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Belfesar

[4.0 CRASH-Fixed] Unable to link program (name)

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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)

 

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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

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Received same error and reported it, In the following thread as It is linked to the Shadow format bug for me:

 

 

 

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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.

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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)
 

 

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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>

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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)
 

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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

 

 

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

 

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


Unstable test 

  Reveal hidden contents

 

 

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.

 

 

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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

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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


Unstable test 

  Reveal hidden contents

 

 

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.

 

 

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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)

 

 

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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.

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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 by Belfesar

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Thank you!  Passing the new info on to the devs.

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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.

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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)

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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

 

 

On 6/8/2016 at 8:35 AM, Belfesar said:

 

  Reveal hidden contents

 

 

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


Unstable test 

  Reveal hidden contents

 

 

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.

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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

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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.

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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. :)

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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.

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