Crash on Launch

My computer was once able to run Thrive without issue, but now it fails to launch when I click play in the launcher. I suspect it is due to some hardware not being compatible with the game, as this seems to be a common problem. Here’s the crash report. I tried to contain it in a quote so it wouldn’t make this post needlessly long, but I might have failed. I also deleted some lines so it would fit within the character limit of this forum.

partial output

Process Started

[ERROR] FileSystem: LoadDataDump: Failed to read file: ./ThriveGame.conf

[INFO] Engine: Command line:

[WARNING] ConsoleInput: Stdin read failed, stopping input thread

[INFO] NetworkHandler: Fetching new master server list…

[INFO] NetworkHandler: no stored list of master servers, waiting for the update to finish

[INFO] NetworkHandler: running listening socket on port 61592

[ERROR] FileSystem: LoadDataDump: Failed to read file: ThrivePersist.txt

[INFO] FileSystem: found 516 files in Data folder with 27 different types of extensions

[INFO] FileSystem: vectors sorted and indexes created, took 0 micro seconds

[INFO] GameModuleLoader: detected following module files:

[INFO] ./Data/Scripts/microbe_stage/microbe_editor/microbe_editor.levgm which contains module “microbe_editor”

[INFO] ./Data/Scripts/microbe_stage/microbe_stage.levgm which contains module “microbe_stage”

AudioManager: Audio Decoder for extension .ogg registered.

AudioManager: Audio Decoder for extension .wav registered.

AudioManager: Audio Decoder for extension .raw registered.

AudioManager: Data Source named FileSystem registered (Priority 0).

[INFO] Detected audio devices:

[INFO] > OpenAL Soft on Speakers and Headphones (IDT High Definition Audio CODEC)

[INFO] End of devices

[INFO] SoundDevice: Initializing sound with device: OpenAL Soft on Speakers and Headphones (IDT High Definition Audio CODEC)

Creating resource group General

Creating resource group Internal

Creating resource group Autodetect

SceneManagerFactory for type ‘DefaultSceneManager’ registered.

Registering ResourceManager for type Material

Registering ResourceManager for type Mesh

Registering ResourceManager for type Mesh2

Registering ResourceManager for type OldSkeleton

MovableObjectFactory for type ‘ParticleSystem’ registered.

ArchiveFactory for archive type FileSystem registered.

DDS codec registering

FreeImage version: 3.17.0

This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details

ETC codec registering

OITD codec registering

Registering ResourceManager for type HighLevelGpuProgram

MovableObjectFactory for type ‘Decal’ registered.

MovableObjectFactory for type ‘Entity’ registered.

MovableObjectFactory for type ‘Item’ registered.

MovableObjectFactory for type ‘Light’ registered.

MovableObjectFactory for type ‘BillboardSet’ registered.

MovableObjectFactory for type ‘ManualObject2’ registered.

MovableObjectFactory for type ‘BillboardChain’ registered.

MovableObjectFactory for type ‘RibbonTrail’ registered.

MovableObjectFactory for type ‘WireAabb’ registered.

--* OGRE Initialising

--* Version 2.1.0unstable (‘B’)

Loading library RenderSystem_GL3Plus

Installing plugin: GL 3+ RenderSystem

OpenGL 3+ Rendering Subsystem created.

AudioManager: OpenAL Version: 1.1 ALSOFT 1.19.1

AudioManager: Vendor: OpenAL Community

AudioManager: Renderer: OpenAL Soft

AudioManager: Supported Extensions: AL_EXT_ALAW AL_EXT_BFORMAT AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_BFORMAT AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_EXT_SOURCE_RADIUS AL_EXT_STEREO_ANGLES AL_LOKI_quadriphonic AL_SOFT_block_alignment AL_SOFT_deferred_updates AL_SOFT_direct_channels AL_SOFTX_effect_chain AL_SOFTX_events AL_SOFTX_filter_gain_ex AL_SOFT_gain_clamp_ex AL_SOFT_loop_points AL_SOFTX_map_buffer AL_SOFT_MSADPCM AL_SOFT_source_latency AL_SOFT_source_length AL_SOFT_source_resampler AL_SOFT_source_spatialize

Plugin successfully installed

Loading library Plugin_ParticleFX

Installing plugin: ParticleFX

Particle Emitter Type ‘Point’ registered

Particle Emitter Type ‘Box’ registered

Particle Emitter Type ‘Ellipsoid’ registered

Particle Emitter Type ‘Cylinder’ registered

Particle Emitter Type ‘Ring’ registered

Particle Emitter Type ‘HollowEllipsoid’ registered

Particle Affector Type ‘LinearForce’ registered

Particle Affector Type ‘ColourFader’ registered

Particle Affector Type ‘ColourFader2’ registered

Particle Affector Type ‘ColourImage’ registered

Particle Affector Type ‘ColourInterpolator’ registered

Particle Affector Type ‘Scaler’ registered

Particle Affector Type ‘Rotator’ registered

Particle Affector Type ‘DirectionRandomiser’ registered

Particle Affector Type ‘DeflectorPlane’ registered

Plugin successfully installed

[ERROR] Graphics: Init: no selected render system, invalid variable RenderSystemName, not found/wrong type

[INFO] Graphics: preferred rendering system: “OpenGL.*”

CPU Identifier & Features


  • CPU ID: GenuineIntel: Intel(R) Core™ i7-3610QM CPU @ 2.30GHz

  • Logical cores: 8

  • SSE: yes

  • SSE2: yes

  • SSE3: yes

  • MMX: yes

  • MMXEXT: yes

  • 3DNOW: no

  • 3DNOWEXT: no

  • CMOV: yes

  • TSC: yes

  • FPU: yes

  • PRO: yes

  • HT: no


*** Starting Win32GL Subsystem ***

[INFO] SDL: display count: 1

[INFO] Display(0, Generic PnP Monitor): top left: (0, 0) size: 1366x768

GL3PlusRenderSystem::_createRenderWindow “Thrive 0.4.1.1”, 1280x720 windowed miscParams: FSAA=4 externalWindowHandle=2625918 gamma=true vsync=false

GL_VERSION = 3.3.0.0

GL_VENDOR = Intel

GL_RENDERER = Intel(R) HD Graphics 4000

GL_EXTENSIONS =

GL_EXT_blend_minmax

GL_EXT_blend_subtract

GL_EXT_blend_color

GL_EXT_abgr

GL_EXT_texture3D

GL_EXT_clip_volume_hint

GL_EXT_compiled_vertex_array

GL_SGIS_texture_edge_clamp

GL_SGIS_generate_mipmap

GL_EXT_draw_range_elements

GL_SGIS_texture_lod

GL_EXT_rescale_normal

GL_EXT_packed_pixels

GL_EXT_texture_edge_clamp

GL_EXT_separate_specular_color

GL_ARB_multitexture

GL_EXT_texture_env_combine

GL_EXT_bgra

GL_EXT_blend_func_separate

GL_EXT_secondary_color

GL_EXT_fog_coord

GL_EXT_texture_env_add

GL_ARB_texture_cube_map

GL_ARB_transpose_matrix

GL_ARB_texture_env_add

GL_IBM_texture_mirrored_repeat

GL_EXT_multi_draw_arrays

GL_NV_blend_square

GL_ARB_texture_compression

GL_3DFX_texture_compression_FXT1

GL_EXT_texture_filter_anisotropic

GL_ARB_texture_border_clamp

GL_ARB_point_parameters

GL_ARB_texture_env_combine

GL_ARB_texture_env_dot3

GL_ARB_texture_env_crossbar

GL_EXT_texture_compression_s3tc

GL_ARB_shadow

GL_ARB_window_pos

GL_EXT_shadow_funcs

GL_EXT_stencil_wrap

GL_ARB_vertex_program

GL_EXT_texture_rectangle

GL_ARB_fragment_program

GL_EXT_stencil_two_side

GL_ATI_separate_stencil

GL_ARB_vertex_buffer_object

GL_EXT_texture_lod_bias

GL_ARB_occlusion_query

GL_ARB_fragment_shader

GL_ARB_shader_objects

GL_ARB_shading_language_100

GL_ARB_texture_non_power_of_two

GL_ARB_vertex_shader

GL_NV_texgen_reflection

GL_ARB_point_sprite

GL_ARB_fragment_program_shadow

GL_EXT_blend_equation_separate

GL_ARB_depth_texture

GL_ARB_texture_rectangle

GL_ARB_draw_buffers

GL_ARB_color_buffer_float

GL_ARB_half_float_pixel

GL_ARB_texture_float

GL_ARB_pixel_buffer_object

GL_EXT_framebuffer_object

GL_ARB_draw_instanced

GL_ARB_half_float_vertex

GL_ARB_occlusion_query2

GL_EXT_draw_buffers2

GL_WIN_swap_hint

GL_EXT_texture_sRGB

GL_ARB_multisample

GL_EXT_packed_float

GL_EXT_texture_shared_exponent

GL_ARB_texture_rg

GL_ARB_texture_compression_rgtc

GL_NV_conditional_render

GL_EXT_texture_swizzle

GL_ARB_sync

GL_ARB_framebuffer_sRGB

GL_EXT_packed_depth_stencil

GL_ARB_depth_buffer_float

GL_EXT_transform_feedback

GL_EXT_framebuffer_blit

GL_EXT_framebuffer_multisample

GL_ARB_framebuffer_object

GL_EXT_texture_array

GL_EXT_texture_integer

GL_ARB_map_buffer_range

GL_EXT_texture_snorm

GL_ARB_blend_func_extended

GL_INTEL_performance_queries

GL_ARB_copy_buffer

GL_ARB_sampler_objects

GL_NV_primitive_restart

GL_ARB_seamless_cube_map

GL_ARB_uniform_buffer_object

GL_ARB_depth_clamp

GL_ARB_vertex_array_bgra

GL_ARB_shader_bit_encoding

GL_ARB_draw_buffers_blend

GL_ARB_geometry_shader4

GL_ARB_texture_query_lod

GL_ARB_explicit_attrib_location

GL_ARB_draw_elements_base_vertex

GL_ARB_instanced_arrays

GL_ARB_fragment_coord_conventions

GL_EXT_gpu_program_parameters

GL_ARB_texture_buffer_object_rgb32

GL_ARB_compatibility

GL_ARB_texture_rgb10_a2ui

GL_ARB_texture_multisample

GL_ARB_vertex_type_2_10_10_10_rev

GL_ARB_timer_query

GL_ARB_vertex_array_object

GL_ARB_provoking_vertex

WGL_EXT_depth_float

WGL_ARB_buffer_region

WGL_ARB_extensions_string

WGL_ARB_make_current_read

WGL_ARB_pixel_format

WGL_ARB_pbuffer

WGL_EXT_extensions_string

WGL_EXT_swap_control

WGL_ARB_multisample

WGL_ARB_pixel_format_float

WGL_ARB_framebuffer_sRGB

WGL_ARB_create_context

WGL_EXT_pixel_format_packed_float

WGL_EXT_swap_control_tear


*** OpenGL 3+ Renderer Started ***


Registering ResourceManager for type GpuProgram

GL3+: Using FBOs for rendering to textures

FBO PF_UNKNOWN depth/stencil support:

FBO PF_L8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_L16 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_BYTE_LA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R5G6B5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_B5G6R5 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_A8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_A8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_B8G8R8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_A2R10G10B10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_A2B10G10R10 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8G8B8A8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R11G11B10_FLOAT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8G8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8G8B8A8_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16G16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16G16B16A16_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R32G32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R32G32B32A32_UINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8G8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8G8B8_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16G16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16G16B16A16_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R32G32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R32G32B32A32_SINT depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_RG8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8G8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8G8B8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R8G8B8A8_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16G16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16G16B16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

FBO PF_R16G16B16A16_SNORM depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 D32S0 Packed-D24S8 Packed-D32S8

RenderSystem capabilities


RenderSystem Name: OpenGL 3+ Rendering Subsystem

GPU Vendor: intel

Device Name: Intel(R) HD Graphics 4000

Driver Version: 3.3.0.0

  • Fixed function pipeline: no

  • Hardware generation of mipmaps: no

  • Texture blending: yes

  • Anisotropic texture filtering: yes

  • Dot product texture operation: yes

  • Cube mapping: yes

  • Hardware stencil buffer: yes

  • Stencil depth: 8

  • Two sided stencil support: yes

  • Wrap stencil values: yes

  • Hardware vertex / index buffers: yes

  • 32-bit index buffers: yes

  • Vertex programs: yes

  • Number of floating-point constants for vertex programs: 1024

  • Number of integer constants for vertex programs: 1024

  • Number of boolean constants for vertex programs: 1024

  • Fragment programs: yes

  • Number of floating-point constants for fragment programs: 1024

  • Number of integer constants for fragment programs: 1024

  • Number of boolean constants for fragment programs: 1024

  • Geometry programs: yes

  • Number of floating-point constants for geometry programs: 512

  • Number of integer constants for geometry programs: 512

  • Number of boolean constants for geometry programs: 512

  • Tessellation Hull programs: no

  • Number of floating-point constants for tessellation hull programs: 0

  • Number of integer constants for tessellation hull programs: 0

  • Number of boolean constants for tessellation hull programs: 0

  • Tessellation Domain programs: no

  • Number of floating-point constants for tessellation domain programs: 0

  • Number of integer constants for tessellation domain programs: 0

  • Number of boolean constants for tessellation domain programs: 0

  • Compute programs: no

  • Number of floating-point constants for compute programs: 0

  • Number of integer constants for compute programs: 0

  • Number of boolean constants for compute programs: 0

  • Supported Shader Profiles: glsl glsl130 glsl140 glsl150 glsl330

  • Texture Compression: yes

  • DXT: yes

  • VTC: no

  • PVRTC: no

  • ATC: no

  • ETC1: no

  • ETC2: no

  • BC4/BC5: yes

  • BC6H/BC7: no

  • ASTC: no

  • Hardware Occlusion Query: yes

  • User clip planes: yes

  • VET_UBYTE4 vertex element type: yes

  • Infinite far plane projection: yes

  • Hardware render-to-texture: yes

  • Floating point textures: yes

  • Non-power-of-two textures: yes

  • 1d textures: yes

  • Volume textures: yes

  • Max Texture resolution (2D) 8192

  • Max Texture resolution (3D) 2048

  • Max Texture resolution (Cubemaps) 8192

  • Multiple Render Targets: 8

  • With different bit depths: yes
  • Point Sprites: yes

  • Extended point parameters: yes

  • Max Point Size: 20

  • Vertex texture fetch: yes

  • Number of world matrices: 0

  • Number of texture units: 16

  • Stencil buffer depth: 8

  • Number of vertex blend matrices: 0

  • Max vertex textures: 16

  • Vertex textures shared: yes

  • Render to Vertex Buffer : yes

  • Hardware Atomic Counters: no

  • GL 1.5 without VBO workaround: no

  • Frame Buffer objects: yes

  • Frame Buffer objects (ARB extension): no

  • Frame Buffer objects (ATI extension): no

  • PBuffer support: no

  • GL 1.5 without HW-occlusion workaround: no

  • Vertex Array Objects: yes

  • Separate shader objects: no

Registering ResourceManager for type Texture

DefaultWorkQueue(‘Root’) initialising on thread main.

Particle Renderer Type ‘billboard’ registered

[INFO] ScopeTimer: Leviathan::ThreadingManager::MakeThreadsWorkWithOgre Stopped elapsed: 0.001 s (1000 micro seconds)

[INFO] Graphics: Loading Ogre HLMS

[INFO] Graphics: Ogre HLMS loaded

Creating resource group LeviathanInternal

Added resource location ‘CoreOgreScripts’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Common’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Common\Any’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Common\GLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Common\HLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Common\Metal’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Pbs’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Pbs\Any’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Pbs\GLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Pbs\HLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Pbs\Metal’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\PbsMobile’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\PbsMobile\GLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Terra’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Terra\GLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Terra\GLSL\PbsTerraShadows’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Terra\HLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Terra\HLSL\PbsTerraShadows’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Unlit’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Unlit\Any’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Unlit\GLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Unlit\HLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\Unlit\Metal’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\UnlitMobile’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\DefaultHLMS\Hlms\UnlitMobile\GLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\Materials’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\Materials\Common’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\Materials\Common\GLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\Materials\Common\HLSL’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘CoreOgreScripts\Materials\Common\Metal’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Creating resource group Generated

Creating resource group MainModelsFolder

Added resource location ‘./Data/Models/’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘./Data/Models\skeletons’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Creating resource group MainTexturesFolder

Added resource location ‘./Data/Textures/’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘./Data/Textures\background’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘./Data/Textures\gui’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘./Data/Textures\gui\bevel’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘./Data/Textures\gui\cursors’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘./Data/Textures\gui\flat’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Creating resource group MainMaterialsFolder

Added resource location ‘./Data/Materials/’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘./Data/Materials\CoreMaterials’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘./Data/Scripts/GUI’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Creating resource group ShadersFolder

Added resource location ‘./Data/Shaders/’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Added resource location ‘./Data/Shaders\CoreShaders’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Creating resource group Fonts

Added resource location ‘./Data/Fonts/’ of type ‘FileSystem’ to resource group ‘LeviathanInternal’

Parsing scripts for resource group Autodetect

Finished parsing scripts for resource group Autodetect

Creating resources for group Autodetect

All done

Parsing scripts for resource group Fonts

Finished parsing scripts for resource group Fonts

Creating resources for group Fonts

All done

Parsing scripts for resource group General

Finished parsing scripts for resource group General

Creating resources for group General

All done

Parsing scripts for resource group Generated

Finished parsing scripts for resource group Generated

Creating resources for group Generated

All done

Parsing scripts for resource group Internal

Finished parsing scripts for resource group Internal

Creating resources for group Internal

All done

Parsing scripts for resource group LeviathanInternal

Parsing script Quad.program

Parsing script background.program

Parsing script organelle.program

Parsing script Copyback.material

Parsing script DepthUtils.material

Parsing script DPSM.material

Parsing script EsmGaussianBlurLogFilter.material

Parsing script AgentVacuoleMaterial.material

Parsing script background.material

Parsing script cellwall.material

Parsing script cellwallchitin.material

Parsing script chemoplast.material

Parsing script chemoproteins.material

Parsing script chloroplast.material

Parsing script chromatophores.material

Parsing script co2.material

Parsing script compoundClouds.material

Parsing script EditorGrid.material

Parsing script EditorHexMaterial.material

Texture: loading single_hex.png as single_hex.png

Texture: loading single_hex_invalid.png as single_hex_invalid.png

Parsing script ER.material

Parsing script flagellum.material

Texture: loading flagellum.png as flagellum.png

Parsing script golgi.material

Parsing script hex.material

Parsing script iron_01.material

Texture: loading iron_01.png as iron_01.png

Texture: loading iron_bump.png as iron_bump.png

WARNING: normal map texture iron_bump.png is not BC5S compressed. This is encouraged for lower memory usage. If you don’t want to see this message without compressing to BC5, set getDefaultTextureParameters()[TEXTURE_TYPE_NORMALS].pixelFormat to PF_R8G8_SNORM (or PF_BYTE_LA if RSC_TEXTURE_SIGNED_INT is not supported)

Parsing script iron_02.material

Parsing script iron_03.material

Parsing script iron_04.material

Parsing script iron_05.material

Parsing script MaterialArrow.material

Parsing script MaterialArrow2.material

Parsing script Membrane.material

Parsing script MembraneDouble.material

Parsing script metabolosome.material

Parsing script MicrobeDeath.material

Parsing script mitochondrion.material

Parsing script nitrogenase.material

Parsing script nitrogenplastid.material

Parsing script nucleus.material

Parsing script oxytoxy.material

Parsing script rainbow_hex.material

Parsing script rusticyanin.material

Parsing script vacuole.material

Parsing script GUIOverlay.material

Parsing script GUICompositor.compositor

Parsing script WorldCompositor.compositor

Finished parsing scripts for resource group LeviathanInternal

Creating resources for group LeviathanInternal

All done

Parsing scripts for resource group MainMaterialsFolder

Finished parsing scripts for resource group MainMaterialsFolder

Creating resources for group MainMaterialsFolder

All done

Parsing scripts for resource group MainModelsFolder

Finished parsing scripts for resource group MainModelsFolder

Creating resources for group MainModelsFolder

All done

Parsing scripts for resource group MainTexturesFolder

Finished parsing scripts for resource group MainTexturesFolder

Creating resources for group MainTexturesFolder

All done

Parsing scripts for resource group ShadersFolder

Finished parsing scripts for resource group ShadersFolder

Creating resources for group ShadersFolder

All done

child process exited with code 3221225477

You should post the full report on pastebin.com as to me it seems like you cut off many of the most interesting parts.

Also if the game crashed please create a crash report. Instructions in the post here: 0.4.0.1 Crash Reports

I didn’t think that post was still applicable due to the version number in the title not matching the current version number of Thrive. Anyway, here’s the Pastebin link. I hope I did it correctly. I had never heard of that website.

https://pastebin.com/TFeD8teg

Which version of Thrive is this? Could you put your ThriveLogOGRE.txt on pastebin as well?

Here’s the crash callstack (which appears to happen within the shader compiling):

Thread 0 (crashed)
 0  0x0
    rax = 0x000000000bb39401   rdx = 0x000000000be1d5f0
    rcx = 0x0000000000000002   rbx = 0x0000000000000002
    rsi = 0x000000000bd681f8   rdi = 0x000000000015d2d8
    rbp = 0x000000000015d209   rsp = 0x000000000015d178
     r8 = 0x0000000000000019    r9 = 0x0000000009ea8920
    r10 = 0x000000000bd3a790   r11 = 0x000000000bd3d970
    r12 = 0x000000000becef78   r13 = 0x0000000000000001
    r14 = 0x0000000000000000   r15 = 0x0000000000000004
    rip = 0x0000000000000000
    Found by: given as instruction pointer in context
 1  RenderSystem_GL3Plus.dll!Ogre::logObjectInfo(std::basic_string<char,std::char_traits<char>,std::allocator<char> > const &,unsigned int) [ogreglslextsupport.cpp : 48 + 0x8]
    rbp = 0x000000000015d209   rsp = 0x000000000015d180
    rip = 0x000007fee6a5930d
    Found by: stack scanning
 2  RenderSystem_GL3Plus.dll!Ogre::GLSLShader::compile(bool) [ogreglslshader.cpp : 296 + 0x111]
    rbp = 0x000000000015d209   rsp = 0x000000000015d270
    rip = 0x000007fee6a854eb
    Found by: call frame info
 3  RenderSystem_GL3Plus.dll!Ogre::GLSLMonolithicProgram::compileAndLink() [ogreglslmonolithicprogram.cpp : 151 + 0x7]
    rbp = 0x000000000015d209   rsp = 0x000000000015d390
    rip = 0x000007fee6a624e6
    Found by: call frame info

If you are playing the same version as before I’m not sure how that could happen. Unless you have integrated and dedicated graphics and you switched Thrive to use the other one. It might help if you delete the Thrive folder to download it again and get rid of all caches.

It’s Thrive 4.1.1. I re-downloaded it today in the process of trying to fix this issue. I’ll try deleting the folder and redownloading again. Here is ThriveLogOGRE.txt:

https://pastebin.com/rHKDznbF

I may have to ask on the Ogre forums as to why it might crash like that.

Fun! I tried deleting the folder and re-downloading it, but that problem persisted.

Okay. So I looked at my earlier posts and in fact Intel HD4000 might be the problem. Only thing you can try is to update your graphics drivers. The game is crashing for you in a different place but it might be that this is something that the Ogre devs won’t fix. Here’s my earlier thread (where the crash happens way earlier, but the user also had Intel HD4000): https://forums.ogre3d.org/viewtopic.php?f=2&t=94741&p=543814#p543802

I checked the drivers (Nvidia Geforce GT 630M), and they are up-to-date. According to the website, my hardware should be able to handle Far Cry 5 (I doubt that’s true, but it at least shows that they are compatible with modern stuff).

So you also have an nvidia graphics in your computer? You should use the nvidia control panel to specify that Thrive.exe should be ran with the nvidia graphics instead of intel.

Oh. That fixed it. I never would have thought that was the problem. Thanks! I wonder why it didn’t automatically use Nvidia.

Usually only fullscreen programs automatically use the nvidia graphics. And as thrive runs in windowed mode it doesn’t automatically select that.