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@robertc
Created February 14, 2017 04:54
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[S_API FAIL] SteamAPI_Init() failed; no appID found.
Either launch the game from Steam, or put the file steam_appid.txt containing the correct appID in your game folder.
IL_SIZE=8
GLX_SAMPLES_ARB=0
GLX_SAMPLE_BUFFERS_ARB=0
GLX_STEREO=0
GLX_CONFIG_CAVEAT=NONE
Desktop is 1920 x 1080 @ 60 Hz
Initialize engine version: 5.4.3p4 (4dfc8d4040f2)
GfxDevice: creating device client; threaded=1
GLX Extensions: GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_import_context GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGI_video_sync GLX_SGI_swap_control GLX_EXT_swap_control GLX_EXT_swap_control_tear GLX_EXT_texture_from_pixmap GLX_EXT_buffer_age GLX_ARB_create_context GLX_ARB_create_context_profile GLX_EXT_create_context_es_profile GLX_EXT_create_context_es2_profile GLX_ARB_create_context_robustness GLX_NV_delay_before_swap GLX_EXT_stereo_tree GLX_ARB_context_flush_control GLX_NV_robustness_video_memory_purge GLX_ARB_multisample GLX_NV_float_buffer GLX_ARB_fbconfig_float GLX_EXT_framebuffer_sRGB GLX_NV_copy_image GLX_ARB_get_proc_address
Setting maxVSyncInterval to 4
Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
Vendor: NVIDIA Corporation
Version: 4.5.0 NVIDIA 375.26
GLES: 0
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_fragmen
t_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_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffe
r_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_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_AR
B_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_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_ar
ray_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_decode G
L_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_x11_sync_object GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness 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_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles 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_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_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_register_combiners GL_NV_register_combiners2 GL_NV_sample_loca
tions GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_stereo_view_rendering 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_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_vdpau_interop 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_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equatio
n_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 61252968
AudioManager: Using PulseAudio: Default Output Device
Begin MonoManager ReloadAssembly
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Loading /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Managed/ProMouseDll.dll into Unity Child Domain
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Platform assembly: /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Managed/System.Core.dll (this message is harmless)
Platform assembly: /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Managed/System.dll (this message is harmless)
Platform assembly: /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Managed/System.Xml.dll (this message is harmless)
Default vsync count 1
requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 60 Hz
Using libudev for joystick management
Importing game controller configs
UnloadTime: 1.232000 ms
GameManagerSceneObject.Awake. 22/01/2017 17:44:52
Platform assembly: /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Managed/System.Configuration.dll (this message is harmless)
SystemInfo, graphicsDeviceName=GeForce GTX 1060 6GB/PCIe/SSE2, graphicsMemorySize=6144, operatingSystem=Linux 4.8 Fedora 23 64bit, processorCount=4, processorType=Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz, systemMemorySize=32100
SotA.EarlyAccess.QA.Linux.64.440.Date.01.20.17, LocalTime=22/01/2017 17:44:52, Patch=belicose-pony.2
LanguageManager: Setting Language=English
PreviousApplicationExit status=clean
Pathfinding: Init
Steam Initialized: False
Changing real window size to 1918 x 1021
Changing real window size to 1918 x 1021
Changing real window size to 1920 x 1080
NetworkingPeer: Connecting to "208.81.240.54:5055"
PhotonNetwork: StatusChange Connect, State=Connecting
Network storage reset
PhotonNetwork: StatusChange EncryptionEstablished, State=Connected
AuthenticateResponse: Ok, Position=0
OnAuthenticateComplete: Ok
Network storage reset
0 : 579a20edabb7190130978cb4
Found character: Wintermute Ofcof
Knowledge: Loaded 2038 flags
Loading scene: Novia_R11_City_Xenos
PushLevel: Added level Novia_R11_City_Xenos, spawnPoint:, hex:5021,5013
AsyncLoadSequence begin. SceneToLoad: Novia_R11_City_Xenos:
17:45:30: Loading Scene...
17:45:31: Level load loop started.
Unloading 88 Unused Serialized files (Serialized files now loaded: 20)
Shader 'UVFree/Terrain/LegacySpecular': dependency 'BaseMapShader' shader 'Hidden/UVFree/Terrain/LegacySpecular-BasePass' not found
-------- Shader compilation failed
#version 420
#extension GL_ARB_shading_language_420pack : require
#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_storage_buffer_object : enable
#extension GL_ARB_shader_atomic_counters : enable
layout(std140) uniform Globals {
uint _Width;
uint _Height;
uint _Depth;
uint _IdxX;
uint _IdxY;
uint _IdxZ;
vec4 _UV;
};
uniform sampler2D _Tex2D_X__LinearClamp;
uniform sampler2D _Tex2D;
struct _BufferSingle2D_type {
uint[4] value;
};
layout(std430, binding = 0) buffer _BufferSingle2D {
_BufferSingle2D_type _BufferSingle2D_buf[];
};
vec4 u_xlat0;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main()
{
u_xlat0 = textureLod(_Tex2D_X__LinearClamp, _UV.xy, 0.0);
_BufferSingle2D_buf[0].value[(0 >> 2)] = floatBitsToUint(u_xlat0).x;
_BufferSingle2D_buf[0].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat0).y;
_BufferSingle2D_buf[0].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat0).z;
_BufferSingle2D_buf[0].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat0).w;
return;
}
-------- failed compiling:
compute evaluation shader
0(15) : error C7528: OpenGL reserves names containing '__'
-------- Shader compilation failed
#version 420
#extension GL_ARB_shading_language_420pack : require
#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_storage_buffer_object : enable
#extension GL_ARB_shader_atomic_counters : enable
layout(std140) uniform Globals {
uint _Width;
uint _Height;
uint _Depth;
uint _IdxX;
uint _IdxY;
uint _IdxZ;
vec4 _UV;
};
uniform sampler3D _Tex3D_X__LinearClamp;
uniform sampler3D _Tex3D;
struct _BufferSingle3D_type {
uint[4] value;
};
layout(std430, binding = 0) buffer _BufferSingle3D {
_BufferSingle3D_type _BufferSingle3D_buf[];
};
vec4 u_xlat0;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main()
{
u_xlat0 = textureLod(_Tex3D_X__LinearClamp, _UV.xyz, 0.0);
_BufferSingle3D_buf[0].value[(0 >> 2)] = floatBitsToUint(u_xlat0).x;
_BufferSingle3D_buf[0].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat0).y;
_BufferSingle3D_buf[0].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat0).z;
_BufferSingle3D_buf[0].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat0).w;
return;
}
-------- failed compiling:
compute evaluation shader
0(15) : error C7528: OpenGL reserves names containing '__'
Pathfinding: Load UnLoaded
UnloadTime: 13.248000 ms
This MeshCollider requires the mesh to be marked as readable in order to be usable with the given transform.
(Filename: Line: 288)
This MeshCollider requires the mesh to be marked as readable in order to be usable with the given transform.
(Filename: Line: 288)
This MeshCollider requires the mesh to be marked as readable in order to be usable with the given transform.
(Filename: Line: 288)
GameManagerSceneObject.Awake. 22/01/2017 17:45:54
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
The referenced script on this Behaviour is missing!
(Filename: Line: 1510)
The referenced script on this Behaviour (Game Object '2H_PoleArm_Reg_SoundController') is missing!
(Filename: Line: 1656)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Pathfinding: Load Loaded
Camera: CameraRig_Universal (CameraController)
17:46:01: Level loaded. Loading prefabs.
Unloading 56491 unused Assets to reduce memory usage. Loaded Objects now: 343043.
Total: 1155.701050 ms (FindLiveObjects: 25.771999 ms CreateObjectMapping: 27.434999 ms MarkObjects: 483.873993 ms DeleteObjects: 618.619995 ms)
17:46:03: Level and prefabs load completed. loopCounter:1366
17:46:03: Scenario init completed. Scenario:
Checksum for Novia_R11_City_Xenos: 967470478
IncomingMessages, Total=27, NumPlayers=1, SceneId=Novia_R11_City_Xenos
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromMasterserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5056"
PhotonNetwork: StatusChange Connect, State=ConnectingToGameserver
PhotonNetwork: StatusChange EncryptionEstablished, State=ConnectedToGameserver
OpAuthenticate: Requesting authentication on game server for UserId=53055f4d38ca220cb4153b8b
17:46:05: Equipping Avatars...
Platform assembly: /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Managed/Mono.Security.dll (this message is harmless)
Platform assembly: /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Managed/Boo.Lang.dll (this message is harmless)
GroupServer: OnStatusChanged:Connect
SceneServer: OnStatusChanged:Connect
GroupServer: OnStatusChanged:EncryptionEstablished
SceneServer: OnStatusChanged:EncryptionEstablished
Requesting social lists...
Receiving social lists...
SceneServer: OnStatusChanged:QueueOutgoingAcksWarning
SceneServer: Unhandled status change: QueueOutgoingAcksWarning
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
SceneServer: OnStatusChanged:QueueIncomingReliableWarning
SceneServer: Unhandled status change: QueueIncomingReliableWarning
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Starting Initializing Plots
Spawning local player at (104.905, 38.702, 15.115) using last known location. SnapToGround:True
CompoundInteractive sota_shogun_keep_village_playerHouse(Clone)\sota_shogun_keep_village\_Doors\_3rdFloor has no children, Scene: Novia_R11_City_Xenos
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
CompoundInteractive sota_shogun_keep_village_playerHouse(Clone)\sota_shogun_keep_village\_Doors\_3rdFloor has no children, Scene: Novia_R11_City_Xenos
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
CompoundInteractive sota_shogun_keep_village_playerHouse(Clone)\sota_shogun_keep_village\_Doors\_3rdFloor has no children, Scene: Novia_R11_City_Xenos
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Entering chat channel: Guild/EVL
Finished receiving social lists
EnterChatChannelResponse: Result = Ok, ChannelName = Guild/EVL
Local player equipment load time: 00.2 secs
---------PlayerLoadTime:17.77676
17:46:52: Equipment load complete. Loop Counter:356
QueuedOutgoingCommands: 1
17:46:55: Hiding Loading Screen...
TimeToLoadLevel, SceneName=Novia_R11_City_Xenos, TimeToAvatar=25.71, TimeToFadeIn=54.45, PrefabLoadTime=8.1, SystemMemory=32100
17:46:56: Fading in...
17:46:56: AsyncLevelLoad Completed!
OutgoingMessageQueue, Total=35,Master=True,SceneId=Novia_R11_City_Xenos,timeScale=1.00,RaiseInstantiateEvent:18,RaiseViewEvent:4,SetRoomProperties:1,Ping:1,SetActorProperties:1,Room=6c6a003a-fc18-4958-899c-ec5c3ee39a6d
IncomingBytes, GameBytes=156, GroupBytes=48, SceneBytes=44, TotalBytes=248, NumPlayers=1, SceneId=Novia_R11_City_Xenos
Finished Initializing Plots
IncomingMessages, Total=11, NumPlayers=1, SceneId=Novia_R11_City_Xenos,Room=6c6a003a-fc18-4958-899c-ec5c3ee39a6d
OutgoingMessageQueue, Total=7,Master=True,SceneId=Novia_R11_City_Xenos,timeScale=1.00,SetActorProperties:1,GetInteractiveObjectStates:1,Ping:1,RaiseViewEvent:1,SetMaxHP:1,Room=6c6a003a-fc18-4958-899c-ec5c3ee39a6d
FPSMeter, fps=7.4, SceneId=Novia_R11_City_Xenos, pos=(104.905, 38.702, 15.115), graphicsDeviceName=GeForce GTX 1060 6GB/PCIe/SSE2, graphicsMemorySize=6144, systemMemorySize=32100, processorType=Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/user32.dll
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/libuser32.dll.so
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/./user32.dll
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/./libuser32.dll.so
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/user32.dll
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/user32
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/libuser32.so
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/./user32
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/./libuser32.so
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/user32
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/libuser32.dll
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/libuser32.dll.so
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/./libuser32.dll
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/./libuser32.dll.so
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/libuser32.dll
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/libMonoSupportW.so
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/./libMonoSupportW.so
Fallback handler could not load library /home/robert/Downloads/StandaloneLinuxUniversalPatcherDev/Shroud of the Avatar_Data/Mono/x86_64/libMonoSupportW.so
PushLevel: Added level Novia, spawnPoint:, hex:5021,5013
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromGameserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5055"
SceneServer: OnStatusChanged:Disconnect
Network storage reset
Can not play a disabled audio source
(Filename: Line: 432)
local player destroyed.
PhotonNetwork: StatusChange Connect, State=ConnectingToMasterserver
PhotonNetwork: StatusChange EncryptionEstablished, State=ConnectedComingFromGameserver
AuthenticateResponse: Ok, Position=0
OnAuthenticateComplete: Ok
Network storage reset
AsyncLoadSequence begin. SceneToLoad: Novia:
17:55:05: Loading Scene...
17:55:06: Level load loop started.
Unloading 5 Unused Serialized files (Serialized files now loaded: 24)
camera controller destroyed.
Pathfinding: Load UnLoaded
UnloadTime: 11505.569336 ms
GameManagerSceneObject.Awake. 22/01/2017 17:55:42
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Pathfinding: Load Loaded
Camera: CameraRig_Universal (NOVIA SETTINGS - DO NOT REVERT) (CameraController)
17:55:44: Level loaded. Loading prefabs.
Unloading 130946 unused Assets to reduce memory usage. Loaded Objects now: 243475.
Total: 3612.925049 ms (FindLiveObjects: 24.853001 ms CreateObjectMapping: 41.420002 ms MarkObjects: 723.260010 ms DeleteObjects: 2823.391846 ms)
17:55:48: Level and prefabs load completed. loopCounter:281
17:55:48: Scenario init completed. Scenario:
Checksum for Novia: 2922113256
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromMasterserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5056"
PhotonNetwork: StatusChange Connect, State=ConnectingToGameserver
PhotonNetwork: StatusChange EncryptionEstablished, State=ConnectedToGameserver
OpAuthenticate: Requesting authentication on game server for UserId=53055f4d38ca220cb4153b8b
17:55:52: Equipping Avatars...
SceneServer: OnStatusChanged:Connect
SceneServer: OnStatusChanged:EncryptionEstablished
Starting Initializing Plots
Finished Initializing Plots
Spawning local player at (-386.474, 13.208, -374.5) using spawner PlayerSpawnLocation_Elysium_from_Etceter. SnapToGround:True
IncomingBytes, GameBytes=17029, GroupBytes=132, SceneBytes=0, TotalBytes=17161, NumPlayers=3, SceneId=Novia
Local player equipment load time: 00.1 secs
---------PlayerLoadTime:3.110607
17:55:58: Equipment load complete. Loop Counter:139
QueuedOutgoingCommands: 0
17:56:00: Hiding Loading Screen...
TimeToLoadLevel, SceneName=Novia, TimeToAvatar=24.73, TimeToFadeIn=31.67, PrefabLoadTime=1.6, SystemMemory=32100
17:56:00: Fading in...
17:56:01: AsyncLevelLoad Completed!
IncomingMessages, Total=29, NumPlayers=2, SceneId=Novia,Room=a2375f2a-679c-46c7-8d1f-bf7e66317721
OutgoingMessageQueue, Total=28,Master=False,SceneId=Novia,timeScale=1.00,SetActorProperties:4,GetMoreBagContents:3,SetCharacterEffects:3,GetBagContents:1,Ping:1,Room=a2375f2a-679c-46c7-8d1f-bf7e66317721
UsedSkill=Light HandSlotIndex=0
IncomingUnreliable: PlayerRcv=3, NpcRcv=6, Lost=0, NumPlayers=2, Master=False, Scene="Novia"
PushLevel: Added level RandomEncounter_Plains02/Undead_Tier5, spawnPoint:PlayerSpawnLocation, hex:5059,5016
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromGameserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5055"
SceneServer: OnStatusChanged:Disconnect
Network storage reset
local player destroyed.
PhotonNetwork: StatusChange Connect, State=ConnectingToMasterserver
PhotonNetwork: StatusChange EncryptionEstablished, State=ConnectedComingFromGameserver
AuthenticateResponse: Ok, Position=0
OnAuthenticateComplete: Ok
Network storage reset
AsyncLoadSequence begin. SceneToLoad: (5884f1ce9742a58135058309) RandomEncounter_Plains02/Undead_Tier5:PlayerSpawnLocation
17:59:56: Loading Scene...
17:59:57: Level load loop started.
Unloading 27 Unused Serialized files (Serialized files now loaded: 24)
The tree ThinTree must use the Nature/Soft Occlusion shader. Otherwise billboarding/lighting will not work correctly.
(Filename: Line: 139)
camera controller destroyed.
Pathfinding: Load UnLoaded
UnloadTime: 1793.281006 ms
GameManagerSceneObject.Awake. 22/01/2017 18:00:02
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Pathfinding: Load Loaded
Camera: CameraRig_Universal (CameraController)
18:00:03: Level loaded. Loading prefabs.
Unloading 9079 unused Assets to reduce memory usage. Loaded Objects now: 164186.
Total: 827.237000 ms (FindLiveObjects: 11.660000 ms CreateObjectMapping: 18.247002 ms MarkObjects: 540.848022 ms DeleteObjects: 256.481995 ms)
18:00:04: Level and prefabs load completed. loopCounter:51
18:00:04: Scenario init completed. Scenario:Undead_Tier5
Checksum for RandomEncounter_Plains02/Undead_Tier5: 1643836625
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromMasterserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5056"
PhotonNetwork: StatusChange Connect, State=ConnectingToGameserver
PhotonNetwork: StatusChange EncryptionEstablished, State=ConnectedToGameserver
OpAuthenticate: Requesting authentication on game server for UserId=53055f4d38ca220cb4153b8b
18:00:05: Equipping Avatars...
SceneServer: OnStatusChanged:Connect
SceneServer: OnStatusChanged:EncryptionEstablished
Starting Initializing Plots
Finished Initializing Plots
Spawning local player at (0.956, 31.45, 0.268) using spawner PlayerSpawnLocation. SnapToGround:True
Local player equipment load time: 00.1 secs
---------PlayerLoadTime:3.04307
18:00:12: Equipment load complete. Loop Counter:162
QueuedOutgoingCommands: 0
18:00:13: Hiding Loading Screen...
TimeToLoadLevel, SceneName=RandomEncounter_Plains02, TimeToAvatar=4.76, TimeToFadeIn=11.76, PrefabLoadTime=0.5, SystemMemory=32100
18:00:13: Fading in...
18:00:14: AsyncLevelLoad Completed!
IncomingBytes, GameBytes=154, GroupBytes=44, SceneBytes=47, TotalBytes=245, NumPlayers=1, SceneId=RandomEncounter_Plains02/Undead_Tier5
IncomingMessages, Total=20, NumPlayers=1, SceneId=RandomEncounter_Plains02/Undead_Tier5,Room=29b9dd8c-80ac-486a-a34f-8e8d8af900cc
OutgoingMessageQueue, Total=39,Master=True,SceneId=RandomEncounter_Plains02/Undead_Tier5,timeScale=1.00,SetRoomProperties:10,RaiseInstantiateEvent:4,RaiseViewEvent:3,SetActorProperties:2,Ping:1,Room=29b9dd8c-80ac-486a-a34f-8e8d8af900cc
PushLevel: Added level Novia, spawnPoint:, hex:5059,5016
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromGameserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5055"
SceneServer: OnStatusChanged:Disconnect
Network storage reset
Can not play a disabled audio source
(Filename: Line: 432)
local player destroyed.
PhotonNetwork: StatusChange Connect, State=ConnectingToMasterserver
PhotonNetwork: StatusChange EncryptionEstablished, State=ConnectedComingFromGameserver
AuthenticateResponse: Ok, Position=0
OnAuthenticateComplete: Ok
Network storage reset
AsyncLoadSequence begin. SceneToLoad: Novia:
18:03:39: Loading Scene...
18:03:40: Level load loop started.
Unloading 5 Unused Serialized files (Serialized files now loaded: 24)
-------- Shader compilation failed
#version 420
#extension GL_ARB_shading_language_420pack : require
#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_storage_buffer_object : enable
#extension GL_ARB_shader_atomic_counters : enable
layout(std140) uniform Globals {
uint _Width;
uint _Height;
uint _Depth;
uint _IdxX;
uint _IdxY;
uint _IdxZ;
vec4 _UV;
};
uniform sampler2D _Tex2D_X__LinearClamp;
uniform sampler2D _Tex2D;
struct _BufferSingle2D_type {
uint[4] value;
};
layout(std430, binding = 0) buffer _BufferSingle2D {
_BufferSingle2D_type _BufferSingle2D_buf[];
};
vec4 u_xlat0;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main()
{
u_xlat0 = textureLod(_Tex2D_X__LinearClamp, _UV.xy, 0.0);
_BufferSingle2D_buf[0].value[(0 >> 2)] = floatBitsToUint(u_xlat0).x;
_BufferSingle2D_buf[0].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat0).y;
_BufferSingle2D_buf[0].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat0).z;
_BufferSingle2D_buf[0].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat0).w;
return;
}
-------- failed compiling:
compute evaluation shader
0(15) : error C7528: OpenGL reserves names containing '__'
-------- Shader compilation failed
#version 420
#extension GL_ARB_shading_language_420pack : require
#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_storage_buffer_object : enable
#extension GL_ARB_shader_atomic_counters : enable
layout(std140) uniform Globals {
uint _Width;
uint _Height;
uint _Depth;
uint _IdxX;
uint _IdxY;
uint _IdxZ;
vec4 _UV;
};
uniform sampler3D _Tex3D_X__LinearClamp;
uniform sampler3D _Tex3D;
struct _BufferSingle3D_type {
uint[4] value;
};
layout(std430, binding = 0) buffer _BufferSingle3D {
_BufferSingle3D_type _BufferSingle3D_buf[];
};
vec4 u_xlat0;
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
void main()
{
u_xlat0 = textureLod(_Tex3D_X__LinearClamp, _UV.xyz, 0.0);
_BufferSingle3D_buf[0].value[(0 >> 2)] = floatBitsToUint(u_xlat0).x;
_BufferSingle3D_buf[0].value[(0 >> 2) + 1] = floatBitsToUint(u_xlat0).y;
_BufferSingle3D_buf[0].value[(0 >> 2) + 2] = floatBitsToUint(u_xlat0).z;
_BufferSingle3D_buf[0].value[(0 >> 2) + 3] = floatBitsToUint(u_xlat0).w;
return;
}
-------- failed compiling:
compute evaluation shader
0(15) : error C7528: OpenGL reserves names containing '__'
camera controller destroyed.
Pathfinding: Load UnLoaded
UnloadTime: 249.906998 ms
GameManagerSceneObject.Awake. 22/01/2017 18:03:48
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Pathfinding: Load Loaded
Camera: CameraRig_Universal (NOVIA SETTINGS - DO NOT REVERT) (CameraController)
18:03:50: Level loaded. Loading prefabs.
Unloading 1119 unused Assets to reduce memory usage. Loaded Objects now: 246776.
Total: 782.522949 ms (FindLiveObjects: 18.514999 ms CreateObjectMapping: 21.445000 ms MarkObjects: 650.580994 ms DeleteObjects: 91.981003 ms)
18:03:51: Level and prefabs load completed. loopCounter:330
18:03:51: Scenario init completed. Scenario:
Checksum for Novia: 2922113256
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromMasterserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5056"
PhotonNetwork: StatusChange Connect, State=ConnectingToGameserver
PhotonNetwork: StatusChange EncryptionEstablished, State=ConnectedToGameserver
OpAuthenticate: Requesting authentication on game server for UserId=53055f4d38ca220cb4153b8b
18:03:53: Equipping Avatars...
SceneServer: OnStatusChanged:Connect
SceneServer: OnStatusChanged:EncryptionEstablished
Starting Initializing Plots
Finished Initializing Plots
Spawning local player at (-61.715, 19.209, -352) using spawner PlayerSpawnLocation_Elysium_from_Etceter. SnapToGround:True
Local player equipment load time: 00.4 secs
---------PlayerLoadTime:3.276162
18:03:59: Equipment load complete. Loop Counter:149
QueuedOutgoingCommands: 0
18:04:01: Hiding Loading Screen...
TimeToLoadLevel, SceneName=Novia, TimeToAvatar=10.02, TimeToFadeIn=17.08, PrefabLoadTime=0.0, SystemMemory=32100
18:04:01: Fading in...
18:04:02: AsyncLevelLoad Completed!
IncomingUnreliable: PlayerRcv=3, NpcRcv=2, Lost=0, NumPlayers=2, Master=False, Scene="Novia"
UsedSkill=Light HandSlotIndex=0
IncomingMessages, Total=35, NumPlayers=2, SceneId=Novia,Room=a2375f2a-679c-46c7-8d1f-bf7e66317721
OutgoingMessageQueue, Total=24,Master=False,SceneId=Novia,timeScale=1.00,GetMoreBagContents:5,SetActorProperties:4,SetCharacterEffects:3,GetBagContents:1,SetMaxHP:1,Room=a2375f2a-679c-46c7-8d1f-bf7e66317721
IncomingBytes, GameBytes=931, GroupBytes=50, SceneBytes=44, TotalBytes=1025, NumPlayers=2, SceneId=Novia
PushLevel: Added level Novia_R1_City_Solania, spawnPoint:PlayerSpawnLocation, hex:5100,5028
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromGameserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5055"
SceneServer: OnStatusChanged:Disconnect
Network storage reset
local player destroyed.
PhotonNetwork: StatusChange Connect, State=ConnectingToMasterserver
PhotonNetwork: StatusChange EncryptionEstablished, State=ConnectedComingFromGameserver
AuthenticateResponse: Ok, Position=0
OnAuthenticateComplete: Ok
Network storage reset
AsyncLoadSequence begin. SceneToLoad: Novia_R1_City_Solania:PlayerSpawnLocation
18:06:52: Loading Scene...
18:06:53: Level load loop started.
Unloading 24 Unused Serialized files (Serialized files now loaded: 24)
camera controller destroyed.
Pathfinding: Load UnLoaded
UnloadTime: 1698.222046 ms
GameManagerSceneObject.Awake. 22/01/2017 18:07:17
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Missing shader for image effect OutdoorCamera (UnityStandardAssets.CinematicEffects.AntiAliasing)
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Pathfinding: Load Loaded
Camera: CameraRig_Universal (CameraController)
18:07:19: Level loaded. Loading prefabs.
Unloading 5963 unused Assets to reduce memory usage. Loaded Objects now: 228376.
Total: 865.862000 ms (FindLiveObjects: 12.968000 ms CreateObjectMapping: 19.331001 ms MarkObjects: 618.916992 ms DeleteObjects: 214.645004 ms)
18:07:20: Level and prefabs load completed. loopCounter:429
18:07:20: Scenario init completed. Scenario:
Checksum for Novia_R1_City_Solania: 625120418
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromMasterserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5056"
PhotonNetwork: StatusChange Connect, State=ConnectingToGameserver
PhotonNetwork: StatusChange EncryptionEstablished, State=ConnectedToGameserver
OpAuthenticate: Requesting authentication on game server for UserId=53055f4d38ca220cb4153b8b
18:07:22: Equipping Avatars...
SceneServer: OnStatusChanged:Connect
SceneServer: OnStatusChanged:EncryptionEstablished
Starting Initializing Plots
Spawning local player at (100.161, 11.103, 172.805) using spawner PlayerSpawnLocation. SnapToGround:True
Local player equipment load time: 00.2 secs
---------PlayerLoadTime:7.030107
18:07:35: Equipment load complete. Loop Counter:179
QueuedOutgoingCommands: 0
18:07:37: Hiding Loading Screen...
TimeToLoadLevel, SceneName=Novia_R1_City_Solania, TimeToAvatar=23.87, TimeToFadeIn=35.77, PrefabLoadTime=0.6, SystemMemory=32100
18:07:37: Fading in...
18:07:38: AsyncLevelLoad Completed!
Finished Initializing Plots
IncomingMessages, Total=12, NumPlayers=1, SceneId=Novia_R1_City_Solania,Room=5332ab5b-4c1d-41e9-95e5-198512f3f0c0
OutgoingMessageQueue, Total=44,Master=True,SceneId=Novia_R1_City_Solania,timeScale=1.00,RaiseInstantiateEvent:15,RaiseViewEvent:9,SetActorProperties:4,GetInteractiveObjectStates:2,Ping:1,Room=5332ab5b-4c1d-41e9-95e5-198512f3f0c0
IncomingBytes, GameBytes=111, GroupBytes=50, SceneBytes=50, TotalBytes=211, NumPlayers=1, SceneId=Novia_R1_City_Solania
InteractiveAnimator(Borg_chair_DONOTUSE) interaction lock failed. Source="Merchant_Wealthy_PerennialCoast_M01(Clone)482081", SceneId="Novia_R1_City_Solania"
FPSMeter, fps=10.2, SceneId=Novia_R1_City_Solania, pos=(78.88, 25.357, -45.188), graphicsDeviceName=GeForce GTX 1060 6GB/PCIe/SSE2, graphicsMemorySize=6144, systemMemorySize=32100, processorType=Intel(R) Core(TM) i5-6500 CPU @ 3.20GHz
(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
Used on-screen button to toggle dialog: OptionsUI
IncomingMessages, Total=2, NumPlayers=1, SceneId=Novia_R1_City_Solania,Room=5332ab5b-4c1d-41e9-95e5-198512f3f0c0
(Options Closed) Master volume: 69.8796
(Options Closed) Music volume: 0
(Options Closed) SFX volume: 71.68671
(Options Closed) Player Music volume: 100
(Options Closed) Video quality: Auto
(Options Closed) Brightness: 50
(Options Closed) Footsteps: ON
(Options Closed) Attack ticks: ON
(Options Closed) Radio filter: ON
(Options Closed) Resolution: 1920 x 1080, 60Hz (fullscreen)
(Options Closed) Shadow distance: Auto
(Options Closed) Fullscreen: ON
(Options Closed) Anitaliasing: OFF
(Options Closed) List Inventory Mode: ON
(Options Closed) Invert Mouse Look: OFF
(Options Closed) Invert Scroll Wheel: OFF
(Options Closed) Profanity Filter: OFF
(Options Closed) Mouse Look Sensitivity (Horizontal): 50
(Options Closed) Mouse Look Sensitivity (Vertical): 50
OutgoingMessageQueue, Total=8,Master=True,SceneId=Novia_R1_City_Solania,timeScale=1.00,RaiseViewEvent:4,SetActorProperties:2,Ping:1,SetSaveLocation:1,Room=5332ab5b-4c1d-41e9-95e5-198512f3f0c0
IncomingBytes, GameBytes=102, GroupBytes=44, SceneBytes=48, TotalBytes=194, NumPlayers=1, SceneId=Novia_R1_City_Solania
Used on-screen button to toggle dialog: OptionsUI
IncomingMessages, Total=1, NumPlayers=1, SceneId=Novia_R1_City_Solania,Room=5332ab5b-4c1d-41e9-95e5-198512f3f0c0
OutgoingMessageQueue, Total=4,Master=True,SceneId=Novia_R1_City_Solania,timeScale=1.00,RaiseViewEvent:3,Ping:1,Room=5332ab5b-4c1d-41e9-95e5-198512f3f0c0
(Options Closed) Master volume: 69.8796
(Options Closed) Music volume: 0
(Options Closed) SFX volume: 71.68671
(Options Closed) Player Music volume: 100
(Options Closed) Video quality: Auto
(Options Closed) Brightness: 50
(Options Closed) Footsteps: ON
(Options Closed) Attack ticks: ON
(Options Closed) Radio filter: ON
(Options Closed) Resolution: 1920 x 1080, 60Hz (fullscreen)
(Options Closed) Shadow distance: Auto
(Options Closed) Fullscreen: ON
(Options Closed) Anitaliasing: OFF
(Options Closed) List Inventory Mode: ON
(Options Closed) Invert Mouse Look: OFF
(Options Closed) Invert Scroll Wheel: OFF
(Options Closed) Profanity Filter: OFF
(Options Closed) Mouse Look Sensitivity (Horizontal): 50
(Options Closed) Mouse Look Sensitivity (Vertical): 50
IncomingBytes, GameBytes=99, GroupBytes=44, SceneBytes=44, TotalBytes=187, NumPlayers=1, SceneId=Novia_R1_City_Solania
10
LocationDiscovered: Player="Wintermute Ofcof", SceneId="Novia_R1_City_Solania", LocationName="Novia_R1_City_Solania_Inn"
IncomingMessages, Total=2, NumPlayers=1, SceneId=Novia_R1_City_Solania,Room=5332ab5b-4c1d-41e9-95e5-198512f3f0c0
10
OutgoingMessageQueue, Total=9,Master=True,SceneId=Novia_R1_City_Solania,timeScale=1.00,RaiseViewEvent:4,SetActorProperties:2,Ping:1,SetSaveLocation:1,UpdateKnowledgeFlag:1,Room=5332ab5b-4c1d-41e9-95e5-198512f3f0c0
IncomingBytes, GameBytes=115, GroupBytes=48, SceneBytes=48, TotalBytes=211, NumPlayers=1, SceneId=Novia_R1_City_Solania
Used on-screen button to toggle dialog: OptionsUI
IncomingMessages, Total=1, NumPlayers=1, SceneId=Novia_R1_City_Solania,Room=5332ab5b-4c1d-41e9-95e5-198512f3f0c0
PhotonNetwork: StatusChange Disconnect, State=DisconnectingFromGameserver
Network storage reset
NetworkingPeer: Connecting to "208.81.240.54:5055"
SceneServer: OnStatusChanged:Disconnect
Network storage reset
Can not play a disabled audio source
(Filename: Line: 432)
Can not play a disabled audio source
(Filename: Line: 432)
local player destroyed.
PhotonNetwork: StatusChange Disconnect, State=Disconnecting
Network storage reset
GroupServer: OnStatusChanged:Disconnect
Network storage reset
Setting up 1 worker threads for Enlighten.
Thread -> id: 7f46b77fe700 -> priority: 1
camera controller destroyed.
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