Aggressors wont open on monitor I want

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lerugray
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 12
Joined: Sat Dec 27, 2014 5:24 pm

Aggressors wont open on monitor I want

Post by lerugray » Sat May 09, 2020 3:32 pm

Hello,

I have a dual monitor setup and my main screen is set to the bigger one, however, no matter what I do apparently, this program refuses to enter fullscreen on the larger monitor, any ideas?

pavelk
Kubat Software
Kubat Software
Posts: 2466
Joined: Mon May 16, 2016 4:27 pm

Re: Aggressors wont open on monitor I want

Post by pavelk » Sun May 10, 2020 8:46 am

Hello lerugray,
that's interesting. I am just wondering - if you switch the main monitor in windows settings, does it still open in the smaller monitor?

lerugray
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 12
Joined: Sat Dec 27, 2014 5:24 pm

Re: Aggressors wont open on monitor I want

Post by lerugray » Mon May 11, 2020 1:59 am

Yep ! I have the main monitor sent to the larger one, thanks for the reply

lerugray
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 12
Joined: Sat Dec 27, 2014 5:24 pm

Re: Aggressors wont open on monitor I want

Post by lerugray » Mon May 11, 2020 3:17 am

seperate issue, getting this crash whenever I try to use the read omens event as well

23:09:31: Creating resource group General
23:09:31: Creating resource group Internal
23:09:31: Creating resource group Autodetect
23:09:31: SceneManagerFactory for type 'DefaultSceneManager' registered.
23:09:31: Registering ResourceManager for type Material
23:09:31: Registering ResourceManager for type Mesh
23:09:31: Registering ResourceManager for type Skeleton
23:09:31: MovableObjectFactory for type 'ParticleSystem' registered.
23:09:31: OverlayElementFactory for type Panel registered.
23:09:31: OverlayElementFactory for type BorderPanel registered.
23:09:31: OverlayElementFactory for type TextArea registered.
23:09:31: Registering ResourceManager for type Font
23:09:31: ArchiveFactory for archive type FileSystem registered.
23:09:31: ArchiveFactory for archive type Zip registered.
23:09:31: DDS codec registering
23:09:31: FreeImage version: 3.15.3
23:09:31: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
23:09:31: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,3fr,arw,bay,bmq,cap,cine,cr2,crw,cs1,dc2,dcr,drf,dsc,dng,erf,fff,ia,iiq,k25,kc2,kdc,mdc,mef,mos,mrw,nef,nrw,orf,pef,ptx,pxn,qtk,raf,raw,rdc,rw2,rwl,rwz,sr2,srf,srw,sti
23:09:31: PVRTC codec registering
23:09:31: Registering ResourceManager for type HighLevelGpuProgram
23:09:31: Registering ResourceManager for type Compositor
23:09:31: MovableObjectFactory for type 'Entity' registered.
23:09:31: MovableObjectFactory for type 'Light' registered.
23:09:31: MovableObjectFactory for type 'BillboardSet' registered.
23:09:31: MovableObjectFactory for type 'ManualObject' registered.
23:09:31: MovableObjectFactory for type 'BillboardChain' registered.
23:09:31: MovableObjectFactory for type 'RibbonTrail' registered.
23:09:31: *-*-* OGRE Initialising
23:09:31: *-*-* Version 1.7.4 (Cthugha)
23:09:31: Version 1.0742892
23:09:31: Application path C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\
23:09:31: Executing path C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome
23:09:31: Startup path C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome
23:09:31: Product version 1.0.7.0
23:09:31: Build date 12/13/18 17:49:46
23:09:31: Loading library RenderSystem_GL
23:09:31: Installing plugin: GL RenderSystem
23:09:31: OpenGL Rendering Subsystem created.
23:09:31: Plugin successfully installed
23:09:31: Loading library Plugin_CgProgramManager
23:09:31: Installing plugin: Cg Program Manager
23:09:31: Plugin successfully installed
23:09:31: Loading library Plugin_ParticleFX
23:09:31: Installing plugin: ParticleFX
23:09:31: Particle Emitter Type 'Point' registered
23:09:31: Particle Emitter Type 'Box' registered
23:09:31: Particle Emitter Type 'Ellipsoid' registered
23:09:31: Particle Emitter Type 'Cylinder' registered
23:09:31: Particle Emitter Type 'Ring' registered
23:09:31: Particle Emitter Type 'HollowEllipsoid' registered
23:09:31: Particle Affector Type 'LinearForce' registered
23:09:31: Particle Affector Type 'ColourFader' registered
23:09:31: Particle Affector Type 'ColourFader2' registered
23:09:31: Particle Affector Type 'ColourImage' registered
23:09:31: Particle Affector Type 'ColourInterpolator' registered
23:09:31: Particle Affector Type 'Scaler' registered
23:09:31: Particle Affector Type 'Rotator' registered
23:09:31: Particle Affector Type 'DirectionRandomiser' registered
23:09:31: Particle Affector Type 'DeflectorPlane' registered
23:09:31: Plugin successfully installed
23:09:31: Loading library Plugin_OctreeSceneManager
23:09:31: Installing plugin: Octree & Terrain Scene Manager
23:09:31: Plugin successfully installed
23:09:31: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\materials\scripts\gui' of type 'FileSystem' to resource group 'General'
23:09:31: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\materials\programs' of type 'FileSystem' to resource group 'General'
23:09:31: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\materials\scripts\Other' of type 'FileSystem' to resource group 'General'
23:09:31: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\materials\textures\gui' of type 'FileSystem' to resource group 'General'
23:09:31: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\materials\textures\Other' of type 'FileSystem' to resource group 'General'
23:09:31: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\models\Other' of type 'FileSystem' to resource group 'General'
23:09:31: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\other\' of type 'FileSystem' to resource group 'General'
23:09:31: Creating resource group Bootstrap
23:09:31: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\debug\OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
23:09:31: Video modes found:
23:09:31: 1024 x 768
23:09:31: 1152 x 864
23:09:31: 1176 x 664
23:09:31: 1280 x 1024
23:09:31: 1280 x 720
23:09:31: 1280 x 800
23:09:31: 1280 x 960
23:09:31: 1366 x 768
23:09:31: 1400 x 1050
23:09:31: 1440 x 900
23:09:31: 1600 x 1024
23:09:31: 1600 x 900
23:09:31: 1680 x 1050
23:09:31: 1920 x 1080
23:09:31: 640 x 480
23:09:31: 720 x 480
23:09:31: 720 x 576
23:09:31: 800 x 600
23:09:31: Video mode - 1920 x 1080
23:09:31: Current resolution 1920 x 1080
23:09:31: Max resolution 1920 x 1080
23:09:31: Maximal size 3860 x 1100
23:09:31: Initial size 1920 x 1080
23:09:31: DPI awareness=False
23:09:31: Window resized to 284x261
23:09:31: Window resized to 284x261
23:09:31: Window resized to 1936x1056
23:09:31: Window resized to 1936x1056
23:09:31: Window resized to 1920x1080
23:09:31: Window Rectangle size 1920 x 1080, fullscreen=True
23:09:31: Window size 1920 x 1080
23:09:31: renderSystem=OpenGL Rendering Subsystem,videoMode=1920 x 1080,fullScreen=True,gameShadowsType=REAL,terrainDetails=2,showFog=True,advanceRenderingTechniques=True,staticGeometryDetails=2,textureDetails=1,vSync=True,dpiAwareness=False,fsaa=8,uiScale=100
23:09:31: CPU Identifier & Features
23:09:31: -------------------------
23:09:31: * CPU ID: GenuineIntel: Intel(R) Core(TM) i7-9750H CPU @ 2.60GHz
23:09:31: * SSE: yes
23:09:31: * SSE2: yes
23:09:31: * SSE3: yes
23:09:31: * MMX: yes
23:09:31: * MMXEXT: yes
23:09:31: * 3DNOW: no
23:09:31: * 3DNOWEXT: no
23:09:31: * CMOV: yes
23:09:31: * TSC: yes
23:09:31: * FPU: yes
23:09:31: * PRO: yes
23:09:31: * HT: no
23:09:31: -------------------------
23:09:31: *** Starting Win32GL Subsystem ***
23:09:31: GLRenderSystem::_createRenderWindow "Main RenderWindow", 1920x1080 fullscreen miscParams: FSAA=8 FSAAHint=Quality externalWindowHandle=1246284 vsync=true
23:09:32: GL_VERSION = 4.6.0 NVIDIA 442.59
23:09:32: GL_VENDOR = NVIDIA Corporation
23:09:32: GL_RENDERER = GeForce RTX 2060/PCIe/SSE2
23:09:32: 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_compatibility 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_multiview_texture_multisample GL_EXT_multiview_timer_query 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_shadow_lod 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_KHR_shader_subgroup 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_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation 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_barycentric 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_mesh_shader 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_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive 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_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image 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_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_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence 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
23:09:32: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
23:09:32: ***************************
23:09:32: *** GL Renderer Started ***
23:09:32: ***************************
23:09:32: Registering ResourceManager for type GpuProgram
23:09:32: GLSL support detected
23:09:32: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
23:09:32: FBO PF_UNKNOWN depth/stencil support: D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_L8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_A4L4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_BYTE_LA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_R5G6B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_B5G6R5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_A4R4G4B4 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_A1R5G5B5 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_R3G3B2 depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S8 D16S0 D24S0 D32S0 Packed-D24S8
23:09:32: [GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
23:09:32: RenderSystem capabilities
23:09:32: -------------------------
23:09:32: RenderSystem Name: OpenGL Rendering Subsystem
23:09:32: GPU Vendor: nvidia
23:09:32: Device Name: GeForce RTX 2060/PCIe/SSE2
23:09:32: Driver Version: 4.6.0.0
23:09:32: * Fixed function pipeline: yes
23:09:32: * Hardware generation of mipmaps: yes
23:09:32: * Texture blending: yes
23:09:32: * Anisotropic texture filtering: yes
23:09:32: * Dot product texture operation: yes
23:09:32: * Cube mapping: yes
23:09:32: * Hardware stencil buffer: yes
23:09:32: - Stencil depth: 8
23:09:32: - Two sided stencil support: yes
23:09:32: - Wrap stencil values: yes
23:09:32: * Hardware vertex / index buffers: yes
23:09:32: * Vertex programs: yes
23:09:32: * Number of floating-point constants for vertex programs: 1024
23:09:32: * Number of integer constants for vertex programs: 0
23:09:32: * Number of boolean constants for vertex programs: 0
23:09:32: * Fragment programs: yes
23:09:32: * Number of floating-point constants for fragment programs: 1024
23:09:32: * Number of integer constants for fragment programs: 0
23:09:32: * Number of boolean constants for fragment programs: 0
23:09:32: * Geometry programs: yes
23:09:32: * Number of floating-point constants for geometry programs: 2048
23:09:32: * Number of integer constants for geometry programs: 0
23:09:32: * Number of boolean constants for geometry programs: 0
23:09:32: * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl gp4gp gp4vp gpu_gp gpu_vp nvgp4 vp30 vp40
23:09:32: * Texture Compression: yes
23:09:32: - DXT: yes
23:09:32: - VTC: yes
23:09:32: - PVRTC: no
23:09:32: * Scissor Rectangle: yes
23:09:32: * Hardware Occlusion Query: yes
23:09:32: * User clip planes: yes
23:09:32: * VET_UBYTE4 vertex element type: yes
23:09:32: * Infinite far plane projection: yes
23:09:32: * Hardware render-to-texture: yes
23:09:32: * Floating point textures: yes
23:09:32: * Non-power-of-two textures: yes
23:09:32: * Volume textures: yes
23:09:32: * Multiple Render Targets: 8
23:09:32: - With different bit depths: yes
23:09:32: * Point Sprites: yes
23:09:32: * Extended point parameters: yes
23:09:32: * Max Point Size: 2047
23:09:32: * Vertex texture fetch: yes
23:09:32: * Number of world matrices: 0
23:09:32: * Number of texture units: 32
23:09:32: * Stencil buffer depth: 8
23:09:32: * Number of vertex blend matrices: 0
23:09:32: - Max vertex textures: 32
23:09:32: - Vertex textures shared: yes
23:09:32: * Render to Vertex Buffer : yes
23:09:32: * GL 1.5 without VBO workaround: no
23:09:32: * Frame Buffer objects: yes
23:09:32: * Frame Buffer objects (ARB extension): no
23:09:32: * Frame Buffer objects (ATI extension): no
23:09:32: * PBuffer support: yes
23:09:32: * GL 1.5 without HW-occlusion workaround: no
23:09:32: Registering ResourceManager for type Texture
23:09:32: Using FSAA from GL_ARB_multisample extension.
23:09:32: DefaultWorkQueue('Root') initialising on thread main.
23:09:32: Particle Renderer Type 'billboard' registered
23:09:32: SceneManagerFactory for type 'OctreeSceneManager' registered.
23:09:32: SceneManagerFactory for type 'TerrainSceneManager' registered.
23:09:32: Render window size 1920 x 1080
23:09:32: DPI is 96
23:09:32: Added resource location 'C:\ProgramData\Kubat Software\Aggressors Ancient Rome\OgreResources\' of type 'FileSystem' to resource group 'General'
23:09:32: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\materials\' of type 'FileSystem' to resource group 'General' with recursive option
23:09:32: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Resources\graphics\models\' of type 'FileSystem' to resource group 'General' with recursive option
23:09:32: Initialising resource group General
23:09:32: Parsing scripts for resource group General
23:09:32: Parsing script AAA.material
23:09:32: Parsing script Materials.material
23:09:32: Parsing script scripts/Other/AAA.material
23:09:32: Parsing script scripts/Other/Materials.material
23:09:32: Finished parsing scripts for resource group General
23:09:32: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\Graphics\' of type 'FileSystem' to resource group 'General' with recursive option
23:09:33: Font Cinzel-Regular is not installed
23:09:33: Font Nyala is not installed
23:09:34: Texture: allgui.png: Loading 1 faces(PF_A8R8G8B8,1024x2048x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x2048x1.
23:09:34: Texture: icons.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:34: Texture: innerWindow.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:34: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with 3 generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
23:09:34: Parsing scripts for resource group Autodetect
23:09:34: Finished parsing scripts for resource group Autodetect
23:09:34: Parsing scripts for resource group Bootstrap
23:09:34: Parsing script OgreCore.material
23:09:34: Parsing script Ogre.fontdef
23:09:34: Parsing script OgreDebugPanel.overlay
23:09:34: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
23:09:34: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
23:09:34: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
23:09:34: Finished parsing scripts for resource group Bootstrap
23:09:34: Parsing scripts for resource group Internal
23:09:34: Finished parsing scripts for resource group Internal
23:09:43: Creating resource group mod
23:09:43: Creating resource group mod_outside
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\' of type 'FileSystem' to resource group 'mod'
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\Graphics\Textures\High\' of type 'FileSystem' to resource group 'mod'
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\Graphics\Sky\' of type 'FileSystem' to resource group 'mod' with recursive option
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\Resources\' of type 'FileSystem' to resource group 'mod'
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\CoatOfArms\' of type 'FileSystem' to resource group 'mod_outside'
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\Units\' of type 'FileSystem' to resource group 'mod'
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\UnitBehaviorModels\' of type 'FileSystem' to resource group 'mod'
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\Models\' of type 'FileSystem' to resource group 'mod'
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\Graphics\Cursors\' of type 'FileSystem' to resource group 'mod' with recursive option
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\UnitIcons\' of type 'FileSystem' to resource group 'mod'
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\Flags\' of type 'FileSystem' to resource group 'mod_outside'
23:09:43: Added resource location 'C:\Program Files (x86)\GOG Galaxy\Games\Aggressors Ancient Rome\bin\Mods\ancient_rome\AmbientModels\' of type 'FileSystem' to resource group 'mod'
23:09:43: Initialising resource group mod
23:09:43: Parsing scripts for resource group mod
23:09:43: Parsing script AAAUnits.material
23:09:43: Parsing script AAA.material
23:09:43: Parsing script ModMaterials.material
23:09:43: Parsing script AAACursors.material
23:09:43: Parsing script ModCursors.material
23:09:43: Parsing script AmbientMaterials.material
23:09:43: Finished parsing scripts for resource group mod
23:09:43: Loading resource group 'mod' - Resources: 1 World Geometry: 1
23:09:43: Texture: defaultUnitAlpha.png: Loading 1 faces(PF_A8R8G8B8,4x4x1) with 2 generated mipmaps from Image. Internal format is PF_A8R8G8B8,4x4x1.
23:09:43: Texture: bitwise.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
23:09:43: Texture: Units.Warrior.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:43: Texture: damagePerson.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:43: Texture: Units.RomanTown.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:43: Texture: Units.RomanTownDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:43: Texture: Units.LargeCity.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:43: Texture: Units.LargeCityDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:43: Texture: Units.Shipyard.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
23:09:43: Texture: Units.ShipyardDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:43: Texture: Units.Blacksmith.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:43: Texture: Units.BlacksmithDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:43: Texture: Units.DefensiveWall.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:44: Texture: Units.DefensiveWallDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.Fort.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:44: Texture: Units.FortDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.PatrolTower.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.PatrolTowerDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.Stable.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
23:09:44: Texture: Units.StableDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.Temple.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.TempleDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.Settler.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.SettlerDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.Nomad.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.NomadDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.WarriorDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.WarriorBasic.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.WarriorBasicDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.WarriorAdvanced.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.WarriorAdvancedDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.WarriorExpert.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.WarriorExpertDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.Hoplite.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.HopliteDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.GreekBasic.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.GreekBasicDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.GreekAdvanced.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.GreekAdvancedDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.GreekExpert.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.GreekExpertDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.Legionary.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.LegionaryDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.RomanBasic.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.RomanBasicDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.RomanAdvanced.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.RomanAdvancedDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.RomanExpert.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.RomanExpertDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.CarthageBasic.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.CarthageBasicDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.CarthageAdvanced.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.CarthageAdvancedDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.CarthageExpert.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.CarthageExpertDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.PersianBasic.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.PersianBasicDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.PersianAdvanced.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.PersianAdvancedDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.PersianExpert.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.PersianExpertDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.LightCavalry.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:44: Texture: Units.LightCavalryDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.HeavyCavalry.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:44: Texture: Units.HeavyCavalryDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:44: Texture: Units.WagonAlpha.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:44: Texture: Units.Wagon.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
23:09:45: Texture: Units.WagonDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:45: Texture: Units.Boat.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:45: Texture: Units.BoatDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:45: Texture: Units.NavalTransportAlpha.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:45: Texture: Units.NavalTranspor.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:45: Texture: Units.NavalTransportDamaged.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:45: Texture: Units.TriremeAlpha.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
23:09:45:n to define it in a .material script?
23:10:23: Can't assign material SOLID_TEX_flag-default.png_TWOSIDE to SubEntity of FlagUnit-id=1156 because this Material does not exist. Have you forgotten to define it in a .material script?
23:10:23: Can't assign material SOLID_TEX_flag-default.png_TWOSIDE to SubEntity of FlagUnit-id=1157 because this Material does not exist. Have you forgotten to define it in a .material script?
23:10:23: Mesh: Loading Units.GreekCavalryBasic.mesh.
23:10:23: Skeleton: Loading Units.GreekCavalryBasic.skeleton
23:10:23: Can't assign material SOLID_TEX_flag-default.png_TWOSIDE to SubEntity of FlagUnit-id=1160 because this Material does not exist. Have you forgotten to define it in a .material script?
23:10:23: Texture: Units.GreekCavalryBasicIcon.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
23:10:23: Texture: Units.GreekCavalryBasicColorIcon.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
23:10:23: Texture: IsDamagedGreekCavalryBasic.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 3 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.

23:10:34: DefaultWorkQueue('Root') shutting down on thread main.
23:10:34: *-*-* OGRE Shutdown
23:10:34: Unregistering ResourceManager for type Compositor
23:10:34: Unregistering ResourceManager for type Font
23:10:34: Unregistering ResourceManager for type Skeleton
23:10:34: Unregistering ResourceManager for type Mesh
23:10:34: Unregistering ResourceManager for type HighLevelGpuProgram
23:10:34: Uninstalling plugin: Octree & Terrain Scene Manager
23:10:34: Plugin successfully uninstalled
23:10:34: Unloading library Plugin_OctreeSceneManager
23:10:34: Uninstalling plugin: ParticleFX
23:10:34: Plugin successfully uninstalled
23:10:34: Unloading library Plugin_ParticleFX
23:10:34: Uninstalling plugin: Cg Program Manager
23:10:34: Plugin successfully uninstalled
23:10:34: Unloading library Plugin_CgProgramManager
23:10:34: Uninstalling plugin: GL RenderSystem
23:10:34: Unregistering ResourceManager for type GpuProgram
23:10:34: *** Stopping Win32GL Subsystem ***
23:10:34: Unregistering ResourceManager for type Texture
23:10:34: Plugin successfully uninstalled
23:10:34: Unloading library RenderSystem_GL
23:10:34: Unregistering ResourceManager for type Material

pavelk
Kubat Software
Kubat Software
Posts: 2466
Joined: Mon May 16, 2016 4:27 pm

Re: Aggressors wont open on monitor I want

Post by pavelk » Mon May 11, 2020 7:17 am

Hello lerugray,
for separate issue it would be better to open a new thread:)

The log you sent is a game log but for analyzing the issue we need the error.log. The best is always to send the "crash report" via our error reporting tool, which hopefully did pop up once the game crashed. This sends us all the necessary information we need to analyze the issue.

Image
So far there were no crash reports related to "reading Omens" state decision but once we investigate the error crash, I can tell you more.
If you have the opportunity to let the game crash again and send the error report, we would appreciate it.

Have a nice day and thank you for reporting the issue!

lerugray
Lance Corporal - Panzer IA
Lance Corporal - Panzer IA
Posts: 12
Joined: Sat Dec 27, 2014 5:24 pm

Re: Aggressors wont open on monitor I want

Post by lerugray » Tue May 12, 2020 2:26 am

went ahead and reported it there as well.

If there is some way though I could maybe force the game to the other monitor, let me know! Not a huge deal, but annoying lol. otherwise I really love the game, one of the best in recent history I'd argue. So many ancients games try to do too much but this really focuses on what's important and fun.

pavelk
Kubat Software
Kubat Software
Posts: 2466
Joined: Mon May 16, 2016 4:27 pm

Re: Aggressors wont open on monitor I want

Post by pavelk » Tue May 12, 2020 8:44 am

lerugray wrote:
Tue May 12, 2020 2:26 am
went ahead and reported it there as well.
If I understand this correctly, you sent the report via the reporting tool? If so, it is strange, because I didnt get the report. Can you please try to do it one more time?
lerugray wrote:
Tue May 12, 2020 2:26 am
If there is some way though I could maybe force the game to the other monitor, let me know!
I am just wondering - have you also tried to change in graphics settings from fullscreen to bordeless window?

pavelk
Kubat Software
Kubat Software
Posts: 2466
Joined: Mon May 16, 2016 4:27 pm

Re: Aggressors wont open on monitor I want

Post by pavelk » Tue May 12, 2020 8:44 am

lerugray wrote:
Tue May 12, 2020 2:26 am
I really love the game, one of the best in recent history I'd argue. So many ancients games try to do too much but this really focuses on what's important and fun.
Great to hear that!:) Thank you.

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