Hi! I have been playing Frogatto today and I have already got to the Milgram’s Castle. I saved the game somewhere in the castle. I don’t exactly remember where it was, but it was near the second “cake” boss (or whatever it was).
Few minutes later I tried to load the game but I get an error every time i try to do it (and the game quits):
Frogatto engine version 1.2
Preferences dir: /home/shymwo/.frogatto/
OpenGL vendor: NVIDIA Corporation
OpenGL version: 3.3.0 NVIDIA 295.59
OpenGL extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression 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_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs 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_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 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_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum
JOYSTICKS: 0
initialized ttf
initialized 0 joysticks
FAT JUMP_OUT_OF_WATER_BOOST JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
CONSTANTS ARE DIFFERENT: INSERTED FAT INSERTED JUMP_OUT_OF_WATER_BOOST INSERTED JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
CONSTANTS ARE DIFFERENT: INSERTED FAT INSERTED JUMP_OUT_OF_WATER_BOOST INSERTED JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
COPY: object_type -> animation
CONSTANTS ARE DIFFERENT: INSERTED FAT INSERTED JUMP_OUT_OF_WATER_BOOST INSERTED JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
CONSTANTS ARE DIFFERENT: INSERTED FAT INSERTED JUMP_OUT_OF_WATER_BOOST INSERTED JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
COPY: prototype -> animation
COPY: object_type -> animation
FAT JUMP_OUT_OF_WATER_BOOST JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
CONSTANTS ARE DIFFERENT: DIFF FAT
FAT JUMP_OUT_OF_WATER_BOOST JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
TEST array_index PASSED
TEST color PASSED
TEST dot_precedence PASSED
TEST flatten_function PASSED
TEST formula PASSED
TEST formula_decimal PASSED
TEST formula_fn PASSED
TEST formula_in PASSED
TEST formula_slice PASSED
TEST min_max_decimal PASSED
TEST modulo_operation PASSED
TEST rect PASSED
TEST rect_difference PASSED
TEST rect_intersect PASSED
TEST short_circuit PASSED
TEST test_split_into_ints PASSED
TEST tokenizer_test PASSED
TEST variant_decimal PASSED
TEST wml_parser PASSED
TEST wml_parser_test PASSED
ALL 20 TESTS PASSED
FRAME BUFFER OBJECT IS SUPPORTED
START LOAD LEVEL
in level constructor…
building…479
done building…479
LAYER -4 BUILT 0 tiles
LAYER -1 BUILT 0 tiles
LAYER 0 BUILT 0 tiles
LAYER 9 BUILT 0 tiles
LAYER 26 BUILT 0 tiles
LAYER 30 BUILT 0 tiles
LAYER 50 BUILT 0 tiles
done building tile_map…480
done level constructor: 9
SET STARTING CYCLES: 0
LOADED LEVEL: 0x7fa0bd592190
START LOAD LEVEL
in level constructor…
building…3950
done building…3950
LAYER -20 BUILT 0 tiles
LAYER -15 BUILT 2483 tiles
LAYER -12 BUILT 0 tiles
LAYER -10 BUILT 6900 tiles
LAYER -2 BUILT 0 tiles
LAYER -1 BUILT 0 tiles
LAYER 0 BUILT 0 tiles
LAYER 11 BUILT 0 tiles
LAYER 50 BUILT 0 tiles
LAYER 51 BUILT 0 tiles
LAYER 55 BUILT 0 tiles
done building tile_map…3987
done level constructor: 50
COPY: object_type -> animation
DESERIALIZED: 42cc090
DESERIALIZED: 42cc660
DISTANCE_TO_CLIFF_CHECK
COPY: object_type -> animation
CONSTANTS ARE DIFFERENT: INSERTED DISTANCE_TO_CLIFF_CHECK
DESERIALIZED: 42cd7b0
DESERIALIZED: 42cdd60
DESERIALIZED: 42ce310
DESERIALIZED: 42ce8c0
DESERIALIZED: 46174d0
DESERIALIZED: 4738970
DESERIALIZED: 4739120
DESERIALIZED: 47398d0
DESERIALIZED: 4a46690
COPY: object_type -> animation
DESERIALIZED: 4ab2380
DESERIALIZED: 4d38510
DESERIALIZED: 5647100
DESERIALIZED: 5648a00
DESERIALIZED: 5c19580
DISTANCE_TO_CLIFF_CHECK
COPY: object_type -> animation
CONSTANTS ARE DIFFERENT: INSERTED DISTANCE_TO_CLIFF_CHECK
COPY: object_type -> animation
COPY: object_type -> animation
src/custom_object_type.cpp:237 ASSERTION FAILED: Could not find file for object 'chunk’
Przerwane
I think it’s a very important bug because the game is not playable to me anymore and I don’t want to start it again. It’s a pity because it was quite fun and I just wasted my time…
I think you should also know that earlier in the game I stucked at shooter powerup (the time bar of powerup just stopped at some moment). The only way to remove it was to kill myself (because with it I couldn’t grab things with tongue).