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Xthiago93

dontstarve_steam.exe has stopped working

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Xthiago93    1

The new update ( "Where There's a Wilson..." Patch Notes - April 30, 2014) is with this problem, my game does not go! Help me please! I'm sorry for bad english!

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JanH    7139

Are you playing on Steam or the Standalone version of the game? What OS are you playing the game on?

 

Can you post the contents of your log.txt file from your "documents\klei\donotstarve\" folder?

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Xthiago93    1

Friend, I do not speak english, I'm using google translator, so sorry! I play the steam version, I'll post you asked me if I'm wrong, you tell me! 

 

Starting up
Don't Starve: 100880 WIN32_STEAM
Build Date: 2014-04-30_15-55-18
THREAD - started 'GAClient' (30544)
HttpClient::ClientThread::Main()
cGame::InitializeOnMainThread
WindowManager::Initialize
RestoreWindowPosition
   Saved Client Pos (0 x 22)
   Adjusted Window Pos (-8 x -8)
EnsureWindowOnScreen
   All good.
GLInfo
~~~~~~
GL_VENDOR: Google Inc.
GL_RENDERER: ANGLE (Intel® G33/G31 Express Chipset Family)
GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)
OpenGL extensions (15, 15):
GL_ANGLE_framebuffer_blit
GL_ANGLE_pack_reverse_row_order
GL_ANGLE_texture_compression_dxt3
GL_ANGLE_texture_compression_dxt5
GL_ANGLE_texture_usage
GL_ANGLE_translated_shader_source
GL_EXT_read_format_bgra
GL_EXT_robustness
GL_EXT_texture_compression_dxt1
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_storage
GL_OES_get_program_binary
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8
GL_OES_standard_derivatives
GL_MAX_TEXTURE_SIZE = 2048
GL_MAX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_RENDERBUFFER_SIZE = 2048
GL_MAX_VIEWPORT_DIMS = 2048, 2048
GL_MAX_VARYING_VECTORS = 8
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_UNIFORM_VECTORS = 254
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0
GL_MAX_FRAGMENT_UNIFORM_VECTORS = 29
4 compressed texture formats
texture format 0x83f0
texture format 0x83f1
texture format 0x83f2
texture format 0x83f3
THREAD - started 'WindowsInputManager' (30552)
Compiled shader postprocessdistort: (68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.
 
Warning: D3D shader compilation failed with default flags. Retrying with avoid flow control.
(68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.
 
Warning: D3D shader compilation failed with avoid flow control flags. Retrying with prefer flow control.
(68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.
 
Warning: D3D shader compilation failed with prefer flow control flags.
Assert failure 'result == GL_TRUE' at ..\source\renderlib\OpenGL\HWEffect.cpp(185): Trace follows...

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MarkL    537

Thank you for the information Xthiago93, we will look at fixing this issue for you.  

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CoolKid95    10
My log says the same. & Game will not start up. I didn't have any issues with the game working until today. I also use the game through steam. 

 

 

 

Starting up

Don't Starve: 100880 WIN32_STEAM

Build Date: 2014-04-30_15-55-18

THREAD - started 'GAClient' (1156)

HttpClient::ClientThread::Main()

cGame::InitializeOnMainThread

WindowManager::Initialize

RestoreWindowPosition

   Saved Client Pos (-5 x 18)

   Adjusted Window Pos (-9 x -5)

EnsureWindowOnScreen

   All good.

THREAD - started 'WindowsInputManager' (2728)

GLInfo

~~~~~~

GL_VENDOR: Google Inc.

GL_RENDERER: ANGLE (Mobile Intel® 945GM Express Chipset Family)

GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)

GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)

OpenGL extensions (15, 15):

GL_ANGLE_framebuffer_blit

GL_ANGLE_pack_reverse_row_order

GL_ANGLE_texture_compression_dxt3

GL_ANGLE_texture_compression_dxt5

GL_ANGLE_texture_usage

GL_ANGLE_translated_shader_source

GL_EXT_read_format_bgra

GL_EXT_robustness

GL_EXT_texture_compression_dxt1

GL_EXT_texture_format_BGRA8888

GL_EXT_texture_storage

GL_OES_get_program_binary

GL_OES_packed_depth_stencil

GL_OES_rgb8_rgba8

GL_OES_standard_derivatives

GL_MAX_TEXTURE_SIZE = 2048

GL_MAX_TEXTURE_IMAGE_UNITS = 16

GL_MAX_RENDERBUFFER_SIZE = 2048

GL_MAX_VIEWPORT_DIMS = 2048, 2048

GL_MAX_VARYING_VECTORS = 8

GL_MAX_VERTEX_ATTRIBS = 16

GL_MAX_VERTEX_UNIFORM_VECTORS = 254

GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0

GL_MAX_FRAGMENT_UNIFORM_VECTORS = 29

4 compressed texture formats

texture format 0x83f0

texture format 0x83f1

texture format 0x83f2

texture format 0x83f3

Compiled shader postprocessdistort: (68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.

 

Warning: D3D shader compilation failed with default flags. Retrying with avoid flow control.

(68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.

 

Warning: D3D shader compilation failed with avoid flow control flags. Retrying with prefer flow control.

(68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.

 

Warning: D3D shader compilation failed with prefer flow control flags.

Assert failure 'result == GL_TRUE' at ..\source\renderlib\OpenGL\HWEffect.cpp(185): Trace follows...

 

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Having the same problem. Steam version. 

My Log:

Starting up
Don't Starve: 100880 WIN32_STEAM
Build Date: 2014-04-30_15-55-18
THREAD - started 'GAClient' (3236)
HttpClient::ClientThread::Main()
cGame::InitializeOnMainThread
WindowManager::Initialize
GLInfo
~~~~~~
GL_VENDOR: Google Inc.
GL_RENDERER: ANGLE (Intel® Q35 Express Chipset Family)
GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)
THREAD - started 'WindowsInputManager' (2944)
OpenGL extensions (15, 15):
GL_ANGLE_framebuffer_blit
GL_ANGLE_pack_reverse_row_order
GL_ANGLE_texture_compression_dxt3
GL_ANGLE_texture_compression_dxt5
GL_ANGLE_texture_usage
GL_ANGLE_translated_shader_source
GL_EXT_read_format_bgra
GL_EXT_robustness
GL_EXT_texture_compression_dxt1
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_storage
GL_OES_get_program_binary
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8
GL_OES_standard_derivatives
GL_MAX_TEXTURE_SIZE = 2048
GL_MAX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_RENDERBUFFER_SIZE = 2048
GL_MAX_VIEWPORT_DIMS = 2048, 2048
GL_MAX_VARYING_VECTORS = 8
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_UNIFORM_VECTORS = 254
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0
GL_MAX_FRAGMENT_UNIFORM_VECTORS = 29
4 compressed texture formats
texture format 0x83f0
texture format 0x83f1
texture format 0x83f2
texture format 0x83f3
Compiled shader postprocessdistort: (68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.
 
Warning: D3D shader compilation failed with default flags. Retrying with avoid flow control.
(68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.
 
Warning: D3D shader compilation failed with avoid flow control flags. Retrying with prefer flow control.
(68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.
 
Warning: D3D shader compilation failed with prefer flow control flags.
Assert failure 'result == GL_TRUE' at ..\source\renderlib\OpenGL\HWEffect.cpp(185): Trace follows...

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LesClaypool    0

I have got the same bug and it never happened before today. I also play via Steam

 

Here's my log : 

 

Starting up
Don't Starve: 100880 WIN32_STEAM
Build Date: 2014-04-30_15-55-18
THREAD - started 'GAClient' (4844)
HttpClient::ClientThread::Main()
cGame::InitializeOnMainThread
WindowManager::Initialize
RestoreWindowPosition
   Saved Client Pos (0 x 26)
   Adjusted Window Pos (-4 x -4)
EnsureWindowOnScreen
   All good.
GLInfo
~~~~~~
THREAD - started 'WindowsInputManager' (4892)
GL_VENDOR: Google Inc.
GL_RENDERER: ANGLE (Mobile Intel® 945 Express Chipset Family)
GL_VERSION: OpenGL ES 2.0 (ANGLE 1.0.0.2249)
GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 1.00 (ANGLE 1.0.0.2249)
OpenGL extensions (15, 15):
GL_ANGLE_framebuffer_blit
GL_ANGLE_pack_reverse_row_order
GL_ANGLE_texture_compression_dxt3
GL_ANGLE_texture_compression_dxt5
GL_ANGLE_texture_usage
GL_ANGLE_translated_shader_source
GL_EXT_read_format_bgra
GL_EXT_robustness
GL_EXT_texture_compression_dxt1
GL_EXT_texture_format_BGRA8888
GL_EXT_texture_storage
GL_OES_get_program_binary
GL_OES_packed_depth_stencil
GL_OES_rgb8_rgba8
GL_OES_standard_derivatives
GL_MAX_TEXTURE_SIZE = 2048
GL_MAX_TEXTURE_IMAGE_UNITS = 16
GL_MAX_RENDERBUFFER_SIZE = 2048
GL_MAX_VIEWPORT_DIMS = 2048, 2048
GL_MAX_VARYING_VECTORS = 8
GL_MAX_VERTEX_ATTRIBS = 16
GL_MAX_VERTEX_UNIFORM_VECTORS = 254
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 0
GL_MAX_FRAGMENT_UNIFORM_VECTORS = 29
4 compressed texture formats
texture format 0x83f0
texture format 0x83f1
texture format 0x83f2
texture format 0x83f3
Compiled shader postprocessdistort: (68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.
 
Warning: D3D shader compilation failed with default flags. Retrying with avoid flow control.
(68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.
 
Warning: D3D shader compilation failed with avoid flow control flags. Retrying with prefer flow control.
(68,6): error X5608: Compiled shader code uses too many arithmetic instruction slots (66). Max. allowed by the target (ps_2_0) is 64.
 
Warning: D3D shader compilation failed with prefer flow control flags.
Assert failure 'result == GL_TRUE' at ..\source\renderlib\OpenGL\HWEffect.cpp(185): Trace follows...
 

 

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MarkL    537

We have a patch for this going in later today that should address this.  Sorry for the disruption!

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