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Ludum crash

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Oct 8th, 2019
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  1. 2019-10-08 21:38:54 [INFO ] <TRIAL.MAIN>: GENESIS
  2. 2019-10-08 21:38:55 [INFO ] <LD45.WORLD>: Loading #<DIR-PACKET #P"C:/Narudgi/Téléchargement/Wild45/pool/ORG.SHIRAKUMO.FRAF.LD45/ld45/credits/" :INPUT>
  3. 2019-10-08 21:39:21 [INFO ] <TRIAL.MAIN>: GENESIS
  4. 2019-10-08 21:39:21 [INFO ] <LD45.WORLD>: Loading #<DIR-PACKET #P"C:/Narudgi/Téléchargement/Wild45/pool/ORG.SHIRAKUMO.FRAF.LD45/ld45/credits/" :INPUT>
  5. 2019-10-08 21:42:07 [INFO ] <TRIAL.MAIN>: GENESIS
  6. 2019-10-08 21:42:07 [INFO ] <LD45.WORLD>: Loading #<DIR-PACKET #P"C:/Narudgi/Téléchargement/Wild45/pool/ORG.SHIRAKUMO.FRAF.LD45/ld45/credits/" :INPUT>
  7. 2019-10-08 21:42:07 [INFO ] <TRIAL.BACKEND.GLFW>: Creating context #<CONTEXT {100555A023}>
  8. 2019-10-08 21:42:08 [INFO ] <TRIAL.CONTEXT>: Recreated context successfully.
  9. 2019-10-08 21:42:08 [DEBUG] <TRIAL.CONTEXT>: Context information:
  10. Running GL3.3 CORE
  11. Sample buffers: 0 (0 samples)
  12. Max texture size: 16384
  13. Max texture units: 32 32 32 32 32 32
  14. GL Vendor: NVIDIA Corporation
  15. GL Renderer: GeForce GTX 980 Ti/PCIe/SSE2
  16. GL Version: 3.3.0 NVIDIA 425.31
  17. GL Shader Language: 3.30 NVIDIA via Cg compiler
  18. GL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
  19.  
  20. 2019-10-08 21:42:08 [INFO ] <TRIAL.CONTEXT>: #<THREAD "main thread" RUNNING {1001AB0523}> acquiring #<CONTEXT {100555A023}>.
  21. 2019-10-08 21:42:08 [INFO ] <TRIAL.MAIN>: Setting up #<WORLD 1 units {1006E3F8A3}>
  22. 2019-10-08 21:42:08 [INFO ] <TRIAL.MAIN>: Scene setup took 0.015s run time, 0.018s clock time.
  23. 2019-10-08 21:42:08 [INFO ] <TRIAL.LOADER>: Transitioning to #<WORLD 4 units {1006E3F8A3}>
  24. 2019-10-08 21:42:08 [INFO ] <TRIAL.PIPELINE>: #<WORLD 4 units {1006E3F8A3}> packing for #<CONTEXT {100555A023}> (1280x720)
  25. 2019-10-08 21:42:08 [INFO ] <TRIAL.PIPELINE>: #<WORLD 4 units {1006E3F8A3}> pass order: (#<FOG-OF-WAR {1006164703}>
  26. #<GAUSSIAN-BLUR-PASS {100621CE83}>
  27. #<GAUSSIAN-BLUR-PASS {100622F233}>
  28. #<LIGHTING-PASS {1006294F53}>)
  29. 2019-10-08 21:42:08 [INFO ] <TRIAL.PIPELINE>: #<WORLD 4 units {1006E3F8A3}> texture count: 3
  30. 2019-10-08 21:42:08 [INFO ] <TRIAL.PIPELINE>: #<WORLD 4 units {1006E3F8A3}> texture allocation:
  31. #<FOG-OF-WAR {1006164703}>
  32. COLOR: #<TEXTURE 1280x720 RGBA {1006A43EC3}>
  33. #<GAUSSIAN-BLUR-PASS {100621CE83}>
  34. PREVIOUS-PASS: #<TEXTURE 1280x720 RGBA {1006A43EC3}>
  35. COLOR: #<TEXTURE 1280x720 RGBA {1006A45CF3}>
  36. #<GAUSSIAN-BLUR-PASS {100622F233}>
  37. PREVIOUS-PASS: #<TEXTURE 1280x720 RGBA {1006A45CF3}>
  38. COLOR: #<TEXTURE 1280x720 RGBA {1006A43EC3}>
  39. #<LIGHTING-PASS {1006294F53}>
  40. COLOR: #<TEXTURE 1280x720 RGBA {1006A45CF3}>
  41. DEPTH: #<TEXTURE 1280x720 DEPTH-STENCIL {100697FCE3}>
  42. FOG: #<TEXTURE 1280x720 RGBA {1006A43EC3}>
  43. 2019-10-08 21:42:08 [INFO ] <TRIAL.LOADER>: Loading 61 assets.
  44. 2019-10-08 21:42:08 [DEBUG] <TRIAL.LOADER>: Loading:
  45. #(#<IMAGE LD45/CREDITS> #<MESH LD45/MAP-MESH> #<MESH LD45/UNIT>
  46. #<IMAGE LD45/PLAYER> #<MESH LD45/HUMAN>
  47. #<VERTEX-BUFFER ARRAY-BUFFER STATIC-DRAW {1004FED263}>
  48. #<VERTEX-ARRAY 0 {1005074EA3}> #<FONT TRIAL/NOTO-MONO>
  49. #<VERTEX-BUFFER ARRAY-BUFFER DYNAMIC-DRAW {10081DD953}>
  50. #<VERTEX-BUFFER ELEMENT-ARRAY-BUFFER DYNAMIC-DRAW {10081DD973}>
  51. #<VERTEX-ARRAY {10081DD903}> #<TEXTURE 1280x720 DEPTH-STENCIL {100697FCE3}>
  52. #<TEXTURE 1280x720 RGBA {1006A43EC3}> #<TEXTURE 1280x720 RGBA {1006A45CF3}>
  53. #<FRAMEBUFFER COLOR-ATTACHMENT0 {1006B59093}>
  54. #<SHADER FRAGMENT-SHADER {10071C1F13}> #<SHADER VERTEX-SHADER {10071C18F3}>
  55. #<SHADER-PROGRAM {1007274393}> #<SHADER FRAGMENT-SHADER {1007364483}>
  56. #<SHADER VERTEX-SHADER {1007364313}> #<SHADER-PROGRAM {10073646B3}>
  57. #<SHADER FRAGMENT-SHADER {1007444403}> #<SHADER VERTEX-SHADER {1007444293}>
  58. #<SHADER-PROGRAM {1007444633}> #<SHADER FRAGMENT-SHADER {1007542773}>
  59. #<SHADER VERTEX-SHADER {1007542603}> #<SHADER-PROGRAM {10075429A3}>
  60. #<SHADER FRAGMENT-SHADER {10075A97F3}> #<SHADER VERTEX-SHADER {10075A9683}>
  61. #<SHADER-PROGRAM {10075A9A23}> #<SHADER FRAGMENT-SHADER {100772B4D3}>
  62. #<SHADER VERTEX-SHADER {100772B363}> #<SHADER-PROGRAM {100772B703}>
  63. #<FRAMEBUFFER COLOR-ATTACHMENT0 {1006C2D003}>
  64. #<SHADER VERTEX-SHADER {1007A860D3}> #<SHADER FRAGMENT-SHADER {1007A86183}>
  65. #<SHADER-PROGRAM {1007A86243}> #<MESH TRIAL/FULLSCREEN-SQUARE>
  66. #<FRAMEBUFFER COLOR-ATTACHMENT0 {1006C2EC63}>
  67. #<SHADER VERTEX-SHADER {1007A8C963}> #<SHADER FRAGMENT-SHADER {1007A8CA13}>
  68. #<SHADER-PROGRAM {1007A8CAD3}>
  69. #<FRAMEBUFFER COLOR-ATTACHMENT0 DEPTH-STENCIL-ATTACHMENT {1006C2F993}>
  70. #<SHADER FRAGMENT-SHADER {10072FD473}> #<SHADER VERTEX-SHADER {10072EA173}>
  71. #<SHADER-PROGRAM {10072FDBE3}> #<SHADER FRAGMENT-SHADER {10073DDB93}>
  72. #<SHADER VERTEX-SHADER {10073CAB43}> #<SHADER-PROGRAM {10073DDDC3}>
  73. #<SHADER FRAGMENT-SHADER {10074BA173}> #<SHADER VERTEX-SHADER {10074AB353}>
  74. #<SHADER-PROGRAM {10074BA3A3}> #<SHADER FRAGMENT-SHADER {10076451E3}>
  75. #<SHADER VERTEX-SHADER {1007631EC3}> #<SHADER-PROGRAM {1007645413}>
  76. #<SHADER FRAGMENT-SHADER {10076BE333}> #<SHADER VERTEX-SHADER {10076AB2E3}>
  77. #<SHADER-PROGRAM {10076BE563}> #<SHADER FRAGMENT-SHADER {10077AEFA3}>
  78. #<SHADER VERTEX-SHADER {1007798DF3}> #<SHADER-PROGRAM {10077AF1D3}>)
  79. 2019-10-08 21:42:08 [TRACE] <TRIAL.ASSET>: Loading LD45/CREDITS
  80. 2019-10-08 21:42:08 [TRACE] <TRIAL.ASSET>: Loading LD45/MAP-MESH
  81. 2019-10-08 21:42:08 [TRACE] <TRIAL.ASSET>: Loading LD45/UNIT
  82. 2019-10-08 21:42:08 [TRACE] <TRIAL.ASSET>: Loading LD45/PLAYER
  83. 2019-10-08 21:42:08 [TRACE] <TRIAL.ASSET>: Loading LD45/HUMAN
  84. 2019-10-08 21:42:08 [TRACE] <TRIAL.RESOURCE>: Loading #<VERTEX-BUFFER ARRAY-BUFFER STATIC-DRAW {100840E043}>
  85. 2019-10-08 21:42:08 [TRACE] <TRIAL.RESOURCE>: Loading #<VERTEX-ARRAY 0 {100840E063}>
  86. 2019-10-08 21:42:08 [TRACE] <TRIAL.ASSET>: Loading TRIAL/NOTO-MONO
  87. 2019-10-08 21:42:08 [ERROR] <TRIAL>: Failed to load the font file. The file does not exist or is not accessible.
  88. [Condition of type CL-FOND:FOND-ERROR]
  89.  
  90. #<ENVIRONMENT {10077D4C83}>
  91. [Environment of thread #<THREAD "main thread" RUNNING {1001AB0523}>]
  92.  
  93. Available restarts:
  94. 0: [ABORT] Don't set up the scene, leaving it empty.
  95. 1: [EXIT] Exit.
  96.  
  97. Backtrace:
  98. 7: (TRIAL:STANDALONE-ERROR-HANDLER Failed to load the font file. The file does not exist or is not accessible.)
  99. 8: (SB-KERNEL::%SIGNAL Failed to load the font file. The file does not exist or is not accessible.)
  100. 9: (ERROR FOND-ERROR ERROR-CODE FILE-LOAD-FAILED)
  101. 10: (CL-FOND::SHOW-ERROR)
  102. 11: ((:METHOD TRIAL:LOAD (TRIAL:FONT)) #<FONT TRIAL/NOTO-MONO>)
  103. 12: (TRIAL::%TRANSITION #(#<IMAGE LD45/CREDITS> #<MESH LD45/MAP-MESH> #<MESH LD45/UNIT> #<IMAGE LD45/PLAYER> #<MESH LD45/HUMAN> #<VERTEX-ARRAY 0 {100840E063}> #<VERTEX-BUFFER ARRAY-BUFFER STATIC-DRAW {100840E043}> #<FONT TRIAL/NOTO-MONO> #<VERTEX-ARRAY {10081DD903}> #<VERTEX-BUFFER ARRAY-BUFFER DYNAMIC-DRAW {10081DD953}> #<VERTEX-BUFFER ELEMENT-ARRAY-BUFFER DYNAMIC-DRAW {10081DD973}> #<TEXTURE 1280x720 DEPTH-STENCIL {100840E083}> #<TEXTURE 1280x720 RGBA {100840E0A3}> #<TEXTURE 1280x720 RGBA {100840E0C3}> #<FRAMEBUFFER COLOR-ATTACHMENT0 {100840E0E3}> #<SHADER-PROGRAM {100840E143}> #<SHADER FRAGMENT-SHADER {100840E103}> #<SHADER VERTEX-SHADER {100840E123}> #<SHADER-PROGRAM {100840E1A3}> #<SHADER FRAGMENT-SHADER {100840E163}> #<SHADER VERTEX-SHADER {100840E183}> #<SHADER-PROGRAM {100840E203}> #<SHADER FRAGMENT-SHADER {100840E1C3}> #<SHADER VERTEX-SHADER {100840E1E3}> #<SHADER-PROGRAM {100840E263}> #<SHADER FRAGMENT-SHADER {100840E223}> #<SHADER VERTEX-SHADER {100840E243}> #<SHADER-PROGRAM {100840E2C3}> #<SHADER FRAGMENT-SHADER {100840E283}> #<SHADER VERTEX-SHADER {100840E2A3}> #<SHADER-PROGRAM {100840E323}> #<SHADER FRAGMENT-SHADER {100840E2E3}> #<SHADER VERTEX-SHADER {100840E303}> #<FRAMEBUFFER COLOR-ATTACHMENT0 {100840E343}> #<SHADER-PROGRAM {100840E3A3}> #<SHADER VERTEX-SHADER {100840E363}> #<SHADER FRAGMENT-SHADER {100840E383}> #<MESH TRIAL/FULLSCREEN-SQUARE> #<FRAMEBUFFER COLOR-ATTACHMENT0 {100840E3C3}> #<SHADER-PROGRAM {100840E423}> #<SHADER VERTEX-SHADER {100840E3E3}> #<SHADER FRAGMENT-SHADER {100840E403}> #<FRAMEBUFFER COLOR-ATTACHMENT0 DEPTH-STENCIL-ATTACHMENT {100840E443}> #<SHADER-PROGRAM {100840E4A3}> #<SHADER FRAGMENT-SHADER {100840E463}> #<SHADER VERTEX-SHADER {100840E483}> #<SHADER-PROGRAM {100840E503}> #<SHADER FRAGMENT-SHADER {100840E4C3}> #<SHADER VERTEX-SHADER {100840E4E3}> #<SHADER-PROGRAM {100840E563}> #<SHADER FRAGMENT-SHADER {100840E523}> #<SHADER VERTEX-SHADER {100840E543}> #<SHADER-PROGRAM {100840E5C3}> #<SHADER FRAGMENT-SHADER {100840E583}> #<SHADER VERTEX-SHADER {100840E5A3}> #<SHADER-PROGRAM {100840E623}> #<SHADER FRAGMENT-SHADER {100840E5E3}> #<SHADER VERTEX-SHADER {100840E603}> #<SHADER-PROGRAM {100840E683}> #<SHADER FRAGMENT-SHADER {100840E643}> #<SHADER VERTEX-SHADER {100840E663}>) NIL #(#<TEXT {10081C3563}>))
  104. 13: ((:METHOD TRIAL:TRANSITION (NULL FLARE:CONTAINER)) #<unused argument> #<WORLD 4 units {1006E3F8A3}>)
  105. 14: ((:METHOD TRIAL:CHANGE-SCENE (TRIAL:MAIN TRIAL:SCENE)) #<MAIN {10056DD1C3}> #<WORLD 4 units {1006E3F8A3}> OLD NIL)
  106. 15: ((:METHOD TRIAL:SETUP-RENDERING :AFTER (TRIAL:MAIN)) #<MAIN {10056DD1C3}>)
  107. 16: ((SB-PCL::EMF TRIAL:SETUP-RENDERING) #<unused argument> #<unused argument> #<MAIN {10056DD1C3}>)
  108. 17: ((:METHOD INITIALIZE-INSTANCE :AFTER (TRIAL:DISPLAY)) #<MAIN {10056DD1C3}> WORLD NIL LEVEL-NAMES (credits/ intro/ map1/ map2/ map3/ credits/) CLEAR-COLOR (VEC4 0.0 0.0 0.0 0.0) TITLE LD45 WIDTH 1280 HEIGHT 720 DELTA-TIME 0.01d0 NAME NIL)
  109. 18: ((SB-PCL::EMF INITIALIZE-INSTANCE) #<unused argument> #<unused argument> #<MAIN {10056DD1C3}> WORLD NIL LEVEL-NAMES (credits/ intro/ map1/ map2/ map3/ credits/) CLEAR-COLOR (VEC4 0.0 0.0 0.0 0.0) TITLE LD45 WIDTH 1280 HEIGHT 720 DELTA-TIME 0.01d0 NAME NIL)
  110. 19: ((:METHOD MAKE-INSTANCE (CLASS)) #<STANDARD-CLASS ORG.SHIRAKUMO.FRAF.LD45::MAIN> WORLD NIL LEVEL-NAMES (credits/ intro/ map1/ map2/ map3/ credits/) CLEAR-COLOR (VEC4 0.0 0.0 0.0 0.0) TITLE LD45 WIDTH 1280 HEIGHT 720 DELTA-TIME 0.01d0 NAME NIL)
  111. 20: (TRIAL:LAUNCH-WITH-CONTEXT MAIN WORLD NIL LEVEL-NAMES (credits/ intro/ map1/ map2/ map3/ credits/))
  112. 21: (TRIAL:LAUNCH MAIN WORLD NIL LEVEL-NAMES (credits/ intro/ map1/ map2/ map3/ credits/))
  113. 22: (DEPLOY::CALL-ENTRY-PREPARED #<FUNCTION ORG.SHIRAKUMO.FRAF.LD45:LAUNCH> #<SYSTEM "ld45"> #<DEPLOY-OP >)
  114. 23: ((LAMBDA NIL :IN UIOP/IMAGE:RESTORE-IMAGE))
  115. 24: (UIOP/IMAGE:CALL-WITH-FATAL-CONDITION-HANDLER #<CLOSURE (LAMBDA NIL :IN UIOP/IMAGE:RESTORE-IMAGE) {1004DA78BB}>)
  116. 25: ((FLET SB-UNIX::BODY :IN SAVE-LISP-AND-DIE))
  117. 26: ((FLET "WITHOUT-INTERRUPTS-BODY-14" :IN SAVE-LISP-AND-DIE))
  118. 27: ((LABELS SB-IMPL::RESTART-LISP :IN SAVE-LISP-AND-DIE))
  119. 28: ("foreign function: #x437CBB")
  120. 29: ("foreign function: #x404301")
  121. 2019-10-08 21:42:08 [FATAL] <TRIAL>: Encountered unhandled error in #<THREAD "main thread" RUNNING {1001AB0523}>, bailing.
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