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Jan 27th, 2020
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  1. Debug Log:
  2. >> initializing: Trigger objects
  3. >> initializing: particle struct
  4. >> initializing: Car objects
  5. >> initializing: Actor struct
  6. Tactor instance size 568, TNetwork_packet_actor 10 bytes basic - 6 bytes extended - 48 bits
  7. Tcar instance size 464, TNetwork_packet_vehicle 16 bytes basic - 5 bytes extended 40 bits
  8. TParticle instance size 240, TParticleInstance 25 bytes basic - 0 bytes extended 0 bits
  9. TDC process loaded! Compiled with FreePascal 3.0.4 on: 2020/01/27:14:15:04
  10. Build options: compiler_optimizations off, compiler_io_checks off, compiler_range_checks on, compiler_overflow_checks on, compiler_stack_checks on, compiler_vmc_checks on, compiler_assert_checks on With Debug Symbols
  11. Running by dejan on LUNA-P50
  12. [Engine: Support threads changed from 0 to 4]
  13. >> loading settings
  14. >> settings applied!
  15. >> TDC: graphical engine starting up..
  16. Loaded GL Library: opengl32.dll
  17. >> WinMain - SYSinit..
  18. Creating Window
  19. Window_Handle: 263264
  20. Pixel Format: 5
  21. Color Bits: 32
  22. Depth Bits: 24
  23. Stencil Bits: 8
  24. Pixel Type: 0
  25. SetPixelFormat: 0 GetLastError:
  26. GL_Rendering_Context: 65536
  27. wglMakeCurrent: 0
  28. WGL Extensions:
  29. WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_ARB_create_context_robustness WGL_ARB_context_flush_control
  30. >> Setting up openGL..
  31. >> setting up GL extensions
  32. Loading Extensions
  33. EXT: SGI Auto Mipmapping is availible!
  34. GL_MAX_TEXTURE_SIZE = 4096
  35. EXT: card supports DXT/S3TC
  36. EXT: NO support for NPOT images!
  37. EXT: Fragment shaders are availible!
  38. EXT: Enumerating texture compression: ($83F0, $83F2, $83F3, $83F1, $86B0, $86B1, $8E8C, $8E8D, $8E8E, $8E8F, $9270, $9272, $9271, $9273, $9274, $9275, $9276, $9277, $9278, $9279, $93B0, $93B1, $93B2, $93B3, $93B4, $93B5, $93B6, $93B7, $93B8, $93B9, $93BA, $93BB, $93BC, $93BD, $93D0, $93D1, $93D2, $93D3, $93D4, $93D5, $93D6, $93D7, $93D8, $93D9, $93DA, $93DB, $93DC, $93DD)
  39. >> Renderer:
  40. OpenGL 4.6.0 - Build 26.20.100.6951 by Intel
  41. Device: Intel(R) HD Graphics 530
  42. >> Loading GUI
  43. >> Loading Background Mesh...
  44. >> Creating FRONTEND...
  45. [ENGINE] Screen resolution switched to: 800 600 Screen 0 FS 0
  46. >> Frontend Created.
  47. >> LOADING GAME
  48. >> Creating GUI...
  49. new screen 0
  50. Enumerating display: \\.\Display1
  51. Supported resolutions:
  52. 320*200 Widescreen LCD
  53. 320*240 Standard
  54. 400*300 Standard
  55. 512*384 Standard
  56. 640*400 Widescreen LCD
  57. 640*480 Standard
  58. 800*600 Standard
  59. 1024*768 Standard
  60. 1152*864 Standard
  61. 1280*600 2.13
  62. 1280*720 HDTV
  63. 1280*768 1.67
  64. 1280*800 Widescreen LCD
  65. 1280*960 Standard
  66. 1280*1024 LCD
  67. 1360*768 1.77
  68. 1366*768 HDTV
  69. 1400*1050 Standard
  70. 1440*900 Widescreen LCD
  71. 1600*900 HDTV
  72. 1680*1050 Widescreen LCD
  73. 1920*1080 HDTV
  74. Integer: 0
  75. [ENGINE] Screen resolution switched to: 800 600 Screen 0 FS 0
  76. >> Loading Map
  77. City Map: tstd
  78. Decompressing Zlib stream.
  79. Map loaded - 10.68 Mb
  80. Loading map textures
  81. >> Newton World Init...
  82. [Newton] Initialized version 3.15 with 4 threads.
  83. [Newton] World size: From -10.00000, -265.00000, 0.00000 to 265.00000, 10.00000, 8.00000
  84. >> Reading Game data
  85. >> loading sqlite db - game rules
  86. Loading Fragment Shader: HSL.frag and vertex Shader: passthru.vert
  87. Loading Fragment Shader: map.frag and vertex Shader: map.vert
  88. >> Initializing actor sprites
  89. >> game rules loaded!
  90. >> Initializing... particle sprites
  91. [Newton] Converting Map to physical world
  92. [Map]: 0 pieces are not in cache.
  93. Optimizing texture access cache for map
  94. >> Prefetching Map textures
  95. Optimizing texture access cache for particles
  96. [Map] Map cache generated in 1.08500 seconds
  97. [Engine: Support threads changed from 4 to 1]
  98. >> PreprocessStaticObjects
  99. >> ReadAudio
  100. >> Loading audio
  101. [OpenAL] ALC: Enumerating devices.
  102. [OpenAL] Device 1 = "OpenAL Soft"
  103. [OpenAL] Device "DirectSound" does not exist, will use default provided "OpenAL Soft" instead.
  104. [OpenAL] Device open!
  105. [OpenAL] Vendor: OpenAL Community
  106. [OpenAL] Version: 1.1 ALSOFT 1.19.1
  107. [OpenAL] Device: OpenAL Soft
  108. [OpenAL] Extensions: AL_EXT_ALAW AL_EXT_BFORMAT 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_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize
  109. >> Audio loaded, all audio buffers: 22.97 Mb
  110. >> Creating game scene...
  111. Integer: 350
  112. >> Game is loaded!
  113. >> Done, Mayhem engine is a go!
  114. [GPU] Total memory used: 284.17 Mb
  115. An Runtime error 216 ( General Protection fault ) had occurred in function $00449F83 TACTOR__THINK, line 4675 of game_Actors.pas (Address $00449F83) :
  116.  
  117. Function call trace:
  118. $00449F83 TACTOR__THINK, line 4675 of game_Actors.pas
  119. $00452F97 TACTOR__PROCESSCYCLE, line 8518 of game_Actors.pas
  120. $00444B44 TACTOR__POSTPROCESSALLACTORS, line 1598 of game_Actors.pas
  121. $0041DF04 PROCESS_LOOP, line 1896 of tdc_game.pas
  122. $0043F870 TBASE3DENGINE__ADVANCEGAMESIMULATION, line 1935 of Platform.pas
  123. $00440BFD TWIN32ENGINE__RUNENGINELOOP, line 2579 of Platform.pas
  124. $00441140 TBASE3DENGINE__CREATERENDERER, line 2841 of Platform.pas
  125. $00422933 TDC_GAME_$$_init$, line 4167 of tdc_game.pas
  126. $0040DE44
  127.  
  128. I'm sorry, please report this.
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