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- Debug Log:
- >> initializing: Trigger objects
- >> initializing: particle struct
- >> initializing: Car objects
- >> initializing: Actor struct
- Tactor instance size 568, TNetwork_packet_actor 10 bytes basic - 6 bytes extended - 48 bits
- Tcar instance size 464, TNetwork_packet_vehicle 16 bytes basic - 5 bytes extended 40 bits
- TParticle instance size 240, TParticleInstance 25 bytes basic - 0 bytes extended 0 bits
- TDC process loaded! Compiled with FreePascal 3.0.4 on: 2020/01/27:14:15:04
- 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
- Running by dejan on LUNA-P50
- [Engine: Support threads changed from 0 to 4]
- >> loading settings
- >> settings applied!
- >> TDC: graphical engine starting up..
- Loaded GL Library: opengl32.dll
- >> WinMain - SYSinit..
- Creating Window
- Window_Handle: 263264
- Pixel Format: 5
- Color Bits: 32
- Depth Bits: 24
- Stencil Bits: 8
- Pixel Type: 0
- SetPixelFormat: 0 GetLastError:
- GL_Rendering_Context: 65536
- wglMakeCurrent: 0
- WGL Extensions:
- 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
- >> Setting up openGL..
- >> setting up GL extensions
- Loading Extensions
- EXT: SGI Auto Mipmapping is availible!
- GL_MAX_TEXTURE_SIZE = 4096
- EXT: card supports DXT/S3TC
- EXT: NO support for NPOT images!
- EXT: Fragment shaders are availible!
- 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)
- >> Renderer:
- OpenGL 4.6.0 - Build 26.20.100.6951 by Intel
- Device: Intel(R) HD Graphics 530
- >> Loading GUI
- >> Loading Background Mesh...
- >> Creating FRONTEND...
- [ENGINE] Screen resolution switched to: 800 600 Screen 0 FS 0
- >> Frontend Created.
- >> LOADING GAME
- >> Creating GUI...
- new screen 0
- Enumerating display: \\.\Display1
- Supported resolutions:
- 320*200 Widescreen LCD
- 320*240 Standard
- 400*300 Standard
- 512*384 Standard
- 640*400 Widescreen LCD
- 640*480 Standard
- 800*600 Standard
- 1024*768 Standard
- 1152*864 Standard
- 1280*600 2.13
- 1280*720 HDTV
- 1280*768 1.67
- 1280*800 Widescreen LCD
- 1280*960 Standard
- 1280*1024 LCD
- 1360*768 1.77
- 1366*768 HDTV
- 1400*1050 Standard
- 1440*900 Widescreen LCD
- 1600*900 HDTV
- 1680*1050 Widescreen LCD
- 1920*1080 HDTV
- Integer: 0
- [ENGINE] Screen resolution switched to: 800 600 Screen 0 FS 0
- >> Loading Map
- City Map: tstd
- Decompressing Zlib stream.
- Map loaded - 10.68 Mb
- Loading map textures
- >> Newton World Init...
- [Newton] Initialized version 3.15 with 4 threads.
- [Newton] World size: From -10.00000, -265.00000, 0.00000 to 265.00000, 10.00000, 8.00000
- >> Reading Game data
- >> loading sqlite db - game rules
- Loading Fragment Shader: HSL.frag and vertex Shader: passthru.vert
- Loading Fragment Shader: map.frag and vertex Shader: map.vert
- >> Initializing actor sprites
- >> game rules loaded!
- >> Initializing... particle sprites
- [Newton] Converting Map to physical world
- [Map]: 0 pieces are not in cache.
- Optimizing texture access cache for map
- >> Prefetching Map textures
- Optimizing texture access cache for particles
- [Map] Map cache generated in 1.08500 seconds
- [Engine: Support threads changed from 4 to 1]
- >> PreprocessStaticObjects
- >> ReadAudio
- >> Loading audio
- [OpenAL] ALC: Enumerating devices.
- [OpenAL] Device 1 = "OpenAL Soft"
- [OpenAL] Device "DirectSound" does not exist, will use default provided "OpenAL Soft" instead.
- [OpenAL] Device open!
- [OpenAL] Vendor: OpenAL Community
- [OpenAL] Version: 1.1 ALSOFT 1.19.1
- [OpenAL] Device: OpenAL Soft
- [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
- >> Audio loaded, all audio buffers: 22.97 Mb
- >> Creating game scene...
- Integer: 350
- >> Game is loaded!
- >> Done, Mayhem engine is a go!
- [GPU] Total memory used: 284.17 Mb
- An Runtime error 216 ( General Protection fault ) had occurred in function $00449F83 TACTOR__THINK, line 4675 of game_Actors.pas (Address $00449F83) :
- Function call trace:
- $00449F83 TACTOR__THINK, line 4675 of game_Actors.pas
- $00452F97 TACTOR__PROCESSCYCLE, line 8518 of game_Actors.pas
- $00444B44 TACTOR__POSTPROCESSALLACTORS, line 1598 of game_Actors.pas
- $0041DF04 PROCESS_LOOP, line 1896 of tdc_game.pas
- $0043F870 TBASE3DENGINE__ADVANCEGAMESIMULATION, line 1935 of Platform.pas
- $00440BFD TWIN32ENGINE__RUNENGINELOOP, line 2579 of Platform.pas
- $00441140 TBASE3DENGINE__CREATERENDERER, line 2841 of Platform.pas
- $00422933 TDC_GAME_$$_init$, line 4167 of tdc_game.pas
- $0040DE44
- I'm sorry, please report this.
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