[197] : : c[197] : -1 : 1 #var float4 bones[198] : : c[198] : -1 : 1 #var float4 bones[199] : : c[199] : -1 : 1 #var float4 vWeight : $vin.ATTR1 : ATTR1 : -1 : 1 #var float4 vIndex : $vin.ATTR4 : ATTR4 : -1 : 1 #var float2 _texcoord : $vout.ATTR0.xy : ATTR0 : -1 : 1 #var float4 _fog : $vout.ATTR3 : ATTR3 : -1 : 1 #var float3 _normal : $vout.ATTR4.xyz : ATTR4 : -1 : 1 #var float4 _color : $vout.ATTR5 : ATTR5 : -1 : 1 #var float4 _worldpos : $vout.ATTR1 : ATTR1 : -1 : 1 #var float4 _shadowmapcoord : $vout.ATTR2 : ATTR2 : -1 : 1 #var float4x4 modelMatrix : : c[200], 4 : -1 : 1 #var float4x4 shadowview : : c[204], 4 : -1 : 1 #var float4x4 shadowproj : : c[208], 4 : -1 : 1 #var float4 _lightvec[0] : $vout.ATTR6 : ATTR6 : -1 : 1 #var float4 _lightvec[1] : $vout.ATTR7 : ATTR7 : -1 : 1 #var float4 _lightvec[2] : $vout.ATTR8 : ATTR8 : -1 : 1 #var float4 _lightvec[3] : $vout.ATTR9 : ATTR9 : -1 : 1 #var float4 _lightvec[4] : $vout.ATTR10 : ATTR10 : -1 : 1 #var float3 _halfvec[0] : $vout.ATTR11.xyz : ATTR11 : -1 : 1 #var float3 _halfvec[1] : $vout.ATTR12.xyz : ATTR12 : -1 : 1 #var float3 _halfvec[2] : $vout.ATTR13.xyz : ATTR13 : -1 : 1 #var float3 _halfvec[3] : $vout.ATTR14.xyz : ATTR14 : -1 : 1 #var float3 _halfvec[4] : $vout.ATTR15.xyz : ATTR15 : -1 : 1 #var float4 gl_ClipPlane[0] : state.clip[0].plane : c[235] : -1 : 1 #var float4 gl_ClipPlane[1] : state.clip[1].plane : c[236] : -1 : 1 #var float4 gl_ClipPlane[2] : state.clip[2].plane : c[237] : -1 : 1 #var float4 gl_ClipPlane[3] : state.clip[3].plane : c[238] : -1 : 1 #var float4 gl_ClipPlane[4] : state.clip[4].plane : c[239] : -1 : 1 #var float4 gl_ClipPlane[5] : state.clip[5].plane : c[240] : -1 : 1 #var float4 gl_ClipPlane[6] : state.clip[6].plane : c[241] : -1 : 1 #var float4 gl_ClipPlane[7] : state.clip[7].plane : c[242] : -1 : 1 #var float1 gl_ClipCoord[0] : $vout.CLP0 : CLP0 : -1 : 1 #var float1 gl_ClipCoord[1] : $vout.CLP1 : CLP1 : -1 : 1 #var float1 gl_ClipCoord[2] : $vout.CLP2 : CLP2 : -1 : 1 #var float1 gl_ClipCoord[3] : $vout.CLP3 : CLP3 : -1 : 1 #var float1 gl_ClipCoord[4] : $vout.CLP4 : CLP4 : -1 : 1 #var float1 gl_ClipCoord[5] : $vout.CLP5 : CLP5 : -1 : 1 #var float1 gl_ClipCoord[6] : $vout.CLP6 : CLP6 : -1 : 1 #var float1 gl_ClipCoord[7] : $vout.CLP7 : CLP7 : -1 : 1 PARAM c[243] = { program.local[0..211], state.matrix.modelview.inverse.row[0..2], state.matrix.modelview.transpose.row[0..3], state.light[0].position, state.light[0].attenuation, state.light[1].position, state.light[1].attenuation, state.light[2].position, state.light[2].attenuation, state.light[3].position, state.light[3].attenuation, state.light[4].position, state.light[4].attenuation, state.fog.color, state.fog.params, state.matrix.mvp.transpose.row[0..3], state.clip[0].plane, state.clip[1].plane, state.clip[2].plane, state.clip[3].plane, state.clip[4].plane, state.clip[5].plane, state.clip[6].plane, state.clip[7].plane }; ATTRIB vertex_attrib5[] = { vertex.attrib[5..8] }; ATTRIB vertex_attrib4[] = { vertex.attrib[4..4] }; ATTRIB vertex_attrib3[] = { vertex.attrib[3..3] }; ATTRIB vertex_attrib2[] = { vertex.attrib[2..2] }; ATTRIB vertex_attrib1[] = { vertex.attrib[1..1] }; ATTRIB vertex_attrib[] = { vertex.attrib[0..0] }; OUTPUT result_clip[] = { result.clip[0..7] }; OUTPUT result_attrib[] = { result.attrib[0..15] }; TEMP R0, R1, R2, R3, R4, R5, R6; TEMP RC, HC; TRUNC.S R0.x, vertex.attrib[4].y; MUL.S R0.x, R0, {2, 0, 0, 0}; MOV.U R2.y, R0.x; TRUNC.S R1.x, vertex.attrib[4].w; MUL.S R1.x, R1, {2, 0, 0, 0}; TRUNC.S R1.y, vertex.attrib[4].x; MUL.S R1.y, R1, {2, 0, 0, 0}.x; MOV.U R2.x, R1.y; MOV.U R3.x, R1; MOV.F R0, c[R2.y]; DP4.F R1.x, c[R2.x], R0; MOV.F R0, c[R3.x]; DP4.F R0.x, c[R2.x], R0; SLT.F R0.y, R0.x, {0, 0, 0, 0}.x; SGT.F R1.y, R1.x, {0, 0, 0, 0}.x; SGT.F R0.x, R0, {0, 0, 0, 0}; TRUNC.U R0.y, R0; TRUNC.U R0.x, R0; TRUNC.U R0.z, R1.y; I2F.U R0.y, R0; I2F.U R0.x, R0; ADD.F R3.y, R0.x, -R0; I2F.U R0.y, R0.z; SLT.F R0.z, R1.x, {0, 0, 0, 0}.x; TRUNC.S R0.x, vertex.attrib[4].z; MUL.S R0.x, R0, {2, 0, 0, 0}; TRUNC.U R0.z, R0; I2F.U R0.z, R0; ADD.F R2.z, R0.y, -R0; MOV.U R3.z, R0.x; MOV.F R0, c[R3.z]; MUL.F R1, c[R2.y], R2.z; DP4.F R2.w, c[R2.x], R0; MUL.F R0, vertex.attrib[1].y, R1; SLT.F R1.y, R2.w, {0, 0, 0, 0}.x; SGT.F R1.x, R2.w, {0, 0, 0, 0}; TRUNC.U R1.y, R1; TRUNC.U R1.x, R1; I2F.U R1.y, R1; I2F.U R1.x, R1; ADD.F R3.w, R1.x, -R1.y; MAD.F R1, vertex.attrib[1].x, c[R2.x], R0; MUL.F R0, c[R3.z], R3.w; MAD.F R1, vertex.attrib[1].z, R0, R1; MUL.F R0, c[R3.x], R3.y; MAD.F R0, vertex.attrib[1].w, R0, R1; MUL.F R1, R2.z, c[R2.y + 1]; DP4.F R2.w, R0, R0; RSQ.F R2.y, R2.w; MUL.F R1, vertex.attrib[1].y, R1; RCP.F R4.x, R2.y; MAD.F R2, vertex.attrib[1].x, c[R2.x + 1], R1; MUL.F R1, R3.w, c[R3.z + 1]; MAD.F R1, vertex.attrib[1].z, R1, R2; MUL.F R2, R3.y, c[R3.x + 1]; MAD.F R1, vertex.attrib[1].w, R2, R1; SGT.F R2.x, R4, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F result.attrib[0].xy, vertex.attrib[8]; IF NE.x; RCP.F R2.x, R4.x; ELSE; MOV.F R2.x, {1, 0, 0, 0}; ENDIF; MUL.F R0, R0, R2.x; MUL.F R1, R2.x, R1; MUL.F R2.xyz, R0.zxyw, R1.yzxw; MUL.F R3.xyz, R0.zxyw, vertex.attrib[0].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[0].zxyw, -R3; MAD.F R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL.F R4.xyz, R0, R1.w; MAD.F R1.xyz, R0.w, R1, -R4; ADD.F R1.xyz, R1, R2; MAD.F R3.xyz, R0.w, vertex.attrib[0], R3; MUL.F R4.xyz, R0.zxyw, R3.yzxw; MAD.F R3.xyz, R0.yzxw, R3.zxyw, -R4; MUL.F R2.xyz, R0.zxyw, vertex.attrib[2].yzxw; MAD.F R3.xyz, R3, {2, 0, 0, 0}.x, vertex.attrib[0]; MAD.F R4.xyz, R1, {2, 0, 0, 0}.x, R3; MAD.F R2.xyz, R0.yzxw, vertex.attrib[2].zxyw, -R2; MAD.F R2.xyz, R0.w, vertex.attrib[2], R2; MUL.F R3.xyz, R0.zxyw, R2.yzxw; MAD.F R0.xyz, R0.yzxw, R2.zxyw, -R3; MUL.F R1, R4.y, c[216]; MAD.F R1, R4.x, c[215], R1; MAD.F R2.xyz, R0, {2, 0, 0, 0}.x, vertex.attrib[2]; MAD.F R1, R4.z, c[217], R1; ADD.F R0, R1, c[218]; MUL.F R1.xyz, R2.y, c[213]; MAD.F R1.xyz, R2.x, c[212], R1; MAD.F R1.xyz, R2.z, c[214], R1; DP3.F R1.w, -R0, -R0; RSQ.F R1.w, R1.w; MUL.F R5.xyz, R1.w, -R0; DP3.F R2.x, R1, R1; MOV.F R1.w, {0, 0, 0, 0}.x; RSQ.F R2.x, R2.x; SNE.F R1.w, c[219], R1; TRUNC.U.CC HC.x, R1.w; MUL.F result.attrib[4].xyz, R2.x, R1; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[219]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[220]; ADD.F R2.z, R2.y, c[220].x; DIV.F R2.y, c[220].z, R2.x; MAD.F R1.w, R2.y, R1, R2.z; MUL.F R2.xyz, R2.x, R1; MOV.F R2.w, {0, 0, 0, 0}.x; SNE.F R2.w, c[219], R2; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[6].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MOV.F R1.w, {0, 0, 0, 0}.x; MUL.F result.attrib[11].xyz, R2.x, R1; SNE.F R1.x, c[221].w, R1.w; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[6].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[221]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[222]; ADD.F R2.z, R2.y, c[222].x; DIV.F R2.y, c[222].z, R2.x; MAD.F R1.w, R2.y, R1, R2.z; MUL.F R2.xyz, R2.x, R1; MOV.F R2.w, {0, 0, 0, 0}.x; SNE.F R2.w, c[221], R2; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[7].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MOV.F R1.w, {0, 0, 0, 0}.x; MUL.F result.attrib[12].xyz, R2.x, R1; SNE.F R1.x, c[223].w, R1.w; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[7].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[223]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[224]; ADD.F R2.z, R2.y, c[224].x; DIV.F R2.y, c[224].z, R2.x; MAD.F R1.w, R2.y, R1, R2.z; MUL.F R2.xyz, R2.x, R1; MOV.F R2.w, {0, 0, 0, 0}.x; SNE.F R2.w, c[223], R2; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[8].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MOV.F R1.w, {0, 0, 0, 0}.x; MUL.F result.attrib[13].xyz, R2.x, R1; SNE.F R1.x, c[225].w, R1.w; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[8].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[225]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[226]; ADD.F R2.z, R2.y, c[226].x; DIV.F R2.y, c[226].z, R2.x; MAD.F R1.w, R2.y, R1, R2.z; MUL.F R2.xyz, R2.x, R1; MOV.F R2.w, {0, 0, 0, 0}.x; SNE.F R2.w, c[225], R2; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[9].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MOV.F R1.w, {0, 0, 0, 0}.x; MUL.F result.attrib[14].xyz, R2.x, R1; SNE.F R1.x, c[227].w, R1.w; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[9].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[227]; DP3.F R1.w, R1, R1; RSQ.F R2.x, R1.w; MUL.F R1.xyz, R2.x, R1; RCP.F R1.w, R2.x; MUL.F R2.y, R1.w, c[228]; ADD.F R2.z, R2.y, c[228].x; DIV.F R2.y, c[228].z, R2.x; MOV.F R2.x, {0, 0, 0, 0}; SNE.F R2.x, c[227].w, R2; TRUNC.U.CC HC.x, R2; MAD.F R1.w, R2.y, R1, R2.z; MOV.F R6.xyz, R1; MOV.F result.attrib[10].xyz, R1; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; MUL.F R1, R4.y, c[201]; MAD.F R1, R4.x, c[200], R1; MAD.F R1, R4.z, c[202], R1; ADD.F R1, R1, c[203]; MUL.F R2, R1.y, c[205]; MAD.F R2, R1.x, c[204], R2; MAD.F R2, R1.z, c[206], R2; MAD.F R2, R1.w, c[207], R2; MUL.F R3, R2.y, c[209]; MAD.F R3, R2.x, c[208], R3; ADD.F R5.xyz, R6, R5; MAD.F R3, R2.z, c[210], R3; DP3.F R2.x, R5, R5; MAD.F result.attrib[2], R2.w, c[211], R3; RSQ.F R2.x, R2.x; MUL.F result.attrib[15].xyz, R2.x, R5; MUL.F R2, R4.y, c[232]; MOV.F result.attrib[1], R1; MAD.F R1, R4.x, c[231], R2; MUL.F R2.x, |R0.z|, -c[230]; MAD.F R1, R4.z, c[233], R1; ADD.F result.position, R1, c[234]; MUL.F R2.x, R2, {1.442695, 0, 0, 0}; EX2.F.SAT result.attrib[3].w, R2.x; MOV.F result.attrib[5], vertex.attrib[3]; DP4.F result.clip[0].x, R0, c[235]; DP4.F result.clip[1].x, R0, c[236]; DP4.F result.clip[2].x, R0, c[237]; DP4.F result.clip[3].x, R0, c[238]; DP4.F result.clip[4].x, R0, c[239]; DP4.F result.clip[5].x, R0, c[240]; DP4.F result.clip[6].x, R0, c[241]; DP4.F result.clip[7].x, R0, c[242]; MOV.F result.attrib[3].xyz, c[229]; MIN.F result.attrib[10].w, R4, {1, 0, 0, 0}.x; END # 287 instructions, 7 R-regs at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.u2RLtU7GmG.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1161) at class.cAPMmm6v.XwhlvVTrl(SourceFile:63) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36263) at java.lang.Thread.run(Thread.java:745) Exiting Wurm after Assertion Failure Time is Sat Jun 11 12:09:19 CEST 2016 Performing final cleanup after playing 0s Saving props file /home/USERNAME/wurm/players/TimothyMarker/playerdata.txt Saving props file /home/USERNAME/wurm/configs/default/gamesettings.txt Saving props file /home/USERNAME/wurm/players/TimothyMarker/stats.txt Destroying game window Shutting down OpenAL subsystem. Job executor 0 terminating Job executor 1 terminating Fast Clock Workaround Thread exited. Running garbage collector... Running finalization... Goodbye. Exit. WARNING: OpenAL was already stopped. On 6/8/2016 at 8:35 AM, Belfesar said: Reveal hidden contents Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.5_light): class.RXUWTE8ibQ: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 11068: -- error message -- line 360, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.4.0001, build date Jan 29 2016 # command line args: #vendor NVIDIA Corporation #version 3.4.0.1 #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 modelMatrix #semantic shadowview #semantic shadowproj #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[212], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[215], 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[219] : -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[220] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[220] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.z : c[220] : -1 : 0 #var float4 gl_Fog.color : state.fog.color : c[229] : -1 : 1 #var float gl_Fog.density : state.fog.params.x : c[230] : -1 : 1 #var float gl_Fog.start : state.fog.params.y : : -1 : 0 #var float gl_Fog.end : state.fog.params.z : : -1 : 0 #var float gl_Fog.scale : state.fog.params.w : : -1 : 0 #var float4 gl_Color : $vin.COLOR0 : ATTR3 : -1 : 1 #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1 #var float4x4 gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose : c[231], 4 : -1 : 1 #var float4 bones[0] : : c[0] : -1 : 1 #var float4 vWeight : $vin.ATTR1 : ATTR1 : -1 : 1 #var float4 vIndex : $vin.ATTR4 : ATTR4 : -1 : 1 #var float2 _texcoord : $vout.ATTR0.xy : ATTR0 : -1 : 1 #var float4 _fog : $vout.ATTR3 : ATTR3 : -1 : 1 #var float3 _normal : $vout.ATTR4.xyz : ATTR4 : -1 : 1 #var float4 _color : $vout.ATTR5 : ATTR5 : -1 : 1 #var float4 _worldpos : $vout.ATTR1 : ATTR1 : -1 : 1 #var float4 _shadowmapcoord : $vout.ATTR2 : ATTR2 : -1 : 1 #var float4x4 modelMatrix : : c[200], 4 : -1 : 1 #var float4x4 shadowview : : c[204], 4 : -1 : 1 #var float4x4 shadowproj : : c[208], 4 : -1 : 1 #var float4 _lightvec[0] : $vout.ATTR6 : ATTR6 : -1 : 1 #var float3 _halfvec[0] : $vout.ATTR11.xyz : ATTR11 : -1 : 1 #var float4 gl_ClipPlane[0] : state.clip[0].plane : c[235] : -1 : 1 #var float1 gl_ClipCoord[0] : $vout.CLP0 : CLP0 : -1 : 1 PARAM c[243] = { program.local[0..211], state.matrix.modelview.inverse.row[0..2], state.matrix.modelview.transpose.row[0..3], state.light[0].position, state.light[0].attenuation, state.light[1].position, state.light[1].attenuation, state.light[2].position, state.light[2].attenuation, state.light[3].position, state.light[3].attenuation, state.light[4].position, state.light[4].attenuation, state.fog.color, state.fog.params, state.matrix.mvp.transpose.row[0..3], state.clip[0].plane, state.clip[1].plane, state.clip[2].plane, state.clip[3].plane, state.clip[4].plane, state.clip[5].plane, state.clip[6].plane, state.clip[7].plane }; ATTRIB vertex_attrib[] = { vertex.attrib[0..8] }; OUTPUT result_clip[] = { result.clip[0..7] }; OUTPUT result_attrib[] = { result.attrib[0..15] }; TEMP R0, R1, R2, R3, R4, R5, R6; TEMP RC, HC; TRUNC.S R1.x, vertex.attrib[4].w; MUL.S R2.w, R1.x, {2, 0, 0, 0}.x; TRUNC.S R0.z, vertex.attrib[4].y; MUL.S R0.z, R0, {2, 0, 0, 0}.x; TRUNC.S R0.y, vertex.attrib[4].z; MUL.S R0.y, R0, {2, 0, 0, 0}.x; TRUNC.S R0.x, vertex.attrib[4]; MUL.S R0.x, R0, {2, 0, 0, 0}; MOV.U R2.x, R0; MOV.U R2.y, R0.z; MOV.U R3.z, R0.y; DP4.F R1.y, c[R2.x], c[R2.y]; SLT.F R1.z, R1.y, {0, 0, 0, 0}.x; MOV.U R3.x, R2.w; DP4.F R0.x, c[R2.x], c[R3.z]; SLT.F R0.y, R0.x, {0, 0, 0, 0}.x; DP4.F R2.w, c[R3.x], c[R2.x]; SLT.F R3.y, R2.w, {0, 0, 0, 0}.x; SGT.F R0.x, R0, {0, 0, 0, 0}; TRUNC.U R0.y, R0; TRUNC.U R0.x, R0; SGT.F R1.y, R1, {0, 0, 0, 0}.x; TRUNC.U R1.z, R1; TRUNC.U R1.y, R1; SGT.F R2.w, R2, {0, 0, 0, 0}.x; TRUNC.U R3.y, R3; TRUNC.U R2.w, R2; I2F.U R0.y, R0; I2F.U R0.x, R0; ADD.F R3.w, R0.x, -R0.y; MUL.F R0, c[R3.z], R3.w; I2F.U R1.z, R1; I2F.U R1.y, R1; ADD.F R2.z, R1.y, -R1; MUL.F R1, c[R2.y], R2.z; MUL.F R1, vertex.attrib[1].y, R1; MAD.F R1, vertex.attrib[1].x, c[R2.x], R1; MAD.F R1, vertex.attrib[1].z, R0, R1; I2F.U R2.w, R2; I2F.U R3.y, R3; ADD.F R3.y, R2.w, -R3; MUL.F R0, c[R3.x], R3.y; MAD.F R0, vertex.attrib[1].w, R0, R1; MUL.F R1, R2.z, c[R2.y + 1]; DP4.F R2.w, R0, R0; RSQ.F R2.y, R2.w; MUL.F R1, vertex.attrib[1].y, R1; RCP.F R4.x, R2.y; MAD.F R2, vertex.attrib[1].x, c[R2.x + 1], R1; MUL.F R1, R3.w, c[R3.z + 1]; MAD.F R1, vertex.attrib[1].z, R1, R2; MUL.F R2, R3.y, c[R3.x + 1]; MAD.F R1, vertex.attrib[1].w, R2, R1; SGT.F R2.x, R4, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F result.attrib[0].xy, vertex.attrib[8]; IF NE.x; RCP.F R2.x, R4.x; ELSE; MOV.F R2.x, {1, 0, 0, 0}; ENDIF; MUL.F R0, R0, R2.x; MUL.F R1, R2.x, R1; MUL.F R2.xyz, R0.zxyw, R1.yzxw; MUL.F R3.xyz, R0.zxyw, vertex.attrib[0].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[0].zxyw, -R3; MAD.F R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL.F R4.xyz, R0, R1.w; MAD.F R1.xyz, R0.w, R1, -R4; MAD.F R3.xyz, R0.w, vertex.attrib[0], R3; ADD.F R1.xyz, R1, R2; MUL.F R2.xyz, R0.zxyw, R3.yzxw; MAD.F R2.xyz, R0.yzxw, R3.zxyw, -R2; MUL.F R4.xyz, R0.zxyw, vertex.attrib[2].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[2].zxyw, -R4; MAD.F R2.xyz, R2, {2, 0, 0, 0}.x, vertex.attrib[0]; MAD.F R4.xyz, R1, {2, 0, 0, 0}.x, R2; MAD.F R3.xyz, R0.w, vertex.attrib[2], R3; MUL.F R2.xyz, R0.zxyw, R3.yzxw; MAD.F R2.xyz, R0.yzxw, R3.zxyw, -R2; MUL.F R1, R4.y, c[216]; MAD.F R0, R4.x, c[215], R1; MAD.F R2.xyz, R2, {2, 0, 0, 0}.x, vertex.attrib[2]; MAD.F R0, R4.z, c[217], R0; ADD.F R0, R0, c[218]; MUL.F R1.xyz, R2.y, c[213]; MAD.F R1.xyz, R2.x, c[212], R1; DP3.F R1.w, -R0, -R0; RSQ.F R2.x, R1.w; MAD.F R1.xyz, R2.z, c[214], R1; DP3.F R1.w, R1, R1; MUL.F R5.xyz, R2.x, -R0; RSQ.F R1.w, R1.w; SNE.F R2.x, c[219].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MUL.F result.attrib[4].xyz, R1.w, R1; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[219]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[220].y, c[220]; DIV.F R1.y, c[220].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[219], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[6].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[11].xyz, R1.w, R1; SNE.F R1.x, c[221].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[6].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[221]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[222].y, c[222]; DIV.F R1.y, c[222].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[221], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[7].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[12].xyz, R1.w, R1; SNE.F R1.x, c[223].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[7].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[223]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[224].y, c[224]; DIV.F R1.y, c[224].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[223], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[8].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[13].xyz, R1.w, R1; SNE.F R1.x, c[225].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[8].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[225]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[226].y, c[226]; DIV.F R1.y, c[226].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[225], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[9].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[14].xyz, R1.w, R1; SNE.F R1.x, c[227].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[9].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[227]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R1.xyz, R1.w, R1; RCP.F R2.x, R1.w; MAD.F R2.y, R2.x, c[228], c[228].x; DIV.F R1.w, c[228].z, R1.w; MAD.F R1.w, R1, R2.x, R2.y; SNE.F R2.x, c[227].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F R6.xyz, R1; MOV.F result.attrib[10].xyz, R1; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; MUL.F R1, R4.y, c[201]; MAD.F R1, R4.x, c[200], R1; MAD.F R1, R4.z, c[202], R1; ADD.F R1, R1, c[203]; MUL.F R2, R1.y, c[205]; MAD.F R2, R1.x, c[204], R2; MAD.F R2, R1.z, c[206], R2; MAD.F R2, R1.w, c[207], R2; MUL.F R3, R2.y, c[209]; MAD.F R3, R2.x, c[208], R3; ADD.F R5.xyz, R6, R5; MAD.F R3, R2.z, c[210], R3; DP3.F R2.x, R5, R5; MAD.F result.attrib[2], R2.w, c[211], R3; RSQ.F R2.x, R2.x; MUL.F result.attrib[15].xyz, R2.x, R5; MUL.F R2, R4.y, c[232]; MOV.F result.attrib[1], R1; MAD.F R1, R4.x, c[231], R2; MUL.F R2.x, |R0.z|, -c[230]; MAD.F R1, R4.z, c[233], R1; ADD.F result.position, R1, c[234]; MUL.F R2.x, R2, {1.442695, 0, 0, 0}; EX2.F.SAT result.attrib[3].w, R2.x; MOV.F result.attrib[5], vertex.attrib[3]; DP4.F result.clip[0].x, R0, c[235]; DP4.F result.clip[1].x, R0, c[236]; DP4.F result.clip[2].x, R0, c[237]; DP4.F result.clip[3].x, R0, c[238]; DP4.F result.clip[4].x, R0, c[239]; DP4.F result.clip[5].x, R0, c[240]; DP4.F result.clip[6].x, R0, c[241]; DP4.F result.clip[7].x, R0, c[242]; MOV.F result.attrib[3].xyz, c[229]; MIN.F result.attrib[10].w, R4, {1, 0, 0, 0}.x; END # 269 instructions, 7 R-regs> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to C:\Users\USERNAME\wurm\console.Belfesar.log === Wurm options === animation_playback_self = 0 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = 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 = 200 custim_timer_source = 1 customTimer1 = -1|-1 customTimer2 = -1|-1 customTimer3 = -1|-1 customTimer4 = -1|-1 customTimer5 = -1|-1 debug_mode = false depth_clamp_enabled = 1 disable_select_all_shortcut = false display_settings = false:false:0:1920:1080:32:-1:false:true enable_contribution_culling = false enable_debugs = false enable_lod = true enable_shift_drag = true enable_vsync = true 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 = 12 font_header = 24 font_italian = 11 font_monospaced = 11 font_static = 12 fov_horizontal = 100 fps_limit = 60 fps_limit_background = 15 fps_limit_enabled = true free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = true 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 hide_onscreen_fail_messages = true hide_onscreen_hostile_messages = true hide_onscreen_info_messages = true hide_personal_goal = true high_res_binoculars = true hint_texture_scaling = 2 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 = 2 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 3 model_loader_thread_priority = 3 model_loading_threads = 0 mount_rotation = false 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 = 0 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 0 shift_drag_default = 1 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 5 skillgain_no_alignment = false skillgain_no_favor = false skydetail = 0 sound_al_gain = 0 sound_buzzlevel = 7 sound_cache_enabled = true sound_doppler_enabled = false sound_engine = 2 sound_footstepslevel = 5 sound_music_level = 1 sound_play_PMAlert = false sound_play_ambients = false sound_play_buzz = false sound_play_combat = true sound_play_door = false sound_play_emotes = true sound_play_footsteps = false sound_play_music = false sound_play_weather = false sound_play_work = false stipple_enabled = true structure_render_distance = 4 submit_client_data = 1 terrain_bump = true terrain_res = 2 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 2 togglePushToTalk = true treelist_outline = true trees = 4 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 0 use_antialiasing = 1 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 = 0 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing C:\Users\USERNAME\wurm\configs\Belf\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Translating legacy key ENTER to RETURN Word filter loaded: 23 Starting global job manager with 4 worker threads Using LWJGL display 1920:1080:0:0 (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 (9.18.13.4195) OpenGL vendor: NVIDIA Corporation OpenGL renderer: GeForce 9800 GT/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_enhanced_layouts 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_multi_bind 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_mirror_clamp_to_edge 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_stencil8 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_10f_11f_11f_rev 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_shader_integer_mix 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_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_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_blend_square 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_fence GL_NV_float_buffer GL_NV_fog_distance 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_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_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 OpenGL pixel format: 8:8:8:0 OpenGL depth format: 24:0 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) GLSL defines (3.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (12). Texture Size: 512 Initializing font texture for SansSerif (12, italic). Texture Size: 128 Experimental direct buffer cleaner init successful Preloading builtin materials Loaded vertex shader shader.white.vertex Loaded pixel shader shader.white.fragment Link program program.white Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.1_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.2_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.3_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.4_light Attaching shaders Linking program Validating program Updating attributes and uniforms Final linking program 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 Link program program.skin_tex0.5_light Attaching shaders Linking program Failed linking program: program.skin_tex0.5_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Wed Jun 08 13:38:02 BST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.5_light): class.RXUWTE8ibQ: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 11068: -- error message -- line 360, column 1: error: too many result variable components written -- internal assembly text -- !!NVvp4.0 OPTION NV_parameter_buffer_object2; # cgc version 3.4.0001, build date Jan 29 2016 # command line args: #vendor NVIDIA Corporation #version 3.4.0.1 #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 modelMatrix #semantic shadowview #semantic shadowproj #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[212], 3 : -1 : 1 #var float4x4 gl_ModelViewMatrix : state.matrix.modelview.transpose : c[215], 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[219] : -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[220] : -1 : 0 #var float gl_LightSource[0].linearAttenuation : state.light[0].attenuation.y : c[220] : -1 : 1 #var float gl_LightSource[0].quadraticAttenuation : state.light[0].attenuation.z : c[220] : -1 : 0 #var float4 gl_Fog.color : state.fog.color : c[229] : -1 : 1 #var float gl_Fog.density : state.fog.params.x : c[230] : -1 : 1 #var float gl_Fog.start : state.fog.params.y : : -1 : 0 #var float gl_Fog.end : state.fog.params.z : : -1 : 0 #var float gl_Fog.scale : state.fog.params.w : : -1 : 0 #var float4 gl_Color : $vin.COLOR0 : ATTR3 : -1 : 1 #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1 #var float4x4 gl_ModelViewProjectionMatrix : state.matrix.mvp.transpose : c[231], 4 : -1 : 1 #var float4 bones[0] : : c[0] : -1 : 1 #var float4 vWeight : $vin.ATTR1 : ATTR1 : -1 : 1 #var float4 vIndex : $vin.ATTR4 : ATTR4 : -1 : 1 #var float2 _texcoord : $vout.ATTR0.xy : ATTR0 : -1 : 1 #var float4 _fog : $vout.ATTR3 : ATTR3 : -1 : 1 #var float3 _normal : $vout.ATTR4.xyz : ATTR4 : -1 : 1 #var float4 _color : $vout.ATTR5 : ATTR5 : -1 : 1 #var float4 _worldpos : $vout.ATTR1 : ATTR1 : -1 : 1 #var float4 _shadowmapcoord : $vout.ATTR2 : ATTR2 : -1 : 1 #var float4x4 modelMatrix : : c[200], 4 : -1 : 1 #var float4x4 shadowview : : c[204], 4 : -1 : 1 #var float4x4 shadowproj : : c[208], 4 : -1 : 1 #var float4 _lightvec[0] : $vout.ATTR6 : ATTR6 : -1 : 1 #var float3 _halfvec[0] : $vout.ATTR11.xyz : ATTR11 : -1 : 1 #var float4 gl_ClipPlane[0] : state.clip[0].plane : c[235] : -1 : 1 #var float1 gl_ClipCoord[0] : $vout.CLP0 : CLP0 : -1 : 1 PARAM c[243] = { program.local[0..211], state.matrix.modelview.inverse.row[0..2], state.matrix.modelview.transpose.row[0..3], state.light[0].position, state.light[0].attenuation, state.light[1].position, state.light[1].attenuation, state.light[2].position, state.light[2].attenuation, state.light[3].position, state.light[3].attenuation, state.light[4].position, state.light[4].attenuation, state.fog.color, state.fog.params, state.matrix.mvp.transpose.row[0..3], state.clip[0].plane, state.clip[1].plane, state.clip[2].plane, state.clip[3].plane, state.clip[4].plane, state.clip[5].plane, state.clip[6].plane, state.clip[7].plane }; ATTRIB vertex_attrib[] = { vertex.attrib[0..8] }; OUTPUT result_clip[] = { result.clip[0..7] }; OUTPUT result_attrib[] = { result.attrib[0..15] }; TEMP R0, R1, R2, R3, R4, R5, R6; TEMP RC, HC; TRUNC.S R1.x, vertex.attrib[4].w; MUL.S R2.w, R1.x, {2, 0, 0, 0}.x; TRUNC.S R0.z, vertex.attrib[4].y; MUL.S R0.z, R0, {2, 0, 0, 0}.x; TRUNC.S R0.y, vertex.attrib[4].z; MUL.S R0.y, R0, {2, 0, 0, 0}.x; TRUNC.S R0.x, vertex.attrib[4]; MUL.S R0.x, R0, {2, 0, 0, 0}; MOV.U R2.x, R0; MOV.U R2.y, R0.z; MOV.U R3.z, R0.y; DP4.F R1.y, c[R2.x], c[R2.y]; SLT.F R1.z, R1.y, {0, 0, 0, 0}.x; MOV.U R3.x, R2.w; DP4.F R0.x, c[R2.x], c[R3.z]; SLT.F R0.y, R0.x, {0, 0, 0, 0}.x; DP4.F R2.w, c[R3.x], c[R2.x]; SLT.F R3.y, R2.w, {0, 0, 0, 0}.x; SGT.F R0.x, R0, {0, 0, 0, 0}; TRUNC.U R0.y, R0; TRUNC.U R0.x, R0; SGT.F R1.y, R1, {0, 0, 0, 0}.x; TRUNC.U R1.z, R1; TRUNC.U R1.y, R1; SGT.F R2.w, R2, {0, 0, 0, 0}.x; TRUNC.U R3.y, R3; TRUNC.U R2.w, R2; I2F.U R0.y, R0; I2F.U R0.x, R0; ADD.F R3.w, R0.x, -R0.y; MUL.F R0, c[R3.z], R3.w; I2F.U R1.z, R1; I2F.U R1.y, R1; ADD.F R2.z, R1.y, -R1; MUL.F R1, c[R2.y], R2.z; MUL.F R1, vertex.attrib[1].y, R1; MAD.F R1, vertex.attrib[1].x, c[R2.x], R1; MAD.F R1, vertex.attrib[1].z, R0, R1; I2F.U R2.w, R2; I2F.U R3.y, R3; ADD.F R3.y, R2.w, -R3; MUL.F R0, c[R3.x], R3.y; MAD.F R0, vertex.attrib[1].w, R0, R1; MUL.F R1, R2.z, c[R2.y + 1]; DP4.F R2.w, R0, R0; RSQ.F R2.y, R2.w; MUL.F R1, vertex.attrib[1].y, R1; RCP.F R4.x, R2.y; MAD.F R2, vertex.attrib[1].x, c[R2.x + 1], R1; MUL.F R1, R3.w, c[R3.z + 1]; MAD.F R1, vertex.attrib[1].z, R1, R2; MUL.F R2, R3.y, c[R3.x + 1]; MAD.F R1, vertex.attrib[1].w, R2, R1; SGT.F R2.x, R4, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F result.attrib[0].xy, vertex.attrib[8]; IF NE.x; RCP.F R2.x, R4.x; ELSE; MOV.F R2.x, {1, 0, 0, 0}; ENDIF; MUL.F R0, R0, R2.x; MUL.F R1, R2.x, R1; MUL.F R2.xyz, R0.zxyw, R1.yzxw; MUL.F R3.xyz, R0.zxyw, vertex.attrib[0].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[0].zxyw, -R3; MAD.F R2.xyz, R0.yzxw, R1.zxyw, -R2; MUL.F R4.xyz, R0, R1.w; MAD.F R1.xyz, R0.w, R1, -R4; MAD.F R3.xyz, R0.w, vertex.attrib[0], R3; ADD.F R1.xyz, R1, R2; MUL.F R2.xyz, R0.zxyw, R3.yzxw; MAD.F R2.xyz, R0.yzxw, R3.zxyw, -R2; MUL.F R4.xyz, R0.zxyw, vertex.attrib[2].yzxw; MAD.F R3.xyz, R0.yzxw, vertex.attrib[2].zxyw, -R4; MAD.F R2.xyz, R2, {2, 0, 0, 0}.x, vertex.attrib[0]; MAD.F R4.xyz, R1, {2, 0, 0, 0}.x, R2; MAD.F R3.xyz, R0.w, vertex.attrib[2], R3; MUL.F R2.xyz, R0.zxyw, R3.yzxw; MAD.F R2.xyz, R0.yzxw, R3.zxyw, -R2; MUL.F R1, R4.y, c[216]; MAD.F R0, R4.x, c[215], R1; MAD.F R2.xyz, R2, {2, 0, 0, 0}.x, vertex.attrib[2]; MAD.F R0, R4.z, c[217], R0; ADD.F R0, R0, c[218]; MUL.F R1.xyz, R2.y, c[213]; MAD.F R1.xyz, R2.x, c[212], R1; DP3.F R1.w, -R0, -R0; RSQ.F R2.x, R1.w; MAD.F R1.xyz, R2.z, c[214], R1; DP3.F R1.w, R1, R1; MUL.F R5.xyz, R2.x, -R0; RSQ.F R1.w, R1.w; SNE.F R2.x, c[219].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MUL.F result.attrib[4].xyz, R1.w, R1; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[219]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[220].y, c[220]; DIV.F R1.y, c[220].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[219], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[6].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[11].xyz, R1.w, R1; SNE.F R1.x, c[221].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[6].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[221]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[222].y, c[222]; DIV.F R1.y, c[222].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[221], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[7].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[12].xyz, R1.w, R1; SNE.F R1.x, c[223].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[7].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[223]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[224].y, c[224]; DIV.F R1.y, c[224].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[223], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[8].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[13].xyz, R1.w, R1; SNE.F R1.x, c[225].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[8].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[225]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R2.xyz, R1.w, R1; RCP.F R2.w, R1.w; MAD.F R1.x, R2.w, c[226].y, c[226]; DIV.F R1.y, c[226].z, R1.w; MAD.F R1.w, R1.y, R2, R1.x; SNE.F R2.w, c[225], {0, 0, 0, 0}.x; TRUNC.U.CC HC.x, R2.w; MOV.F R1.xyz, R2; MOV.F result.attrib[9].xyz, R2; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, R1, R5; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F result.attrib[14].xyz, R1.w, R1; SNE.F R1.x, c[227].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R1; MIN.F result.attrib[9].w, R4, {1, 0, 0, 0}.x; IF NE.x; MOV.F R1.xyz, R0; ELSE; MOV.F R1.xyz, {0, 0, 0, 0}.x; ENDIF; ADD.F R1.xyz, -R1, c[227]; DP3.F R1.w, R1, R1; RSQ.F R1.w, R1.w; MUL.F R1.xyz, R1.w, R1; RCP.F R2.x, R1.w; MAD.F R2.y, R2.x, c[228], c[228].x; DIV.F R1.w, c[228].z, R1.w; MAD.F R1.w, R1, R2.x, R2.y; SNE.F R2.x, c[227].w, {0, 0, 0, 0}; TRUNC.U.CC HC.x, R2; MOV.F R6.xyz, R1; MOV.F result.attrib[10].xyz, R1; IF NE.x; RCP.F R4.w, R1.w; ELSE; MOV.F R4.w, {1, 0, 0, 0}.x; ENDIF; MUL.F R1, R4.y, c[201]; MAD.F R1, R4.x, c[200], R1; MAD.F R1, R4.z, c[202], R1; ADD.F R1, R1, c[203]; MUL.F R2, R1.y, c[205]; MAD.F R2, R1.x, c[204], R2; MAD.F R2, R1.z, c[206], R2; MAD.F R2, R1.w, c[207], R2; MUL.F R3, R2.y, c[209]; MAD.F R3, R2.x, c[208], R3; ADD.F R5.xyz, R6, R5; MAD.F R3, R2.z, c[210], R3; DP3.F R2.x, R5, R5; MAD.F result.attrib[2], R2.w, c[211], R3; RSQ.F R2.x, R2.x; MUL.F result.attrib[15].xyz, R2.x, R5; MUL.F R2, R4.y, c[232]; MOV.F result.attrib[1], R1; MAD.F R1, R4.x, c[231], R2; MUL.F R2.x, |R0.z|, -c[230]; MAD.F R1, R4.z, c[233], R1; ADD.F result.position, R1, c[234]; MUL.F R2.x, R2, {1.442695, 0, 0, 0}; EX2.F.SAT result.attrib[3].w, R2.x; MOV.F result.attrib[5], vertex.attrib[3]; DP4.F result.clip[0].x, R0, c[235]; DP4.F result.clip[1].x, R0, c[236]; DP4.F result.clip[2].x, R0, c[237]; DP4.F result.clip[3].x, R0, c[238]; DP4.F result.clip[4].x, R0, c[239]; DP4.F result.clip[5].x, R0, c[240]; DP4.F result.clip[6].x, R0, c[241]; DP4.F result.clip[7].x, R0, c[242]; MOV.F result.attrib[3].xyz, c[229]; MIN.F result.attrib[10].w, R4, {1, 0, 0, 0}.x; END # 269 instructions, 7 R-regs at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.u2RLtU7GmG.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1155) at class.cAPMmm6v.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36263) at java.lang.Thread.run(Unknown Source) On 6/2/2016 at 10:01 AM, Brainer said: Hi, just came home from work and tried to open both - Unstable client (4.00-002fd97) and Unstable Test client, receiving same error as Belfesar.. Crash report: Unstable client Reveal hidden contents Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to D:\Igrice - Instalirano\Wurm\console.Brainer.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 2 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 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 free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 1 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 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 = 8 sound_music_level = 1 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 2 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 3 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 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 = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing D:\Igrice - Instalirano\Wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting global job manager with 4 worker threads 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: igdumdim64 (null) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.3.0 - Build 10.18.14.4264 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.30 - Build 10.18.14.4264 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 15:59:26 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.L70HCnGLJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.ySoTNyN2dd.FZOk5L6Gfy(SourceFile:1216) at class.nJKSJBIKSc.FZOk5L6Gfy(SourceFile:1155) at class.nJKSJBIKSc.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) Unstable test Reveal hidden contents Congratulations, you found a bug in the test client: <Unable to link program (program.skin_tex0.7_light): class.sKKHoNa5wJ: <no message>> Please post the console log below on the wurm online forums, and describe what you were doing when it happened. Contents of console.log: Preparing to enable console logging. Now logging to D:\Igrice - Instalirano\Wurm\console.Brainer.log === Wurm options === animation_playback_self = 1 auto_mipmaps_enabled = 2 auto_run_source = 0 cavedetail = 2 censor_chat = true collada_animations = 2 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 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 free_look_mode_disable_on_close_component = false free_look_mode_disable_on_combat = false free_look_mode_disable_on_open_component = false free_look_mode_sensitivity = 10 game_client_thread_priority = 2 glsl_debug_loading = false 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 hide_onscreen_fail_messages = false hide_onscreen_hostile_messages = false hide_onscreen_info_messages = false hide_personal_goal = false high_res_binoculars = true hint_texture_scaling = 1 impColumn = true inverse_mouse = false irc_log_rotation = 2 irc_notif = 0 item_creature_render_distance = 2 key_bindings_source = 0 keyboard_layout = 0 lightmap_min_size = 1 loadInventoryStartup = true local_list_in_event = false lod = 1 log_extra_errors = false log_gl_errors = false mark_text_read = true material_as_suffix = true max_texture_size = 2 mega_texture_size = 4 model_loader_thread_priority = 2 model_loading_threads = 1 mount_rotation = false 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 = 1 reflections = 0 release_context = false release_context_on_jogl_sleep = false remember_password = true render_distant_terrain = true render_glow = false render_sun_glare = false 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 shadow_mapsize = 1 shift_drag_default = 10 showKChat = true show_body_in_inventory = false show_old_quickbar = false silent_friends_update = false skillgain_minimum = 1 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 = 8 sound_music_level = 1 sound_play_PMAlert = true 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 = false sound_play_weather = true sound_play_work = true stipple_enabled = true structure_render_distance = 2 submit_client_data = 1 terrain_bump = true terrain_res = 1 test_attach_equipment = false test_mode = 0 thirdPerson = false tile_transitions = true tiledecorations = 3 togglePushToTalk = true treelist_outline = true trees = 2 update_optional = true use_alpha_particles = true use_anisotropic_filtering = 2 use_antialiasing = 1 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 = 1 Setting up Collada Model Loader Setting up WurmModel Model Loader Executing D:\Igrice - Instalirano\Wurm\configs\default\keybindings.txt Translating legacy key PAGE_UP to PRIOR Translating legacy key PAGE_DOWN to NEXT Word filter loaded: 23 Starting global job manager with 4 worker threads 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: igdumdim64 (null) OpenGL vendor: Intel OpenGL renderer: Intel(R) HD Graphics 4600 OpenGL version: 4.3.0 - Build 10.18.14.4264 OpenGL extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_cl_event GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_INTEL_fragment_shader_ordering GL_ARB_fragment_shader_interlock GL_EXT_clip_control GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_compute_shader GL_ARB_vertex_attrib_binding GL_ARB_texture_view GL_ARB_fragment_layer_viewport GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_query_buffer_object GL_EXT_polygon_offset_clamp GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_ARB_texture_query_levels GL_ARB_invalidate_subdata GL_ARB_clear_buffer_object GL_ARB_texture_mirror_clamp_to_edge GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_ARB_robust_buffer_access_behavior GL_EXT_texture_sRGB_decode GL_ARB_copy_image GL_KHR_blend_equation_advanced GL_EXT_direct_state_access GL_ARB_stencil_texturing GL_ARB_texture_stencil8 GL_ARB_explicit_uniform_location OpenGL pixel format: 8:8:8:8 OpenGL depth format: 24:8 GLSL version: 4.30 - Build 10.18.14.4264 GLSL max vertex uniforms: 4096 (4096) GLSL max fragment uniforms: 4096 (4096) GLSL max varyings: 64 (64) GLSL defines (4.3): #define USE_CLIP_DISTANCE 1 Starting workaround for fast running clocks Using LWJGL timer. Initialized mouse with 5 buttons. Startup Phase - Initializing.. Initializing font texture for SansSerif (11). Texture Size: 512 Initializing font texture for SansSerif (11, italic). Texture Size: 128 Preloading builtin materials Failed linking program: program.skin_tex0.7_light Execution aborted at connection 0, iteration 0 Run time 0s, local time Thu Jun 02 16:00:19 CEST 2016 Destroying game window ====== FAILED ASSERT ====== com.wurmonline.client.iHOS3zg1KL: Unable to link program (program.skin_tex0.7_light): class.sKKHoNa5wJ: <no message> at com.wurmonline.client.iHOS3zg1KL.mMV5oPkCW(SourceFile:63) at class.C9ptrlOeBB.FZOk5L6Gfy(SourceFile:1216) at class.cAPMmm6v.FZOk5L6Gfy(SourceFile:1155) at class.cAPMmm6v.XwhlvVTrl(SourceFile:64) at com.wurmonline.client.BILF1iey6X.run(SourceFile:36271) at java.lang.Thread.run(Unknown Source) There is a new 4.00 client on UNSTABLE TEST http://www.wurmonline.com/client/wurmclient_test_unstable.jnlp The version at this time is 4.00 c69f49f [test]. Please be sure you use the test server link above for unstable test and let us know if this issue is still present for you. Share this post Link to post Share on other sites
Posted June 18, 2016 4 minutes ago, Alectrys said: There is a new 4.00 client on UNSTABLE TEST http://www.wurmonline.com/client/wurmclient_test_unstable.jnlp The version at this time is 4.00 c69f49f [test]. Please be sure you use the test server link above for unstable test and let us know if this issue is still present for you. Hi, I have just updated the new Unstable Test client and I can log in now without any issues, Thank you 1 Share this post Link to post Share on other sites
Posted June 23, 2016 The unstable TEST client has been updated again. Can those of you who experienced the Unable to link program error please try? http://www.wurmonline.com/client/wurmclient_test_unstable.jnlp @Eobersig @Belfesar @Brainer Share this post Link to post Share on other sites
Posted June 24, 2016 Updates have been made to Unstable live. The current client number should be: 4.00-6bd1cd8. Please let me know if you still experience this issue and post your crash logs. Share this post Link to post Share on other sites
Posted June 25, 2016 On 24.6.2016 at 5:03 PM, Alectrys said: Updates have been made to Unstable live. The current client number should be: 4.00-6bd1cd8. Please let me know if you still experience this issue and post your crash logs. Thanks, Alectrys. Can start the unstable client now, does not crash any more. Getting awful frame rate though, 6-7 fps, the stable version is at 30 fps, per frame rate limiter. But I think that's for another thread. Share this post Link to post Share on other sites
Posted June 25, 2016 Thanks all. I'm going to close this particular error out. Please DO post in other threads if you experience any other issues with the client - crashes, disconnects, FPS, etc. A lot of issues have already been reported and not yet addressed, but if you have any additional info for them, post your details. Share this post Link to post Share on other sites