Mythruna

General Category => Tech Support => Topic started by: Ingegner3 on February 23, 2012, 01:03:05 PM



Title: Crash after Launch.
Post by: Ingegner3 on February 23, 2012, 01:03:05 PM
Hi everyone. I'm a new player of Mythruna i think it's a great game! Today I downloaded the game in the official site, but I have a problem : everytime I launch the game i can see only 0% then it crash immediately and in the folder of the game creates a file in format txt : an error.

The error is this :error-1330026274812

Uncaught exception from thread:Thread[LWJGL Renderer Thread,5,main]
com.jme3.renderer.RendererException: Shader link failure, shader:Shader[language=GLSL100, numSources=2, numUniforms=19, shaderSources=[ShaderSource[name=MatDefs/Rope.vert, defines, type=Vertex], ShaderSource[name=MatDefs/MyLighting.frag, defines, type=Fragment]]] info:Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 3726:
-- error message --
line 109, column 13:  error: invalid operand variable
-- internal assembly text --
!!NVvp4.0
# cgc version 2.0.0001, build date Jun  6 2007 16:27:57
# command line args:
#vendor NVIDIA Corporation
#version 2.0.0.1
#profile gp4vp
#program main
#semantic g_WorldViewProjectionMatrix
#semantic g_WorldViewMatrix
#semantic g_NormalMatrix
#semantic g_ViewMatrix
#semantic m_Ambient
#semantic m_Diffuse
#semantic m_Specular
#semantic m_Shininess
#semantic g_LightColor
#semantic g_LightPosition
#semantic g_AmbientLightColor
#semantic m_TimeParms
#semantic m_FogColor
#semantic m_Thickness
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4x4 g_WorldViewProjectionMatrix :  : c[0], 4 : -1 : 1
#var float4x4 g_WorldViewMatrix :  : c[4], 4 : -1 : 1
#var float3x3 g_NormalMatrix :  : c[8], 3 : -1 : 1
#var float4x4 g_ViewMatrix :  : c[11], 4 : -1 : 1
#var float4 m_Ambient :  : c[15] : -1 : 1
#var float4 m_Diffuse :  : c[16] : -1 : 1
#var float4 m_Specular :  : c[17] : -1 : 1
#var float m_Shininess :  :  : -1 : 0
#var float4 g_LightColor :  : c[18] : -1 : 1
#var float4 g_LightPosition :  : c[19] : -1 : 1
#var float4 g_AmbientLightColor :  :  : -1 : 0
#var float2 texCoord : $vout.ATTR0.XY : ATTR0 : -1 : 1
#var float4 AmbientSum : $vout.ATTR1 : ATTR1 : -1 : 1
#var float4 DiffuseSum : $vout.ATTR2 : ATTR2 : -1 : 1
#var float4 SpecularSum : $vout.ATTR3 : ATTR3 : -1 : 1
#var float3 inPosition : $vin.ATTR0 : ATTR0 : -1 : 1
#var float2 inTexCoord : $vin.ATTR1 : ATTR1 : -1 : 1
#var float3 inNormal : $vin.ATTR2 : ATTR2 : -1 : 1
#var float3 inTangent :  :  : -1 : 0
#var float3 vPosition :  :  : -1 : 0
#var float3 vViewDir : $vout.ATTR4.XYZ : ATTR4 : -1 : 1
#var float4 vLightDir : $vout.ATTR5 : ATTR5 : -1 : 1
#var float4 inColor : $vin.ATTR3 : ATTR3 : -1 : 1
#var float my_z : $vout.ATTR6.X : ATTR6 : -1 : 1
#var float sunFactor : $vout.ATTR7.X : ATTR7 : -1 : 1
#var float lightFactor : $vout.ATTR8.X : ATTR8 : -1 : 1
#var float4 m_TimeParms :  :  : -1 : 0
#var float4 m_FogColor :  :  : -1 : 0
#var float m_Thickness :  : c[20] : -1 : 1
PARAM c[21] = { program.local[0..20] };
ATTRIB vertex_attrib[] = { vertex.attrib[0..3] };
OUTPUT result_attrib[] = { result.attrib[0..8] };
TEMP R0, R1, R2, R3, R4, R5;
TEMP RC, HC;
MUL.F R0.xyz, vertex.attrib[2].y, c[9];
MAD.F R0.xyz, vertex.attrib[2].x, c[8], R0;
MAD.F R1.xyz, vertex.attrib[2].z, c[10], R0;
DP3.F R0.w, R1, R1;
RSQ.F R0.w, R0.w;
MUL.F R0.xyz, vertex.attrib[0].y, c[5];
MAD.F R0.xyz, vertex.attrib[0].x, c[4], R0;
MAD.F R0.xyz, vertex.attrib[0].z, c[6], R0;
MUL.F R1.xyz, R0.w, R1;
ADD.F R0.xyz, R0, c[7];
MUL.F R2.xyz, R0.zxyw, R1.yzxw;
MAD.F R3.xyz, R0.yzxw, R1.zxyw, -R2;
DP3.F R0.w, R3, R3;
RSQ.F R0.w, R0.w;
MUL.F R3.xyz, R0.w, R3;
MUL.F R2, vertex.attrib[0].y, c[1];
MAD.F R2, vertex.attrib[0].x, c[0], R2;
MAD.F R2, vertex.attrib[0].z, c[2], R2;
ADD.F R2, R2, c[3];
MUL.F R4.xyz, R3, vertex.attrib[1].x;
MAD.F result.position.xyz, R4, c[20].x, R2;
MOV.F result.attrib[6].x, R2.z;
ADD.F result.attrib[0].xy, vertex.attrib[1], {0.5, 0, 0, 0};
MOV.F result.attrib[7].x, vertex.attrib[3].w;
SEQ.F R0.w, vertex.attrib[1].x, {-0.5, 0, 0, 0}.x;
TRUNC.U.CC HC.x, R0.w;
MOV.F R4.xyz, R3;
MOV.F result.position.w, R2;
MOV.F result.attrib[8].x, vertex.attrib[3];
IF    NE.x;
MOV.F R4.xyz, -R3;
MOV.F R1.xyz, -R1;
ENDIF;
MUL.F R2.xyz, R4.zxyw, R1.yzxw;
MAD.F R2.xyz, R4.yzxw, R1.zxyw, -R2;
MAD.F R2.xyz, R2, {0.5, 0, 0, 0}.x, R4;
DP3.F R0.w, R2, R2;
RSQ.F R0.w, R0.w;
MUL.F R2.xyz, R0.w, R2;
MUL.F R4.xyz, R2.zxyw, R1.yzxw;
DP3.F R0.w, -R0, -R0;
MOV.F R3.xyz, c[12];
MAD.F R5.xyz, R2.yzxw, R1.zxyw, -R4;
MUL.F R4.xyz, R3, c[19].y;
MOV.F R3.xyz, c[11];
MAD.F R4.xyz, R3, c[19].x, R4;
MOV.F R3.xyz, c[13];
MAD.F R4.xyz, R3, c[19].z, R4;
MOV.F R3.xyz, c[14];
RSQ.F R0.w, R0.w;
MAD.F R4.xyz, R3, c[18].w, R4;
MUL.F R3.xyz, R0.w, -R0;
SEQ.F R0.w, result.attrib[0].x, {0, 0, 0, 0}.x;
TRUNC.U.CC HC.x, R0.w;
MOV.F R1.w, {1, 0, 0, 0}.x;
IF    NE.x;
MOV.F R1.w, {-1, 0, 0, 0}.x;
ENDIF;
MOV.F R0.w, {0.5, 0, 0, 0}.x;
SGE.F R0.w, c[18], R0;
TRUNC.U R0.w, R0;
I2F   R0.w, R0;
SLT.F R3.w, R0, {0.5, 0, 0, 0}.x;
SGT.F R2.w, R0, {0.5, 0, 0, 0}.x;
TRUNC.U R3.w, R3;
TRUNC.U R2.w, R2;
MUL.F R0.xyz, R0.w, R0;
I2F   R3.w, R3;
I2F   R2.w, R2;
ADD.F R2.w, R2, -R3;
MAD.F R0.xyz, R4, R2.w, -R0;
DP3.F R2.w, R0, R0;
RSQ.F R2.w, R2.w;
MUL.F R0.xyz, R2.w, R0;
DP3.F result.attrib[5].z, R2, R0;
MUL.F R4.xyz, R5, R1.w;
DP3.F result.attrib[5].y, R4, R0;
DP3.F result.attrib[5].x, R1, R0;
DIV.F R2.w, c[19], R2.w;
MAD.F R0.w, R0, -R2, {1, 0, 0, 0}.x;
MIN.F R0.w, R0, {1, 0, 0, 0}.x;
MAX.F result.attrib[5].w, R0, {0, 0, 0, 0}.x;
MOV.F R0.xyz, c[18];
MOV.F R0.w, {1, 0, 0, 0}.x;
DP3.F result.attrib[4].z, R2, R3;
DP3.F result.attrib[4].y, R3, R4;
DP3.F result.attrib[4].x, R3, R1;
MUL.F result.attrib[1], R0, c[15];
MUL.F result.attrib[2], R0, c[16];
MUL.F result.attrib[3], R0, c[17];
END
# 90 instructions, 6 R-regs
 
   at com.jme3.renderer.lwjgl.LwjglRenderer.updateShaderData(LwjglRenderer.java:1087)
   at com.jme3.renderer.lwjgl.LwjglRenderer.setShader(LwjglRenderer.java:1122)
   at com.jme3.material.Material.renderMultipassLighting(Material.java:799)
   at com.jme3.material.Material.render(Material.java:1028)
   at com.jme3.renderer.RenderManager.renderGeometry(RenderManager.java:649)
   at com.jme3.renderer.queue.RenderQueue.renderGeometryList(RenderQueue.java:299)
   at com.jme3.renderer.queue.RenderQueue.renderQueue(RenderQueue.java:351)
   at com.jme3.renderer.RenderManager.renderViewPortQueues(RenderManager.java:886)
   at com.jme3.renderer.RenderManager.flushQueue(RenderManager.java:842)
   at com.jme3.renderer.RenderManager.renderViewPort(RenderManager.java:1131)
   at com.jme3.renderer.RenderManager.render(RenderManager.java:1174)
   at com.jme3.app.SimpleApplication.update(SimpleApplication.java:253)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:149)
   at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:182)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:223)
   at java.lang.Thread.run(Unknown Source)

Build version:20120221

Memory usage:
Working memory: 78% (47981512/61161472)  VM Max: 9% (47981512/518979584)

Rendering caps:
    FrameBuffer
    FrameBufferMRT
    FrameBufferMultisample
    OpenGL20
    OpenGL21
    ARBprogram
    GLSL100
    GLSL110
    GLSL120
    VertexTextureFetch
    TextureArray
    FloatTexture
    FloatColorBuffer
    PackedFloatTexture
    SharedExponentTexture
    PackedFloatColorBuffer
    TextureCompressionLATC
    NonPowerOfTwoTextures

Statistics:
  Vertices = 9508
  Triangles = 5328
  Uniforms = 104
  Objects = 8
  Shaders (S) = 7
  Shaders (F) = 3
  Shaders (M) = 8
  Textures (S) = 21
  Textures (F) = 18
  Textures (M) = 28
  FrameBuffers (S) = 1
  FrameBuffers (F) = 1
  FrameBuffers (M) = 4
Application settings:
UseInput = true
AudioRenderer = LWJGL
Height = 720
Renderer = LWJGL-OpenGL2
BitsPerPixel = 24
Fullscreen = false
StencilBits = 0
DepthBits = 24
VSync = false
Frequency = -1
Width = 1280
Samples = 0
DisableJoysticks = true
FrameRate = -1

Display adapter information:
Adapter:nv4_disp
Driver Version:6.14.11.138
Vendor:NVIDIA Corporation
Version:2.1.1
Renderer:GeForce 8600M GS/PCI/SSE2
GLSL Ver:1.20 NVIDIA via Cg compiler.

If someone can help me, I will be very grateful to him. Thanks for your support.

PS: Sorry for my grammatical errors, I'm Italian  :)


Title: Re: Crash after Launch.
Post by: BenKenobiWan on February 23, 2012, 01:08:47 PM
Quote
PS: Sorry for my grammatical errors, I'm Italian  :)

You do know this is the internet, right? :P I didn't notice any errors.


Title: Re: Crash after Launch.
Post by: Ingegner3 on February 23, 2012, 01:13:12 PM
Quote
PS: Sorry for my grammatical errors, I'm Italian  :)

You do know this is the internet, right? :P I didn't notice any errors.

Oh, I'm Lucky!


Title: Re: Crash after Launch.
Post by: pspeed on February 23, 2012, 01:44:45 PM

Display adapter information:
Adapter:nv4_disp
Driver Version:6.14.11.138
Vendor:NVIDIA Corporation
Version:2.1.1
Renderer:GeForce 8600M GS/PCI/SSE2
GLSL Ver:1.20 NVIDIA via Cg compiler.

The error is a pretty driver specific error.  Can you make sure that your nvidia display drivers are up to date?

Hopefully the card is capable and just has old drivers or something.


Title: Re: Crash after Launch.
Post by: Ingegner3 on February 24, 2012, 01:25:21 PM
I don't know. My video card is good and supports Minecraft to perfection with the texture hd, and a lot of games. I tried Mythruna in another pc with a poor video card and it works, this is very strange! I have got a question, are you a developer of the game? If you are, do you think in the next patch can fix this problem?


Title: Re: Crash after Launch.
Post by: pspeed on February 24, 2012, 01:41:42 PM
I don't know. My video card is good and supports Minecraft to perfection with the texture hd, and a lot of games. I tried Mythruna in another pc with a poor video card and it works, this is very strange! I have got a question, are you a developer of the game? If you are, do you think in the next patch can fix this problem?

I am the developer.  I don't know if I can fix the problem or if it even is a problem with the game.

Mythruna uses OpenGL 2 features and if your drivers are old then it might have trouble.

According to nvidia if you are running Windows 7, then there is a version: 295.73
On Windows XP, the latest version is: 266.58

I don't know how that relates the version actually on your system but the error dump it gave looked like a really old style to me.


Title: Re: Crash after Launch.
Post by: Ingegner3 on February 25, 2012, 04:36:22 AM
Ok, I'll try to uptade the drivers! I'll let you know!

EDIT : Ok, I update the driver, now the game works fine! Thanks for your support, i thinked before at driver but i didn't know the game use the OpenGL.