System Information: OS Version: Linux Distribution: Ubuntu 16.04.2 LTS Kernel Version: 4.4.0-78-generic #99-Ubuntu SMP Thu Apr 27 15:29:09 UTC 2017 Hardware Info: Machine Type System manufacturer System Product Name System Version CPU Type GenuineIntel x86_64 CPU Info Intel(R) Core(TM) i5-3570 CPU @ 3.40GHz CPU Speed 3800 MHz CPU Physical Cores 4 CPU Logical Cores 4 Physical Memory 16379248 KiB Virtual Memory 16721916 KiB Crash Dump: 17437809-8e9d-5335-57589904-2e45d405.dmp (266400 bytes) Application Log: [thread ffffffff][I][0]: Log system initialised [thread ffffffff][I][187]: eON_Core::init() - libICU initialised with result 0. [thread ffffffff][I][187]: Default allowed number of simultaneously open files in the system is 2448. [thread ffffffff][I][187]: Current memlock limit is 65536. [thread ffffffff][I][187]: setrlimit(RLIMIT_MEMLOCK) failed, (1) Operation not permitted [thread ffffffff][I][188]: setup_teb_register() - using LDT entry 13 [thread 00000001][I][189]: Linux kernel version: 4.4.0-78-generic [thread 00000001][I][189]: Linux glibc version: 2.23 [thread 00000001][I][326]: Forcing OpenGL Core context usage [thread 00000001][I][327]: OpenGL Core context version 4.1 detected [thread 00000001][I][344]: OpenGL information: [thread 00000001][I][344]: renderer: Gallium 0.4 on AMD TAHITI (DRM 2.43.0 / 4.4.0-78-generic, LLVM 3.8.0) [thread 00000001][I][344]: vendor: X.Org [thread 00000001][I][344]: version: 4.1 (Core Profile) Mesa 12.0.6 [thread 00000001][I][344]: GLSL version: 4.10 [thread 00000001][I][344]: Max surface size: 16384 [thread 00000001][I][344]: Supported and usable: texture_mirror_clamp_to_edge: yes [thread 00000001][I][344]: Supported and usable: texture_storage: yes [thread 00000001][I][344]: Supported and usable: copy_image: yes [thread 00000001][I][344]: Supported and usable: texture_storage_multisample: yes [thread 00000001][I][344]: Supported and usable: texture_view: yes [thread 00000001][I][344]: Supported and usable: ATI_separate_stencil: yes [thread 00000001][I][344]: Supported and usable: EXT_stencil_two_side: no [thread 00000001][I][344]: Supported and usable: texture_filter_anisotropic: yes [thread 00000001][I][344]: Supported and usable: explicit_attrib_location: yes [thread 00000001][I][344]: Supported and usable: compressed 3D textures (VTC): no [thread 00000001][I][344]: Supported and usable: clear_buffer_object: yes [thread 00000001][I][344]: Supported and usable: clear_texture: no [thread 00000001][I][344]: Available texture memory (from NVidia extension): 5238576 kB [thread 00000001][I][344]: Multisample textures test: [thread 00000001][I][350]: GL_R3_G3_B2 (0x2a10): 8 samples [thread 00000001][I][350]: GL_RGB4 (0x804f): 0 samples [thread 00000001][I][350]: GL_RGB5 (0x8050): 0 samples [thread 00000001][I][350]: GL_RGB8 (0x8051): 8 samples [thread 00000001][I][350]: GL_RGBA4 (0x8056): 8 samples [thread 00000001][I][350]: GL_RGB5_A1 (0x8057): 8 samples [thread 00000001][I][350]: GL_RGBA8 (0x8058): 8 samples [thread 00000001][I][350]: GL_RGB10_A2 (0x8059): 8 samples [thread 00000001][I][350]: GL_RGBA16 (0x805b): 8 samples [thread 00000001][I][351]: GL_DEPTH_COMPONENT16 (0x81a5): 8 samples [thread 00000001][I][351]: GL_DEPTH_COMPONENT24 (0x81a6): 8 samples [thread 00000001][I][351]: GL_DEPTH_COMPONENT32 (0x81a7): 8 samples [thread 00000001][I][351]: GL_R8 (0x8229): 8 samples [thread 00000001][I][351]: GL_R16 (0x822a): 8 samples [thread 00000001][I][351]: GL_RG8 (0x822b): 8 samples [thread 00000001][I][351]: GL_RG16 (0x822c): 8 samples [thread 00000001][I][351]: GL_R16F (0x822d): 8 samples [thread 00000001][I][351]: GL_R32F (0x822e): 8 samples [thread 00000001][I][351]: GL_RG16F (0x822f): 8 samples [thread 00000001][I][351]: GL_RG32F (0x8230): 8 samples [thread 00000001][I][351]: GL_R8I (0x8231): 8 samples [thread 00000001][I][351]: GL_R8UI (0x8232): 8 samples [thread 00000001][I][351]: GL_R16I (0x8233): 8 samples [thread 00000001][I][351]: GL_R16UI (0x8234): 8 samples [thread 00000001][I][351]: GL_R32I (0x8235): 8 samples [thread 00000001][I][351]: GL_R32UI (0x8236): 8 samples [thread 00000001][I][351]: GL_RG8I (0x8237): 8 samples [thread 00000001][I][351]: GL_RG8UI (0x8238): 8 samples [thread 00000001][I][351]: GL_RG16I (0x8239): 8 samples [thread 00000001][I][351]: GL_RG16UI (0x823a): 8 samples [thread 00000001][I][351]: GL_RG32I (0x823b): 8 samples [thread 00000001][I][351]: GL_RG32UI (0x823c): 8 samples [thread 00000001][I][351]: GL_COMPRESSED_RGBA_S3TC_DXT1_EXT (0x83f1): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_RGBA_S3TC_DXT3_EXT (0x83f2): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_RGBA_S3TC_DXT5_EXT (0x83f3): 1 samples [thread 00000001][I][352]: GL_RGBA32F (0x8814): 8 samples [thread 00000001][I][352]: GL_RGB32F (0x8815): 8 samples [thread 00000001][I][352]: GL_RGBA16F (0x881a): 8 samples [thread 00000001][I][352]: GL_DEPTH24_STENCIL8 (0x88f0): 8 samples [thread 00000001][I][352]: GL_R11F_G11F_B10F (0x8c3a): 8 samples [thread 00000001][I][352]: GL_RGB9_E5 (0x8c3d): 1 samples [thread 00000001][I][352]: GL_SRGB8 (0x8c41): 8 samples [thread 00000001][I][352]: GL_SRGB8_ALPHA8 (0x8c43): 8 samples [thread 00000001][I][352]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT (0x8c4d): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT (0x8c4e): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT (0x8c4f): 1 samples [thread 00000001][I][352]: GL_DEPTH_COMPONENT32F (0x8cac): 8 samples [thread 00000001][I][352]: GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples [thread 00000001][I][352]: GL_RGB565 (0x8d62): 0 samples [thread 00000001][I][352]: GL_RGBA32UI (0x8d70): 8 samples [thread 00000001][I][352]: GL_RGB32UI (0x8d71): 8 samples [thread 00000001][I][352]: GL_RGBA16UI (0x8d76): 8 samples [thread 00000001][I][352]: GL_RGBA8UI (0x8d7c): 8 samples [thread 00000001][I][352]: GL_RGBA32I (0x8d82): 8 samples [thread 00000001][I][352]: GL_RGB32I (0x8d83): 8 samples [thread 00000001][I][352]: GL_RGBA16I (0x8d88): 8 samples [thread 00000001][I][352]: GL_RGBA8I (0x8d8e): 8 samples [thread 00000001][I][352]: GL_COMPRESSED_RED_RGTC1 (0x8dbb): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_SIGNED_RED_RGTC1 (0x8dbc): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_RG_RGTC2 (0x8dbd): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_SIGNED_RG_RGTC2 (0x8dbe): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_RGBA_BPTC_UNORM (0x8e8c): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM (0x8e8d): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT (0x8e8e): 1 samples [thread 00000001][I][352]: GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT (0x8e8f): 1 samples [thread 00000001][I][352]: GL_R8_SNORM (0x8f94): 8 samples [thread 00000001][I][353]: GL_RG8_SNORM (0x8f95): 8 samples [thread 00000001][I][353]: GL_RGBA8_SNORM (0x8f97): 8 samples [thread 00000001][I][353]: GL_R16_SNORM (0x8f98): 8 samples [thread 00000001][I][353]: GL_RG16_SNORM (0x8f99): 8 samples [thread 00000001][I][353]: GL_RGBA16_SNORM (0x8f9b): 8 samples [thread 00000001][I][353]: GL_RGB10_A2UI (0x906f): 8 samples [thread 00000001][I][353]: Multisample renderbuffers test: [thread 00000001][I][353]: GL_R3_G3_B2 (0x2a10): 8 samples [thread 00000001][I][353]: GL_RGB4 (0x804f): 8 samples [thread 00000001][I][353]: GL_RGB5 (0x8050): 8 samples [thread 00000001][I][353]: GL_RGB8 (0x8051): 8 samples [thread 00000001][I][353]: GL_RGBA4 (0x8056): 8 samples [thread 00000001][I][353]: GL_RGB5_A1 (0x8057): 8 samples [thread 00000001][I][353]: GL_RGBA8 (0x8058): 8 samples [thread 00000001][I][353]: GL_RGB10_A2 (0x8059): 8 samples [thread 00000001][I][353]: GL_RGBA16 (0x805b): 8 samples [thread 00000001][I][353]: GL_DEPTH_COMPONENT16 (0x81a5): 8 samples [thread 00000001][I][353]: GL_DEPTH_COMPONENT24 (0x81a6): 8 samples [thread 00000001][I][353]: GL_DEPTH_COMPONENT32 (0x81a7): 8 samples [thread 00000001][I][353]: GL_R8 (0x8229): 8 samples [thread 00000001][I][354]: GL_R16 (0x822a): 8 samples [thread 00000001][I][354]: GL_RG8 (0x822b): 8 samples [thread 00000001][I][354]: GL_RG16 (0x822c): 8 samples [thread 00000001][I][354]: GL_R16F (0x822d): 8 samples [thread 00000001][I][354]: GL_R32F (0x822e): 8 samples [thread 00000001][I][354]: GL_RG16F (0x822f): 8 samples [thread 00000001][I][354]: GL_RG32F (0x8230): 8 samples [thread 00000001][I][354]: GL_R8I (0x8231): 8 samples [thread 00000001][I][354]: GL_R8UI (0x8232): 8 samples [thread 00000001][I][354]: GL_R16I (0x8233): 8 samples [thread 00000001][I][354]: GL_R16UI (0x8234): 8 samples [thread 00000001][I][354]: GL_R32I (0x8235): 8 samples [thread 00000001][I][354]: GL_R32UI (0x8236): 8 samples [thread 00000001][I][354]: GL_RG8I (0x8237): 8 samples [thread 00000001][I][354]: GL_RG8UI (0x8238): 8 samples [thread 00000001][I][354]: GL_RG16I (0x8239): 8 samples [thread 00000001][I][354]: GL_RG16UI (0x823a): 8 samples [thread 00000001][I][354]: GL_RG32I (0x823b): 8 samples [thread 00000001][I][354]: GL_RG32UI (0x823c): 8 samples [thread 00000001][I][354]: GL_COMPRESSED_RGBA_S3TC_DXT1_EXT (0x83f1): 0 samples [thread 00000001][I][354]: GL_COMPRESSED_RGBA_S3TC_DXT3_EXT (0x83f2): 0 samples [thread 00000001][I][354]: GL_COMPRESSED_RGBA_S3TC_DXT5_EXT (0x83f3): 0 samples [thread 00000001][I][354]: GL_RGBA32F (0x8814): 8 samples [thread 00000001][I][354]: GL_RGB32F (0x8815): 8 samples [thread 00000001][I][354]: GL_RGBA16F (0x881a): 8 samples [thread 00000001][I][354]: GL_DEPTH24_STENCIL8 (0x88f0): 8 samples [thread 00000001][I][354]: GL_R11F_G11F_B10F (0x8c3a): 8 samples [thread 00000001][I][354]: GL_RGB9_E5 (0x8c3d): 0 samples [thread 00000001][I][354]: GL_SRGB8 (0x8c41): 8 samples [thread 00000001][I][354]: GL_SRGB8_ALPHA8 (0x8c43): 8 samples [thread 00000001][I][354]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT (0x8c4d): 0 samples [thread 00000001][I][354]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT (0x8c4e): 0 samples [thread 00000001][I][354]: GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT (0x8c4f): 0 samples [thread 00000001][I][354]: GL_DEPTH_COMPONENT32F (0x8cac): 8 samples [thread 00000001][I][355]: GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples [thread 00000001][I][355]: GL_RGB565 (0x8d62): 8 samples [thread 00000001][I][355]: GL_RGBA32UI (0x8d70): 8 samples [thread 00000001][I][355]: GL_RGB32UI (0x8d71): 8 samples [thread 00000001][I][355]: GL_RGBA16UI (0x8d76): 8 samples [thread 00000001][I][355]: GL_RGBA8UI (0x8d7c): 8 samples [thread 00000001][I][355]: GL_RGBA32I (0x8d82): 8 samples [thread 00000001][I][355]: GL_RGB32I (0x8d83): 8 samples [thread 00000001][I][355]: GL_RGBA16I (0x8d88): 8 samples [thread 00000001][I][355]: GL_RGBA8I (0x8d8e): 8 samples [thread 00000001][I][355]: GL_COMPRESSED_RED_RGTC1 (0x8dbb): 0 samples [thread 00000001][I][355]: GL_COMPRESSED_SIGNED_RED_RGTC1 (0x8dbc): 0 samples [thread 00000001][I][355]: GL_COMPRESSED_RG_RGTC2 (0x8dbd): 0 samples [thread 00000001][I][355]: GL_COMPRESSED_SIGNED_RG_RGTC2 (0x8dbe): 0 samples [thread 00000001][I][355]: GL_COMPRESSED_RGBA_BPTC_UNORM (0x8e8c): 0 samples [thread 00000001][I][355]: GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM (0x8e8d): 0 samples [thread 00000001][I][355]: GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT (0x8e8e): 0 samples [thread 00000001][I][355]: GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT (0x8e8f): 0 samples [thread 00000001][I][355]: GL_R8_SNORM (0x8f94): 8 samples [thread 00000001][I][355]: GL_RG8_SNORM (0x8f95): 8 samples [thread 00000001][I][355]: GL_RGBA8_SNORM (0x8f97): 8 samples [thread 00000001][I][355]: GL_R16_SNORM (0x8f98): 8 samples [thread 00000001][I][355]: GL_RG16_SNORM (0x8f99): 8 samples [thread 00000001][I][355]: GL_RGBA16_SNORM (0x8f9b): 8 samples [thread 00000001][I][355]: GL_RGB10_A2UI (0x906f): 8 samples [thread 00000001][I][356]: Gamepads: SDL_GAMECONTROLLERCONFIG - 03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3, [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000de280000fc11000001000000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001dc2000014400000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001ec2000020200000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001fc2000005030000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000016c2000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000011c2000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000018c2000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d0400009ac2000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d0400009bc2000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000020b3000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000023b3000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000009d0000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000008d0000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000000b3000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000015b3000006000000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000008916000000fd000024010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000008916000001fd000024010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000321500000009000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 050000003215000000090000163a0000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000002010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000003010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 050000007e0500003003000001000000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001304000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001f01000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008502000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008902000021010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000014010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400001907000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000007010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000014010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000004010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e040000d102000001010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000100800000100000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000250900000500000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00003001000001010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 060000004c0500006802000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004c0500006802000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 050000004c050000c405000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004c050000c405000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 0500000047532047616d657061640000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000ba2200002010000001010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000a306000023f6000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00000300000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00001200000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000260900008888000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 05000000d6200000ad0d000001000000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 0300000000f000000300000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 0300000000f00000f100000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000280400000140000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001e01000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000ad1b000001f5000033050000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000790000000600000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000666600000488000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000790000001100000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000062230000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 0500000047532047616d657061640000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000ba2200002010000001010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001dc2000014400000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001ec2000020200000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001fc2000005030000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004c0500006802000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000014010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008e02000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400001907000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004c050000c405000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000de280000ff11000001000000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000100800000100000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000a306000023f6000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000020b3000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000023b3000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00000300000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000008f0e00001200000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400009102000007010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000016c2000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000260900008888000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000011c2000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006d04000018c2000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 05000000d6200000ad0d000001000000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000009d0000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000008d0000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 0300000000f000000300000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 0300000000f00000f100000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001f01000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000280400000140000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000005e0400008902000021010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000006f0e00001e01000011010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000250900000500000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000008916000000fd000024010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000004f04000000b3000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000ad1b000001f5000033050000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 050000004c050000c405000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 060000004c0500006802000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000790000000600000010010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 03000000666600000488000000010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000002010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 05000000362800000100000003010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 030000008916000001fd000024010000 [thread 00000001][I][356]: Gamepads: registered gamepad mapping for device GUID 0000000058626f782047616d65706100 [thread 00000001][I][363]: Command line: '"C:\home\kevin\.steam\steamapps\common\Arma 3\Arma3Retail_DX11.exe"' [thread 00000001][I][444]: DLL LOADING: Using internal library 'msimg32.dll' [thread 00000001][I][444]: DLL LOADING: Using internal library 'windowscodecs.dll' [thread 00000001][I][444]: DLL LOADING: Using internal library 'winmm.dll' [thread 00000001][I][444]: DLL LOADING: Using internal library 'version.dll' [thread 00000001][I][444]: DLL LOADING: Using internal library 'iphlpapi.dll' [thread 00000001][I][453]: DLL LOADING: Using internal library 'kernel32.dll' [thread 00000001][I][461]: DLL LOADING: Using internal library 'ws2_32.dll' [thread 00000001][I][462]: DLL LOADING: Using internal library 'user32.dll' [thread 00000001][I][463]: DLL LOADING: Using internal library 'gdi32.dll' [thread 00000001][I][463]: DLL LOADING: Using internal library 'advapi32.dll' [thread 00000001][I][463]: DLL LOADING: Using internal library 'shell32.dll' [thread 00000001][I][463]: DLL LOADING: Using internal library 'ole32.dll' [thread 00000001][I][471]: DLL LOADING: Using internal library 'ntdll.dll' [thread 00000001][I][472]: DLL LOADING: Using internal library 'shlwapi.dll' [thread 00000001][I][472]: DLL LOADING: Using internal library 'xinput1_3.dll' [thread 00000001][I][472]: DLL LOADING: Using internal library 'd3d11.dll' [thread 00000001][I][472]: DLL LOADING: Using internal library 'd3d10.dll' [thread 00000001][I][472]: DLL LOADING: Using internal library 'dxgi.dll' [thread 00000001][I][478]: DLL LOADING: Using internal library 'dinput8.dll' [thread 00000001][I][481]: TomCrypt initializing... [thread 00000001][I][482]: TomCrypt initialized [thread 00000001][I][482]: DLL_PROCESS_ATTACH start. [thread 00000001][I][484]: DLL LOADING: Using internal library 'api-ms-win-core-synch-l1-2-0.dll' [thread 00000001][I][484]: DLL LOADING: Using internal library 'api-ms-win-core-fibers-l1-1-1.dll' [thread 00000001][I][484]: DLL LOADING: Using internal library 'api-ms-win-core-localization-l1-2-1.dll' [thread 00000001][I][485]: DLL_PROCESS_ATTACH done. [thread 00000004][I][486]: DLL LOADING: Using internal library 'psapi.dll' [thread 00000004][W][486]: GetModuleHandleExA() - GET_MODULE_HANDLE_EX_FLAG_PIN unhandled. Handle it. [thread 00000004][W][486]: GetModuleHandleExA() - need to implement reference counting for modules for this call to work! [thread 00000004][I][488]: DLL LOADING: Using internal library 'steam_api.dll' [thread 00000004][I][497]: Game asks for Windows double click time interval. Returning default 500 ms, as there's no standard in Linux for it; in the future, as time permits we'll be adding support for various window managers, detecting them. [thread 00000004][W][499]: eON_LoadLibraryEx() couldn't load 'BIDebugEngine', returning NULL! [thread 00000004][I][499]: Enumerating COM libraries... [thread 00000004][W][516]: Ignoring splash screen creation command [thread 00000004][W][526]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions [thread 00000004][W][527]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Bohemia Interactive\Arma 3\Expansions [thread 00000004][W][6451]: Refreshing folder '/home/kevin/.local/share/bohemiainteractive/arma3/AppDataLocal/Arma 3/', temp folder is 'C:\tmp\arma3aKYeBJ\'. [thread 00000004][I][6972]: D3D11CreateDevice( pAdapter = 0xee98719c, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0xef2fe788, pFeatureLevel = 0xef2fe794, ppImmediateContext = 0xef2fe78c ) [thread 00000004][I][6972]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xee987210 and immediate context 0xee987268 [thread 0000000e][I][6972]: D3D11: OpenGL thread start [thread 0000000e][I][6981]: Direct3D -> OpenGL context information: [thread 0000000e][I][6981]: renderer: Gallium 0.4 on AMD TAHITI (DRM 2.43.0 / 4.4.0-78-generic, LLVM 3.8.0) [thread 0000000e][I][6981]: vendor: X.Org [thread 0000000e][I][6981]: version: 4.1 (Core Profile) Mesa 12.0.6 [thread 0000000e][I][6981]: GLSL version: 4.10 [thread 0000000e][I][6981]: max color attachment and draw buffers: 8 [thread 0000000e][I][6981]: max texture image units: 160 [thread 0000000e][I][6981]: max vertex shader uniform blocks: 14 [thread 0000000e][I][6981]: max geometry shader uniform blocks: 14 [thread 0000000e][I][6981]: max fragment shader uniform blocks: 14 [thread 0000000e][I][6981]: max hull shader uniform blocks: 14 [thread 0000000e][I][6981]: max domain shader uniform blocks: 14 [thread 0000000e][I][6981]: max compute shader uniform blocks: 0 [thread 0000000e][I][6981]: max viewports: 16 [thread 0000000e][I][6981]: max uniform buffer bindings: 87 [thread 0000000e][I][6981]: uniform buffer offset alignment: 4 [thread 0000000e][I][6981]: max pixel shader UAVs: 0 [thread 0000000e][I][6981]: max compute shader UAVs: 0 [thread 0000000e][I][6981]: max UAVs: 0 [thread 0000000e][I][6981]: buffer_storage support: yes [thread 0000000e][I][6981]: compressed_texture_pixel_storage support: yes [thread 00000004][I][6982]: D3D11 simulates only DX10 feature levels, because: [thread 00000004][I][6982]: - GPU does not support image_load_store OpenGL extension, necessary to simulate UAVs and read-write shader resource buffers in DX11 [thread 00000004][I][6982]: - GPU does not support shader_storage_buffer_object OpenGL extension, necessary to simulate structured read-only shader resource buffers in DX11 [thread 00000004][I][6982]: - GPU does not support shader_atomic_counters OpenGL extension, required to simulate DX11 append, consume and counter buffers in unordered access views [thread 0000000e][I][7933]: Precompiled shader cache loaded: binary shaders: 10, GLSL shaders: 421, GLSL pipelines: 32 [thread 00000004][I][8644]: Starting to delete D3D11 device... [thread 00000004][I][8644]: Forwarded D3D11 device immediate context for deletion on OpenGL thread. Awaiting context deletion. [thread 0000000e][I][8644]: Direct3D11ImmediateDeviceContext deletion starts. [thread 0000000e][I][8647]: Direct3D11ImmediateDeviceContext deletion done. [thread 00000004][I][8647]: Immediate context deleted, deleting device. [thread 00000004][I][8647]: Direct3D11 device deleted. [thread 00000004][I][8647]: Deleted D3D11 device. [thread 00000004][I][8647]: D3D11CreateDevice( pAdapter = 0xee98719c, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0xef2fe738, pFeatureLevel = 0xef2fe73c, ppImmediateContext = 0xef2fe74c ) [thread 00000004][I][8647]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xee987210 and immediate context 0xdcfefc08 [thread 0000000f][I][8647]: D3D11: OpenGL thread start [thread 0000000f][I][8659]: Direct3D -> OpenGL context information: [thread 0000000f][I][8659]: renderer: Gallium 0.4 on AMD TAHITI (DRM 2.43.0 / 4.4.0-78-generic, LLVM 3.8.0) [thread 0000000f][I][8659]: vendor: X.Org [thread 0000000f][I][8659]: version: 4.1 (Core Profile) Mesa 12.0.6 [thread 0000000f][I][8659]: GLSL version: 4.10 [thread 0000000f][I][8659]: max color attachment and draw buffers: 8 [thread 0000000f][I][8659]: max texture image units: 160 [thread 0000000f][I][8659]: max vertex shader uniform blocks: 14 [thread 0000000f][I][8659]: max geometry shader uniform blocks: 14 [thread 0000000f][I][8659]: max fragment shader uniform blocks: 14 [thread 0000000f][I][8659]: max hull shader uniform blocks: 14 [thread 0000000f][I][8659]: max domain shader uniform blocks: 14 [thread 0000000f][I][8659]: max compute shader uniform blocks: 0 [thread 0000000f][I][8659]: max viewports: 16 [thread 0000000f][I][8659]: max uniform buffer bindings: 87 [thread 0000000f][I][8659]: uniform buffer offset alignment: 4 [thread 0000000f][I][8659]: max pixel shader UAVs: 0 [thread 0000000f][I][8659]: max compute shader UAVs: 0 [thread 0000000f][I][8659]: max UAVs: 0 [thread 0000000f][I][8659]: buffer_storage support: yes [thread 0000000f][I][8659]: compressed_texture_pixel_storage support: yes [thread 00000004][I][8659]: D3D11 simulates only DX10 feature levels, because: [thread 00000004][I][8659]: - GPU does not support image_load_store OpenGL extension, necessary to simulate UAVs and read-write shader resource buffers in DX11 [thread 00000004][I][8659]: - GPU does not support shader_storage_buffer_object OpenGL extension, necessary to simulate structured read-only shader resource buffers in DX11 [thread 00000004][I][8659]: - GPU does not support shader_atomic_counters OpenGL extension, required to simulate DX11 append, consume and counter buffers in unordered access views [thread 00000004][I][8659]: Starting to delete D3D11 device... [thread 00000004][I][8659]: Forwarded D3D11 device immediate context for deletion on OpenGL thread. Awaiting context deletion. [thread 0000000f][I][8659]: Direct3D11ImmediateDeviceContext deletion starts. [thread 0000000f][I][8667]: Direct3D11ImmediateDeviceContext deletion done. [thread 00000004][I][8667]: Immediate context deleted, deleting device. [thread 00000004][I][8667]: Direct3D11 device deleted. [thread 00000004][I][8667]: Deleted D3D11 device. [thread 00000004][I][8667]: D3D11CreateDevice( pAdapter = 0xee9871cc, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0xef2fe788, pFeatureLevel = 0xef2fe794, ppImmediateContext = 0xef2fe78c ) [thread 00000004][I][8667]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xee987210 and immediate context 0xdcfefc08 [thread 00000010][I][8668]: D3D11: OpenGL thread start [thread 00000010][I][8679]: Direct3D -> OpenGL context information: [thread 00000010][I][8679]: renderer: Gallium 0.4 on AMD TAHITI (DRM 2.43.0 / 4.4.0-78-generic, LLVM 3.8.0) [thread 00000010][I][8679]: vendor: X.Org [thread 00000010][I][8679]: version: 4.1 (Core Profile) Mesa 12.0.6 [thread 00000010][I][8679]: GLSL version: 4.10 [thread 00000010][I][8679]: max color attachment and draw buffers: 8 [thread 00000010][I][8679]: max texture image units: 160 [thread 00000010][I][8679]: max vertex shader uniform blocks: 14 [thread 00000010][I][8679]: max geometry shader uniform blocks: 14 [thread 00000010][I][8679]: max fragment shader uniform blocks: 14 [thread 00000010][I][8679]: max hull shader uniform blocks: 14 [thread 00000010][I][8679]: max domain shader uniform blocks: 14 [thread 00000010][I][8679]: max compute shader uniform blocks: 0 [thread 00000010][I][8679]: max viewports: 16 [thread 00000010][I][8679]: max uniform buffer bindings: 87 [thread 00000010][I][8679]: uniform buffer offset alignment: 4 [thread 00000010][I][8679]: max pixel shader UAVs: 0 [thread 00000010][I][8679]: max compute shader UAVs: 0 [thread 00000010][I][8679]: max UAVs: 0 [thread 00000010][I][8679]: buffer_storage support: yes [thread 00000010][I][8679]: compressed_texture_pixel_storage support: yes [thread 00000004][I][8679]: D3D11 simulates only DX10 feature levels, because: [thread 00000004][I][8679]: - GPU does not support image_load_store OpenGL extension, necessary to simulate UAVs and read-write shader resource buffers in DX11 [thread 00000004][I][8679]: - GPU does not support shader_storage_buffer_object OpenGL extension, necessary to simulate structured read-only shader resource buffers in DX11 [thread 00000004][I][8679]: - GPU does not support shader_atomic_counters OpenGL extension, required to simulate DX11 append, consume and counter buffers in unordered access views [thread 00000010][I][9630]: Precompiled shader cache loaded: binary shaders: 10, GLSL shaders: 437, GLSL pipelines: 33 [thread 00000004][I][10105]: Starting to delete D3D11 device... [thread 00000004][I][10105]: Forwarded D3D11 device immediate context for deletion on OpenGL thread. Awaiting context deletion. [thread 00000010][I][10105]: Direct3D11ImmediateDeviceContext deletion starts. [thread 00000010][I][10113]: Direct3D11ImmediateDeviceContext deletion done. [thread 00000004][I][10113]: Immediate context deleted, deleting device. [thread 00000004][I][10113]: Direct3D11 device deleted. [thread 00000004][I][10113]: Deleted D3D11 device. [thread 00000004][I][10113]: D3D11CreateDevice( pAdapter = 0xee9871cc, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0xef2fe738, pFeatureLevel = 0xef2fe73c, ppImmediateContext = 0xef2fe74c ) [thread 00000004][I][10113]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xee987210 and immediate context 0xdcfefc08 [thread 00000011][I][10114]: D3D11: OpenGL thread start [thread 00000011][I][10125]: Direct3D -> OpenGL context information: [thread 00000011][I][10125]: renderer: Gallium 0.4 on AMD TAHITI (DRM 2.43.0 / 4.4.0-78-generic, LLVM 3.8.0) [thread 00000011][I][10125]: vendor: X.Org [thread 00000011][I][10125]: version: 4.1 (Core Profile) Mesa 12.0.6 [thread 00000011][I][10125]: GLSL version: 4.10 [thread 00000011][I][10125]: max color attachment and draw buffers: 8 [thread 00000011][I][10125]: max texture image units: 160 [thread 00000011][I][10125]: max vertex shader uniform blocks: 14 [thread 00000011][I][10125]: max geometry shader uniform blocks: 14 [thread 00000011][I][10125]: max fragment shader uniform blocks: 14 [thread 00000011][I][10125]: max hull shader uniform blocks: 14 [thread 00000011][I][10125]: max domain shader uniform blocks: 14 [thread 00000011][I][10125]: max compute shader uniform blocks: 0 [thread 00000011][I][10125]: max viewports: 16 [thread 00000011][I][10125]: max uniform buffer bindings: 87 [thread 00000011][I][10125]: uniform buffer offset alignment: 4 [thread 00000011][I][10125]: max pixel shader UAVs: 0 [thread 00000011][I][10125]: max compute shader UAVs: 0 [thread 00000011][I][10125]: max UAVs: 0 [thread 00000011][I][10125]: buffer_storage support: yes [thread 00000011][I][10125]: compressed_texture_pixel_storage support: yes [thread 00000004][I][10125]: D3D11 simulates only DX10 feature levels, because: [thread 00000004][I][10125]: - GPU does not support image_load_store OpenGL extension, necessary to simulate UAVs and read-write shader resource buffers in DX11 [thread 00000004][I][10125]: - GPU does not support shader_storage_buffer_object OpenGL extension, necessary to simulate structured read-only shader resource buffers in DX11 [thread 00000004][I][10125]: - GPU does not support shader_atomic_counters OpenGL extension, required to simulate DX11 append, consume and counter buffers in unordered access views [thread 00000004][I][10125]: Starting to delete D3D11 device... [thread 00000004][I][10125]: Forwarded D3D11 device immediate context for deletion on OpenGL thread. Awaiting context deletion. [thread 00000011][I][10125]: Direct3D11ImmediateDeviceContext deletion starts. [thread 00000011][I][10134]: Direct3D11ImmediateDeviceContext deletion done. [thread 00000004][I][10134]: Immediate context deleted, deleting device. [thread 00000004][I][10134]: Direct3D11 device deleted. [thread 00000004][I][10134]: Deleted D3D11 device. [thread 00000004][W][10366]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed. [thread 00000004][W][10366]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed. [thread 00000004][W][10383]: Loading icons doesn't support shared icons yet. New icon will be created every time it's needed. [thread 00000004][I][10394]: Raw Input: mouse device wanted, legacy messages: on [thread 00000004][W][10394]: Raw Input: NOHOTKEYS flag specified for a keyboard device. We're ignoring it. [thread 00000004][I][10394]: Raw Input: keyboard device wanted, legacy messages: on [thread 00000004][W][10394]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\NaturalPoint\NATURALPOINT\NPClient Location [thread 00000004][W][10394]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Freetrack\FreetrackClient [thread 00000004][W][10394]: DefWindowProcW to window 0xdcddc788 with message 1 (WM_CREATE) ( wParam 0 ((nil)), lParam -282072432 (0xef2fea90) ) - make sure it's correctly handled here! [thread 00000015][W][10405]: DefWindowProcW to window 0xdbf3d4c8 with message 1 (WM_CREATE) ( wParam 0 ((nil)), lParam -311963072 (0xed67d240) ) - make sure it's correctly handled here! [thread 00000004][I][10415]: D3D11CreateDeviceAndSwapChain( pAdapter = 0xee98719c, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, pSwapChainDesc = 0xdf500aac, ppSwapChain = 0xef2fea7c, ppDevice = 0xef2fea78, pFeatureLevel = 0xdf500b08, ppImmediateContext = 0xef2fea80 ) [thread 00000004][I][10415]: swap chain desc: width 1920, height 1080 [thread 00000004][I][10415]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xdcdd3dc8 and immediate context 0xdcda8560 [thread 00000016][I][10415]: D3D11: OpenGL thread start [thread 00000016][I][10423]: Direct3D -> OpenGL context information: [thread 00000016][I][10423]: renderer: Gallium 0.4 on AMD TAHITI (DRM 2.43.0 / 4.4.0-78-generic, LLVM 3.8.0) [thread 00000016][I][10423]: vendor: X.Org [thread 00000016][I][10423]: version: 4.1 (Core Profile) Mesa 12.0.6 [thread 00000016][I][10423]: GLSL version: 4.10 [thread 00000016][I][10423]: max color attachment and draw buffers: 8 [thread 00000016][I][10423]: max texture image units: 160 [thread 00000016][I][10423]: max vertex shader uniform blocks: 14 [thread 00000016][I][10423]: max geometry shader uniform blocks: 14 [thread 00000016][I][10423]: max fragment shader uniform blocks: 14 [thread 00000016][I][10423]: max hull shader uniform blocks: 14 [thread 00000016][I][10423]: max domain shader uniform blocks: 14 [thread 00000016][I][10423]: max compute shader uniform blocks: 0 [thread 00000016][I][10423]: max viewports: 16 [thread 00000016][I][10423]: max uniform buffer bindings: 87 [thread 00000016][I][10423]: uniform buffer offset alignment: 4 [thread 00000016][I][10423]: max pixel shader UAVs: 0 [thread 00000016][I][10423]: max compute shader UAVs: 0 [thread 00000016][I][10423]: max UAVs: 0 [thread 00000016][I][10423]: buffer_storage support: yes [thread 00000016][I][10423]: compressed_texture_pixel_storage support: yes [thread 00000004][I][10423]: D3D11 simulates only DX10 feature levels, because: [thread 00000004][I][10423]: - GPU does not support image_load_store OpenGL extension, necessary to simulate UAVs and read-write shader resource buffers in DX11 [thread 00000004][I][10423]: - GPU does not support shader_storage_buffer_object OpenGL extension, necessary to simulate structured read-only shader resource buffers in DX11 [thread 00000004][I][10423]: - GPU does not support shader_atomic_counters OpenGL extension, required to simulate DX11 append, consume and counter buffers in unordered access views [thread 00000004][W][10456]: Game wants to disable DXGI reacting to window changes (monitoring app message queue) for window 0xdcddc788. Ignoring. [thread 00000004][W][10456]: Game wants to disable DXGI reacting to Alt-Enter fullscreen toggle. [thread 00000016][I][10465]: Precompiled shader cache loaded: binary shaders: 10, GLSL shaders: 453, GLSL pipelines: 34 [thread 00000004][W][11044]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Software\Microsoft\Direct3D [thread 00000004][W][11474]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = SOFTWARE\Microsoft\Windows NT\CurrentVersion\ [thread 00000004][I][15862]: eON_WindowEvent: SetFullscreenState true 0xee98db0c [thread 00000004][I][15871]: Game stdout/err: SkyKeyframer::ChangedTbb - Can't use Threading Building Blocks with Static Runtimes (MT, MTd) [thread 00000004][I][15871]: Game stdout/err: [thread 00000004][I][15877]: Game stdout/err: CellularCloudGrid::ChangedTbb - Can't use Threading Building Blocks with Static Runtimes (MT, MTd) [thread 00000004][I][15877]: Game stdout/err: [thread 00000004][I][15877]: Game stdout/err: CellularCloudGrid::ChangedTbb - Can't use Threading Building Blocks with Static Runtimes (MT, MTd) [thread 00000004][I][15877]: Game stdout/err: [thread 00000004][W][20587]: eON_WideCharToMultiByte() - WC_COMPOSITECHECK not supported [thread 00000004][W][20587]: eON_WideCharToMultiByte() - WC_COMPOSITECHECK not supported [thread 00000004][W][20587]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Intel Corporation\PLSuite\IJLib [thread 00000004][W][20587]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_LOCAL_MACHINE, subkey = Software\Intel Corporation\PLSuite\IJLib [thread 00000004][I][21533]: eON_WindowEvent: SetFullscreenState false (nil) [thread 00000004][W][21564]: Game tried to minimize window, and it's not handled well in eON. Perhaps hack it by not sending it WM_ACTIVATE ( FALSE ) messages? [thread 00000004][E][21647]: MessageBoxA( hWnd = (nil), text = 'Bad version 73 in p3d file 'a3\vegetation_f_exp\clutter\grass\c_grassbunch_hi.p3d'', caption = 'Arma 3', type = 16 ) [thread 00000004][E][434583]: Unhandled exception code dead flags 1 addr 0x41336ed [thread 00000004][I][434634]: ===enforcing log flush===