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- java.lang.UnsatisfiedLinkError: C:\Users\Michael\Documents\WeShallWake(Windows64)\We Shall Wake\native\xinput64.dll: Can't find dependent libraries
- at java.lang.ClassLoader$NativeLibrary.load(Native Method)
- at java.lang.ClassLoader.loadLibrary0(ClassLoader.java:1937)
- at java.lang.ClassLoader.loadLibrary(ClassLoader.java:1855)
- at java.lang.Runtime.loadLibrary0(Runtime.java:870)
- at java.lang.System.loadLibrary(System.java:1122)
- at com.esotericsoftware.controller.input.XInputXboxController.<init>(Unknown Source)
- at com.esotericsoftware.controller.input.XInputXboxController.<clinit>(Unknown Source)
- at aG.<init>(Unknown Source)
- at aD.<init>(Unknown Source)
- at aD.a(Unknown Source)
- at game.data.Preferences.<init>(Unknown Source)
- at game.data.a.<init>(Unknown Source)
- at game.data.a.a(Unknown Source)
- at game.data.a.d(Unknown Source)
- at game.core.Core.main(Unknown Source)
- Missing Windows Xbox drivers? Attempting JInput...
- WARNING: Found unknown Windows version: Windows 8
- Attempting to use default windows plug-in.
- Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
- Failed to initialize device Corsair Gaming SABRE RGB Optical Mouse because of: java.io.IOException: Failed to acquire device (8007001e)
- Failed to initialize device Sony Wireless State Device because of: java.io.IOException: Failed to acquire device (8007001e)
- java.lang.NullPointerException
- at net.java.games.input.RawMouse$Button.<init>(Unknown Source)
- at net.java.games.input.RawMouseInfo.createControllerFromDevice(Unknown Source)
- at net.java.games.input.RawInputEnvironmentPlugin.createControllersFromDevices(Unknown Source)
- at net.java.games.input.RawInputEnvironmentPlugin.enumControllers(Unknown Source)
- at net.java.games.input.RawInputEnvironmentPlugin.<init>(Unknown Source)
- at net.java.games.input.DirectAndRawInputEnvironmentPlugin.<init>(Unknown Source)
- at sun.reflect.NativeConstructorAccessorImpl.newInstance0(Native Method)
- at sun.reflect.NativeConstructorAccessorImpl.newInstance(NativeConstructorAccessorImpl.java:62)
- at sun.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
- at java.lang.reflect.Constructor.newInstance(Constructor.java:422)
- at java.lang.Class.newInstance(Class.java:442)
- at net.java.games.input.DefaultControllerEnvironment.getControllers(Unknown Source)
- at com.esotericsoftware.controller.input.b.c(Unknown Source)
- at aG.j(Unknown Source)
- at aG.<init>(Unknown Source)
- at aD.<init>(Unknown Source)
- at aD.a(Unknown Source)
- at game.data.Preferences.<init>(Unknown Source)
- at game.data.a.<init>(Unknown Source)
- at game.data.a.a(Unknown Source)
- at game.data.a.d(Unknown Source)
- at game.core.Core.main(Unknown Source)
- Loaded player stats successfully.
- Compiling shared/fullscreen.vert
- Shader compile log:
- No errors.
- Compiling ui/distortion.frag
- Shader compile log:
- No errors.
- Program bn@3c0f93f1 link log:
- No errors.
- Compiling ui/downsample.frag
- Shader compile log:
- No errors.
- Program bn@3327bd23 link log:
- No errors.
- Compiling ui/blur.frag
- Shader compile log:
- No errors.
- Program bn@52a86356 link log:
- No errors.
- Compiling default/default.vert
- Shader compile log:
- No errors.
- Compiling default/default.frag
- Shader compile log:
- No errors.
- Program bi@6fc6f14e link log:
- No errors.
- Compiling default/line.vert
- Shader compile log:
- No errors.
- Compiling default/line.geom
- Shader compile log:
- No errors.
- Compiling default/line.frag
- Shader compile log:
- No errors.
- Program bj@6f1fba17 link log:
- No errors.
- Initializing OpenAL...No Error
- Setting default distance model (AL_LINEAR_DISTANCE_CLAMPED)...No Error
- UNEXPECTED: Expected MSAA sample count 2, got 4
- Sample count seems to be overriden by driver, setting sample count to 4.
- Vendor: Intel
- Renderer: Intel(R) HD Graphics 4000
- OpenGL version: 3.2.0 - Build 9.17.10.2828
- GLSL version: 1.50 - Build 9.17.10.2828
- Detected Intel card. May God have mercy on your soul. Ah, who am I kidding? You're already in hell. I mean, it's fucking Intel. Not only are their cards the slowest out there, their drivers are so buggy it's just sad. Seriously, I can't even get them to compile their own frigging algorithms. And here I am, venting in a f*cking log message. I just want you to know how much Intel d*ck I've had to suck to get it to run on your computer. You better be thankful, you sellout. Okay, that was a bit mean. But still, try to get a real graphics card for your next computer. Intel's graphics cards suck.
- Compiling shared/fullscreen.vert
- Shader compile log:
- No errors.
- ARB_texture_storage not supported, falling back to traditional texture streaming.
- Graphics card does not support BPTC, falling back to S3TC compression.
- Compiling decal/decal.vert
- Shader compile log:
- No errors.
- Compiling decal/decal.frag
- Shader compile log:
- No errors.
- Program ak@32d2fa64 link log:
- No errors.
- ARB_base_instance not supported, using fallback.
- Compiling lighting/shadow/basic/point.frag with defines:
- #define FILTER_RADIUS vec2(0.0013020834, 0.001953125)
- #define ROTATIONS 2
- Shader compile log:
- No errors.
- Compiling lighting/point/light.vert
- Shader compile log:
- No errors.
- Compiling lighting/point/light2.frag with defines:
- Shader compile log:
- No errors.
- Compiling lighting/light.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program dp@1a3869f4 link log:
- No errors.
- Compiling lighting/point/light.vert
- Shader compile log:
- No errors.
- Compiling lighting/point/light2.frag with defines:
- #define SHADOWS
- Shader compile log:
- No errors.
- Compiling lighting/light.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program do@eafc191 link log:
- No errors.
- Compiling lighting/cone/light.vert
- Shader compile log:
- No errors.
- Compiling lighting/cone/light2.frag with defines:
- Shader compile log:
- No errors.
- Compiling lighting/light.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program cQ@7cbd213e link log:
- No errors.
- Compiling lighting/cone/light.vert
- Shader compile log:
- No errors.
- Compiling lighting/cone/light2.frag with defines:
- #define SHADOWS
- Shader compile log:
- No errors.
- Compiling lighting/light.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program cP@8e24743 link log:
- No errors.
- Compiling lighting/directional/light2.frag
- Shader compile log:
- No errors.
- Compiling lighting/light.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program dc@a74868d link log:
- No errors.
- Compiling lighting/directional/light2.frag with defines:
- #define SHADOWS
- Shader compile log:
- No errors.
- Compiling lighting/light.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program db@64485a47 link log:
- No errors.
- WARNING: AOIT support overriden by settings. Forced to: false
- Compiling transparency/layered/resolve.frag
- Shader compile log:
- No errors.
- Program fO@6eceb130 link log:
- No errors.
- Compiling transparency/fom/resolve.frag
- Shader compile log:
- No errors.
- Program fN@4d1b0d2a link log:
- No errors.
- Compiling transparency/fom/debug.vert
- Shader compile log:
- No errors.
- Compiling transparency/fom/debug.frag
- Shader compile log:
- No errors.
- Program bm@481a15ff link log:
- No errors.
- Compiling distortion/blur.frag
- Shader compile log:
- No errors.
- Program an@4c762604 link log:
- No errors.
- Compiling distortion/shockwave/shockwave.vert
- Shader compile log:
- No errors.
- Compiling distortion/shockwave/shockwave.geom
- Shader compile log:
- No errors.
- Compiling distortion/shockwave/shockwave.frag
- Shader compile log:
- No errors.
- Program ap@fcd6521 link log:
- No errors.
- Compiling preprocessing/linearize.frag with defines:
- Shader compile log:
- No errors.
- Program engine.h@5204062d link log:
- No errors.
- Compiling preprocessing/linearize.frag with defines:
- #define MSAA
- Shader compile log:
- No errors.
- Program engine.h@2fd66ad3 link log:
- No errors.
- Compiling copy/copy.frag
- Shader compile log:
- No errors.
- Program engine.g@6dde5c8c link log:
- No errors.
- Compiling atmosphere/default.frag
- Shader compile log:
- No errors.
- Compiling merge/merge5.frag with defines:
- Shader compile log:
- No errors.
- Program em@1da51a35 link log:
- No errors.
- Compiling merge/skymotion.frag
- Shader compile log:
- No errors.
- Program en@768b970c link log:
- No errors.
- Compiling resolve/normalresolve.frag with defines:
- Shader compile log:
- No errors.
- Compiling resolve/motion/blur.frag with defines:
- #define MOTION_BLUR_DMV_BIT_SHIFT 0
- #define MOTION_BLUR_SAMPLES 16
- Shader compile log:
- No errors.
- Program et@1068e947 link log:
- No errors.
- Compiling tone/toneMap.frag
- Shader compile log:
- No errors.
- Compiling tone/no distortion.frag
- Shader compile log:
- No errors.
- Compiling tone/no bloom.frag
- Shader compile log:
- No errors.
- Program eE@15bfd87 link log:
- No errors.
- Compiling vcr/vcr.frag
- Shader compile log:
- No errors.
- Program eG@43d7741f link log:
- No errors.
- Post processing pipeline: [el@17baae6e, ep@69379752, eD@27fe3806, eF@5f71c76a]
- Auto-detecting number of processor cores.
- Using 8 threads.
- Compiling mesh/static.vert
- Shader compile log:
- No errors.
- Compiling mesh/mesh.frag with defines:
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program engine.models.s@314c508a link log:
- No errors.
- Compiling mesh/animated.vert
- Shader compile log:
- No errors.
- Compiling mesh/mesh.frag with defines:
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program engine.models.r@6166e06f link log:
- No errors.
- Compiling mesh/static.vert
- Shader compile log:
- No errors.
- Compiling mesh/glow.frag
- Shader compile log:
- No errors.
- Program engine.models.j@59717824 link log:
- No errors.
- Compiling mesh/animated.vert
- Shader compile log:
- No errors.
- Compiling mesh/glow.frag
- Shader compile log:
- No errors.
- Program engine.models.i@516be40f link log:
- No errors.
- Compiling mesh/static.vert
- Shader compile log:
- No errors.
- Compiling mesh/depth.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program engine.models.f@70b0b186 link log:
- No errors.
- Compiling mesh/animated.vert
- Shader compile log:
- No errors.
- Compiling mesh/depth.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program engine.models.e@7ff2a664 link log:
- No errors.
- Compiling mesh/static.vert
- Shader compile log:
- No errors.
- Compiling transparency/model/fom/model.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/fourier.frag
- Shader compile log:
- No errors.
- Program engine.models.P@58134517 link log:
- No errors.
- Compiling mesh/static.vert
- Shader compile log:
- No errors.
- Compiling transparency/model/fom/model.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/mainpass.frag
- Shader compile log:
- No errors.
- Program engine.models.Q@226a82c4 link log:
- No errors.
- ARB_base_instance not supported, using fallback.
- [engine.models.u@4f9a3314]
- Compiling mesh/tile/tile.vert
- Shader compile log:
- No errors.
- Compiling mesh/tile/tile mesh.frag with defines:
- #define MOSS true
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program fz@18a70f16 link log:
- No errors.
- Compiling mesh/tile/tile depth.vert
- Shader compile log:
- No errors.
- Compiling mesh/depth.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program fy@770c2e6b link log:
- No errors.
- ARB_base_instance not supported, using fallback.
- [fs@1a052a00, engine.models.u@4f9a3314]
- Compiling mesh/grass/grass.vert
- Shader compile log:
- No errors.
- Compiling mesh/grass/prepass.frag
- Shader compile log:
- No errors.
- Program bT@44a664f2 link log:
- No errors.
- Compiling mesh/grass/grass.vert
- Shader compile log:
- No errors.
- Compiling mesh/grass/grass.frag
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program bU@2ea6137 link log:
- No errors.
- Compiling mesh/grass/grass.vert
- Shader compile log:
- No errors.
- Compiling mesh/grass/sraa.frag with defines:
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program bV@64c87930 link log:
- No errors.
- Compiling mesh/grass/grass.vert
- Shader compile log:
- No errors.
- Compiling mesh/grass/sraa.frag with defines:
- #define ALPHA_TEST
- Shader compile log:
- No errors.
- Compiling shared/shared.frag
- Shader compile log:
- No errors.
- Program bV@67e2d983 link log:
- No errors.
- ARB_base_instance not supported, using fallback.
- [fs@1a052a00, engine.models.u@4f9a3314, bM@5d47c63f]
- Compiling transparency/grid/fom/grid.vert
- Shader compile log:
- No errors.
- Compiling transparency/grid/fom/grid.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/fourier.frag
- Shader compile log:
- No errors.
- Program fY@52e677af link log:
- No errors.
- Compiling transparency/grid/fom/grid.vert
- Shader compile log:
- No errors.
- Compiling transparency/grid/fom/grid.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/mainpass.frag
- Shader compile log:
- No errors.
- Program fZ@105fece7 link log:
- No errors.
- Beginning loading sequence.
- Loading sound: wsw_zoom4.wav
- Loading sound: wsw_zoom3.wav
- Loading sound: wsw_zoom2.wav
- Loading asset "HumanBaseModelPackage.wap" Tags: CONTAINS_BASE_MODEL CONTAINS_ANIMATED_MODEL HUMAN_FAMILY
- Loading sound: wsw_zoom1.wav
- Loading sound: wsw_tackle.wav
- Loading sound: wsw_swing_medium_4.wav
- Loading sound: wsw_swing_medium_3.wav
- Loading sound: wsw_swing_medium_2.wav
- Loading sound: wsw_swing_medium_1.wav
- Loading sound: wsw_swing_light_4.wav
- Loading asset "HumanFliegerPackage.wap" Tags: CONTAINS_ANIMATED_MODEL HUMAN_FAMILY
- Loading sound: wsw_swing_light_3.wav
- Loading sound: wsw_swing_light_2.wav
- Loading sound: wsw_swing_light_1.wav
- Loading sound: wsw_swing_heavy_4.wav
- Loading sound: wsw_swing_heavy_3.wav
- Loading sound: wsw_swing_heavy_2.wav
- Loading sound: wsw_swing_heavy_1.wav
- Loading sound: wsw_stab_2.wav
- Loading sound: wsw_stab_1.wav
- Loading sound: wsw_sprint_launch2.wav
- Loading asset "HumanLeichtPackage.wap" Tags: CONTAINS_ANIMATED_MODEL HUMAN_FAMILY
- Log from loading material 'humanLeicht':
- Parameter diffuse red intensity was clamped from 1.5 to 1.0.
- Parameter diffuse green intensity was clamped from 1.5 to 1.0.
- Parameter diffuse blue intensity was clamped from 1.5 to 1.0.
- Log from loading material 'leichtLowPolyMat':
- Parameter diffuse red intensity was clamped from 1.5 to 1.0.
- Parameter diffuse green intensity was clamped from 1.5 to 1.0.
- Parameter diffuse blue intensity was clamped from 1.5 to 1.0.
- Loading sound: wsw_sprint_launch1.wav
- Loading sound: wsw_spear_spin_loop.wav
- Loading sound: wsw_spear_deflect_3.wav
- Loading sound: wsw_spear_deflect_2.wav
- Loading sound: wsw_spear_deflect_1.wav
- Loading sound: wsw_slowmotion3.wav
- Loading sound: wsw_slowmotion2.wav
- Loading asset "HumanMiner1Package.wap" Tags: CONTAINS_ANIMATED_MODEL HUMAN_FAMILY
- Loading sound: wsw_slowmotion1.wav
- Loading sound: wsw_powerful_impact3.wav
- Loading sound: wsw_powerful_impact2.wav
- Loading sound: wsw_powerful_impact1.wav
- Loading sound: wsw_menu_unequip.wav
- Loading sound: wsw_menu_select.wav
- Loading sound: wsw_menu_equip.wav
- Loading sound: wsw_menu_deselect.wav
- Loading sound: wsw_menu_buy.wav
- Loading sound: wsw_landing_roll.wav
- Loading sound: wsw_landing_light.wav
- Loading sound: wsw_landing.wav
- Loading sound: wsw_jump.wav
- Loading sound: wsw_impact_heavy.wav
- Loading sound: wsw_impact_6.wav
- Loading sound: wsw_impact_5.wav
- Loading sound: wsw_impact_4.wav
- Loading sound: wsw_impact_3.wav
- Loading sound: wsw_impact_2.wav
- Loading sound: wsw_impact_1.wav
- Loading asset "HumanMORS09Package.wap" Tags: CONTAINS_ANIMATED_MODEL HUMAN_FAMILY
- Loading sound: wsw_grab.wav
- Loading sound: wsw_fall_slideback.wav
- Loading sound: wsw_engage_attack.wav
- Loading sound: wsw_enemy_death_deactivation.wav
- Loading sound: wsw_beep.wav
- Loading sound: wsw_backflip.wav
- Loading sound: wsw_auto_slash1.wav
- Loading sound: wsw_auto_slash0.wav
- Loading sound: wsw_auto_dash.wav
- Loading sound: wsw_autoslash_finish.wav
- Loading sound: wsw_autocaster_snapback.wav
- Loading sound: wsw_autocaster_engage.wav
- Loading sound: wsw_autocaster_burstfire.wav
- Loading sound: wsw_air_stomp.wav
- Loading sound: wsw_air_dash.wav
- Loading sound: rainLoop.wav
- Loading asset "HumanMORS10Package.wap" Tags: CONTAINS_ANIMATED_MODEL HUMAN_FAMILY
- Loading asset "HumanReaperPackage.wap" Tags: CONTAINS_ANIMATED_MODEL HUMAN_FAMILY
- Log from loading material 'reaperHighMat':
- Parameter diffuse red intensity was clamped from 1.5 to 1.0.
- Parameter diffuse green intensity was clamped from 1.5 to 1.0.
- Parameter diffuse blue intensity was clamped from 1.5 to 1.0.
- Log from loading material 'ReaperLowMat':
- Parameter diffuse red intensity was clamped from 1.5 to 1.0.
- Parameter diffuse green intensity was clamped from 1.5 to 1.0.
- Parameter diffuse blue intensity was clamped from 1.5 to 1.0.
- Log from loading material 'ReaperMedMat':
- Parameter diffuse red intensity was clamped from 1.5 to 1.0.
- Parameter diffuse green intensity was clamped from 1.5 to 1.0.
- Parameter diffuse blue intensity was clamped from 1.5 to 1.0.
- Loading asset "LightbugPackage.wap" Tags: CONTAINS_STATIC_MODEL
- Loading asset "NodeCogPackage.wap" Tags: CONTAINS_STATIC_MODEL
- Loading asset "PropFuturisticHouse2Package.wap" Tags: CONTAINS_STATIC_MODEL
- Loading asset "ShoulderCannonPackage.wap" Tags: CONTAINS_STATIC_MODEL
- Loading sound: metalFootstep3.wav
- Loading sound: metalFootstep2.wav
- Loading sound: metalFootstep1.wav
- Loading sound: metalFootstep0.wav
- Loading sound: interface3.wav
- Loading sound: interface2.wav
- Loading sound: interface1.wav
- Loading sound: grassFootstep3.wav
- Loading sound: grassFootstep2.wav
- Loading sound: grassFootstep1.wav
- Loading sound: grassFootstep0.wav
- Loading sound: explosion1.wav
- Loading asset "StaticHumanBaseModelPackage.wap" Tags: CONTAINS_STATIC_MODEL
- Loading asset "TileDreamscapeFloor1.wap" Tags: CONTAINS_STATIC_MODEL TILESET_2 CONTAINS_TILE_FLOOR
- Loading sound: camera_shutter.wav
- Loading sound: bolt2.wav
- Loading asset "TileFutureCaveCeiling1Package.wap" Tags: CONTAINS_STATIC_MODEL TILESET_0 CONTAINS_TILE_CEILING
- Loading asset "TileFutureCaveCorner1Package.wap" Tags: CONTAINS_STATIC_MODEL TILESET_0 CONTAINS_TILE_CORNER
- Loading asset "TileFutureCaveFloor1Package.wap" Tags: CONTAINS_STATIC_MODEL TILESET_0 CONTAINS_TILE_FLOOR
- Loading asset "TileFutureCaveWall1Package.wap" Tags: CONTAINS_STATIC_MODEL TILESET_0 CONTAINS_TILE_WALL
- Loading asset "TileTutorialFloor.wap" Tags: CONTAINS_STATIC_MODEL TILESET_3 CONTAINS_TILE_FLOOR
- Loading asset "VFXAirDrillSpiralPackage.wap" Tags: CONTAINS_STATIC_MODEL
- Loading asset "VFXMiniMissilePackage.wap" Tags: CONTAINS_STATIC_MODEL
- Loading asset "VFXTornadoPackage.wap" Tags: CONTAINS_STATIC_MODEL
- Static particle model particle count: 599
- Static particle model particle count: 2221
- Loading sound: bolt1.wav
- FAL resized to 20480
- FAL resized to 40960
- FAL resized to 81920
- FAL resized to 163840
- Static particle model particle count: 96183
- Static particle model particle count: 4441
- Static particle model particle count: 1054
- Animated particle model particle count: 7460
- Asset loader has finished.
- Assigning models to instances...
- Assigning animations to families...
- Animation assigning is now complete.
- WARNING: Missing material 'null.bmp'!
- WARNING: Missing material 'ColladaMaterial1'!
- WARNING: Missing material 'ColladaMaterial1'!
- Model assigning is now complete.
- Asset loading complete.
- Initializing particle renderers.
- Max particle anisotropy: 16.0
- Compiling transparency/particle/layered/particle.vert
- Shader compile log:
- No errors.
- Compiling transparency/particle/layered/particle.geom
- Shader compile log:
- No errors.
- Compiling transparency/particle/layered/particle.frag
- Shader compile log:
- No errors.
- Program gr@5e4c8041 link log:
- No errors.
- Compiling transparency/particle/fom/particle.vert
- Shader compile log:
- No errors.
- Compiling transparency/particle/fom/particle2.geom
- Shader compile log:
- No errors.
- Compiling transparency/particle/fom/particle2.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/fourier.frag
- Shader compile log:
- No errors.
- Program gp@78047b92 link log:
- No errors.
- Compiling transparency/particle/fom/particle.vert
- Shader compile log:
- No errors.
- Compiling transparency/particle/fom/particle2.geom
- Shader compile log:
- No errors.
- Compiling transparency/particle/fom/particle.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/mainpass.frag
- Shader compile log:
- No errors.
- Program gq@7ff95560 link log:
- No errors.
- Compiling transparency/streak/layered/streak.vert
- Shader compile log:
- No errors.
- Compiling transparency/streak/layered/streak.geom
- Shader compile log:
- No errors.
- Compiling transparency/streak/layered/streak.frag
- Shader compile log:
- No errors.
- Program gF@6b4a4e18 link log:
- No errors.
- Compiling transparency/streak/fom/streak.vert
- Shader compile log:
- No errors.
- Compiling transparency/streak/fom/streak.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/fourier.frag
- Shader compile log:
- No errors.
- Program gD@5a955565 link log:
- No errors.
- Compiling transparency/streak/fom/streak.vert
- Shader compile log:
- No errors.
- Compiling transparency/streak/fom/streak.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/mainpass.frag
- Shader compile log:
- No errors.
- Program gE@23f7d05d link log:
- No errors.
- Compiling transparency/geometry/layered/geometry.vert
- Shader compile log:
- No errors.
- Compiling transparency/geometry/layered/geometry.geom
- Shader compile log:
- No errors.
- Compiling transparency/geometry/layered/geometry.frag
- Shader compile log:
- No errors.
- Program fV@38c5cc4c link log:
- No errors.
- Compiling transparency/geometry/fom/geometry.vert
- Shader compile log:
- No errors.
- Compiling transparency/geometry/fom/geometry.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/fourier.frag
- Shader compile log:
- No errors.
- Program fT@60dcc9fe link log:
- No errors.
- Compiling transparency/geometry/fom/geometry.vert
- Shader compile log:
- No errors.
- Compiling transparency/geometry/fom/geometry.frag
- Shader compile log:
- No errors.
- Compiling transparency/fom/mainpass.frag
- Shader compile log:
- No errors.
- Program fU@14d3bc22 link log:
- No errors.
- Loading finished, starting game.
- Beginning dungeon generation.
- Player stats saved successfully.
- FAL resized to 20480
- Precomputed path set generation time: 350.345 ms
- Dungeon successfully generated.
- Update time: 0.024 ms
- Remaking tree
- Got a new ByteBuffer! 1000
- Got a new ByteBuffer! 2000
- Got a new ByteBuffer! 3000
- Got a new ByteBuffer! 4000
- Saving player data.
- Player stats saved successfully.
- Shutting down.
- Shutting down OpenAL.
- Insomnia has now closed.
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