Crash on World Generation

no_longer_applicable

#1

My game crashes immediately after finishing world generation.

Here is my 3D Log:
0.001
Initializing GL2 backend using OpenGL driver ‘3.0.0 - Build 8.15.10.2266’ by ‘Intel’ on 'Intel® HD Graphics Family’
0.167
Renderer: No multisampling for render targets available

0.285
Taking glu path for mipmap generation.
0.325
Taking glu path for mipmap generation.
0.364
Taking glu path for mipmap generation.
0.366
Loading resource 'fonts/toast_text.material.xml’
0.388
Loading resource 'fonts/toast_text.shader’
0.388
---- C O M P I L I N G . S H A D E R . fonts/toast_text.shader@DEBUG_SHAPES ----
0.430
Loading resource 'fonts\fontdinerdotcom_huggable_regular_20.dds’
0.582
Loading resource 'materials/debug_shape.material.xml’
0.596
Loading resource 'pipelines/forward.pipeline.xml’
0.598
Loading resource 'shaders/debug_shape.shader’
0.599
---- C O M P I L I N G . S H A D E R . shaders/debug_shape.shader@DEBUG_SHAPES ----
0.666
Loading resource 'materials/default_material.xml’
0.667
Loading resource 'materials/fullscreen_quad.material.xml’
0.688
Loading resource 'shaders/default.shader’
0.701
Loading resource 'shaders/fullscreen_quad.shader’
0.702
---- C O M P I L I N G . S H A D E R . shaders/fullscreen_quad.shader@FSQUAD_COPY ----
0.726
Loading resource 'shaders/utilityLib/vertCommon.glsl’
0.727
---- C O M P I L I N G . S H A D E R . shaders/default.shader@AMBIENT ----
0.762
---- C O M P I L I N G . S H A D E R . shaders/default.shader@DEPTH_AND_LIGHT_ATTRIBUTES ----
0.791
---- C O M P I L I N G . S H A D E R . shaders/default.shader@MATERIAL ----
0.821
---- C O M P I L I N G . S H A D E R . shaders/default.shader@SELECTED_SCREENSPACE ----
0.848
---- C O M P I L I N G . S H A D E R . shaders/default.shader@CLOUDS ----
0.888
Loading resource 'shaders/utilityLib/fragLighting.glsl’
0.888
---- C O M P I L I N G . S H A D E R . shaders/default.shader@OMNI_LIGHTING ----
0.931
Loading resource 'shaders/shadows.shader’
0.932
---- C O M P I L I N G . S H A D E R . shaders/default.shader@DIRECTIONAL_LIGHTING ----
0.982
Loading resource 'shaders/utilityLib/fog.glsl’
0.983
---- C O M P I L I N G . S H A D E R . shaders/default.shader@FOG ----
1.022
Loading resource 'shaders/utilityLib/vertSkinning.glsl’
1.022
---- C O M P I L I N G . S H A D E R . shaders/default.shader@DIRECTIONAL_SHADOWMAP ----
1.047
Loading resource 'shaders/utilityLib/outline.glsl’
1.048
---- C O M P I L I N G . S H A D E R . shaders/default.shader@SELECTED_SCREENSPACE_OUTLINER ----
1.078
Loading resource 'textures/environment/cloudmap.png’
1.085
Taking glu path for mipmap generation.
1.109
Loading resource 'skysphere’
1.110
Loading resource 'starfield’
1.113
Loading resource 'overlays/font.material.xml’
1.114
Loading resource 'overlays/panel.material.xml’
1.114
Loading resource 'materials/ssao.material.xml’
1.115
Loading resource 'materials/skysphere.material.xml’
1.115
Loading resource 'materials/starfield.material.xml’
1.129
Loading resource 'shaders/overlay.shader’
1.130
---- C O M P I L I N G . S H A D E R . shaders/overlay.shader@OVERLAY ----
1.162
Loading resource 'overlays/font.tga’
1.185
Taking glu path for mipmap generation.
1.224
Loading resource 'textures/common/white.tga’
1.225
Taking glu path for mipmap generation.
1.239
Loading resource 'shaders/ssao2.shader’
1.239
---- C O M P I L I N G . S H A D E R . shaders/ssao2.shader@SSAO2 ----
1.263
---- C O M P I L I N G . S H A D E R . shaders/ssao2.shader@DEPTH_OUTPUT ----
1.273
---- C O M P I L I N G . S H A D E R . shaders/ssao2.shader@BLUR ----
1.293
Loading resource 'shaders/skysphere.shader’
1.293
---- C O M P I L I N G . S H A D E R . shaders/skysphere.shader@SKY ----
1.326
Loading resource 'shaders/starfield.shader’
1.327
---- C O M P I L I N G . S H A D E R . shaders/starfield.shader@STARFIELD ----
1.407
Loading resource 'shaders/utilityLib/blur.glsl’
1.408
---- C O M P I L I N G . S H A D E R . shaders/ssao2.shader@BLUR_Y ----
1.421
---- C O M P I L I N G . S H A D E R . shaders/ssao2.shader@BLUR_X ----
1.443
Loading resource 'textures/environment/twinkle.png’
1.467
Taking glu path for mipmap generation.
1.777
Loading resource 'ui_mat 0’
1.856
Loading resource 'materials/deferred_light.material.xml’
1.856
Loading resource 'shaders/deferred_lighting.shader’
1.856
---- C O M P I L I N G . S H A D E R . shaders/deferred_lighting.shader@DIRECTIONAL_LIGHTING ----
1.873
raw shader compile error: Fragment shader uses varying projShadowPos but vertex shader does not write to it.
1.874
Shader resource ‘shaders/deferred_lighting.shader’: Failed to compile shader context 'DIRECTIONAL_LIGHTING’

1.875
---- C O M P I L I N G . S H A D E R . shaders/deferred_lighting.shader@OMNI_LIGHTING ----
2.239
Invalid node handle in h3dRadiantDecodeDebugShapes
2.240
Adding Debug Shape node 'renderer debug shapes’
4.623
Removed resource 'ui_pbo 0’
4.624
Removed resource 'ui_texture 0’
4.926
Loading resource 'ui_mat 0’
58.726
Bind Frambuffer error: 1, 0, 8cdb, 0


#2

hi @Jkos… does your situation sound similar to the report submitted here?


#3

Here 's another similar bug report you can check. By the way @not_owen_wilson I have those same shader compile errors too. The one that says ‘projShadowPos’ and the other of ‘DIRECTIONAL_LIGHTING’. I don’t know if they are fixable.


#4

Hello,

The shader errors are a red-herring (the shader isn’t even used…yet). It’s the ‘bindframebuffer error’ at the end that is the guilty part. Older Intel drivers seems to have odd failures with this, but I’m not sure why (I snuck in some changes to r14 that I hoped would fix this, but sadly not).

Have you tried upgrading your graphics drivers? Going to Intel® Driver & Support Assistant FAQ might help you. Otherwise, I need to overhaul this part of the graphics engine anyway, so I’ll continue my efforts…


#5

so this is “limited” to integrated intel graphics, correct? i dont think ive read about any related issues involving either Radeon or GeForce cards…


#6

Correct: all of the reports of this that I’ve seen (thus far) have been on older Intel cards with older drivers.


#7

So, maybe this is an unrelated issue anyways, as not_owen_wilson said.

But there is an issue somewhere. I’m attaching a screenshot of the crash, which happens in the final moments of creating a new game/world.


#8

Yup, that’s exactly the same issue.


#9

Thank you everyone, however it would be best if you posted all your bug reports over here where the devs can see them, thanks


#10

dont let the stylish hat, and boyish good looks fool you… @not_owen_wilson is indeed a full grown man, and an employee of Radiant Entertainment… he has a name-badge and everything! :smile:

i’ve seen this error about a half dozen times (either in the blog post comments or on Curse, but of course am unable to find them now)…


#11

s… s… Sorry sir I won’t make this mistake again


#12

So, this is a known issue, with a work around?

Or not yet?


#13

yes sir…

unless i’ve missed something else, only the suggestion to update your drivers (for now)…


#14

Ah touche…

trying to update my drivers from device manager said “all was up to date”, but the website revealed that was a lie.

Updating now…