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. |