I got this error very often in Vista64 SP1. Please fix it, I cannot play Spring anymore in a stable manner
Using script script.txt
SDL: 1.2.10
GL: 2.1.2
GL: NVIDIA Corporation
GL: GeForce 7900 GT/GTO/PCI/SSE2
GLEW: 1.4.0
Section game\mapoptions missing in file buffer
Section game\modoptions missing in file buffer
Connecting to server
Connected to 85.216.62.173:9999 using number 2
Using script Commanders
Map: DeltaSiegeDry.smf
Mod: "Balanced Annihilation V6.21" from BA621.sd7
Connecting to server
Connecting to server .
Connecting to server
Loading all definitions: 0.667000
Opening map file
Loading Map
Loading detail textures
Creating overhead texture
Creating ground shading
Loading tile file
Reading tiles
Reading tile map
Creating projectile texture
Number of damage types: 42
Loading weapon definitions
Loading unit definitions
Loading feature definitions
Generating trees
Parsing unit icons
Creating unit textures
Initializing map features
Couldnt find wreckage info
Unknown map feature type
Reading estimate path costs
Creating sky
Loading LuaCOB
Loading LuaRules
LUARULES-MAIN (GADGETS)
LUPS->UnitJitter: criticle shader error: Fragment info
-------------
(12) : warning C7050: "gl_FragColor.z" might be used before being initialized
Internal error: assembly compile error for fragment shader at offset 1131:
-- error message --
line 37, column 30: error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 2.0.0018, build date Dec 11 2007
# command line args:
#vendor NVIDIA Corporation
#version 2.0.1.18
#profile fp40
#program main
#semantic noiseMap
#semantic life
#var sampler2D noiseMap : : texunit 0 : -1 : 1
#var float life : : c[0] : -1 : 1
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float4 gl_FragCoord : $vin.WPOS : WPOS : -1 : 1
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : : : -1 : 0
#var float4 gl_TexCoord[2] : : : -1 : 0
#var float4 gl_TexCoord[3] : : : -1 : 0
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#const c[1] = 0.039999999 0.5
PARAM c[2] = { program.local[0],
{ 0.039999999, 0.5 } };
TEMP R0;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
TEX R0.xy, fragment.texcoord[0], texture[0], 2D;
ADDR R0.xy, R0, -c[1].y;
MULR R0.xy, R0, c[0].x;
MOVR R0.w, c[1].x;
MULR R0.xy, R0, c[1].x;
MOVR R0.z, fragment.position;
MOVR oCol.xyw, R0.xyzz;
MADR oCol.z, R0.w, -c[0].x, oCol;
END
# 8 instructions, 1 R-regs, 0 H-regs
LUPS->UnitCloaker: criticle shader error: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 3142:
-- error message --
line 97, column 19: error: variable not valid as a source register
line 98, column 29: error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 2.0.0018, build date Dec 11 2007
# command line args:
#vendor NVIDIA Corporation
#version 2.0.1.18
#profile fp40
#program main
#semantic texture3do
#semantic textureS3o1
#semantic textureS3o2
#semantic noiseMap
#semantic specularMap
#semantic reflectMap
#semantic isS3o
#semantic life
#var sampler2D texture3do : : texunit 5 : -1 : 1
#var sampler2D textureS3o1 : : texunit 1 : -1 : 1
#var sampler2D textureS3o2 : : texunit 2 : -1 : 1
#var sampler2D noiseMap : : texunit 0 : -1 : 1
#var samplerCUBE specularMap : : texunit 3 : -1 : 1
#var samplerCUBE reflectMap : : texunit 4 : -1 : 1
#var bool isS3o : : c[0] : -1 : 1
#var float life : : c[1] : -1 : 1
#var float opac : : : -1 : 0
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : $vin.TEX1 : TEX1 : -1 : 1
#var float4 gl_TexCoord[2] : $vin.TEX2 : TEX2 : -1 : 1
#var float4 gl_TexCoord[3] : $vin.TEX3 : TEX3 : -1 : 1
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float4 gl_Color : $vin.COLOR : COL0 : -1 : 1
#var float4 gl_SecondaryColor : $vin.COLOR1 : COL1 : -1 : 1
#const c[2] = 2 4 1 -2.5
#const c[3] = 1.4 0.40000001 3 0.25
PARAM c[4] = { program.local[0..1],
{ 2, 4, 1, -2.5 },
{ 1.4, 0.40000001, 3, 0.25 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MOVXC RC.x, c[0];
TEX R1.x, fragment.texcoord[3], texture[0], 2D;
IF NE.x;
TEX R2, fragment.texcoord[0], texture[1], 2D;
ADDR R1.yzw, -R2.xxyz, fragment.color.primary.xxyz;
DP3R R0.x, fragment.texcoord[1], fragment.texcoord[1];
RSQR R0.x, R0.x;
MULR R0.xyz, R0.x, fragment.texcoord[1];
DP3R R0.w, R0, fragment.texcoord[2];
MULR R0.xyz, R0, R0.w;
MADR R0.xyz, -R0, c[2].x, fragment.texcoord[2];
TEX R3.xyz, R0, texture[4], CUBE;
MADR R2.xyz, R2.w, R1.yzww, R2;
ADDR R1.yzw, R3.xxyz, -fragment.color.secondary.xxyz;
TEX R3.xyz, R0, texture[3], CUBE;
TEX R0.xyw, fragment.texcoord[0], texture[2], 2D;
MULR R3.xyz, R0.y, R3;
MADR R1.yzw, R0.y, R1, fragment.color.secondary.xxyz;
MULR R3.xyz, R3, c[2].y;
ADDR R0.xyz, R0.x, R1.yzww;
MADR oCol.xyz, R2, R0, R3;
MOVR oCol.w, R0;
ELSE;
DP3R R0.x, fragment.texcoord[1], fragment.texcoord[1];
RSQR R0.x, R0.x;
MULR R0.xyz, R0.x, fragment.texcoord[1];
DP3R R0.w, R0, fragment.texcoord[2];
MULR R0.xyz, R0, R0.w;
MADR R0.xyz, -R0, c[2].x, fragment.texcoord[2];
TEX R3.xyz, R0, texture[4], CUBE;
TEX R2.xyz, R0, texture[3], CUBE;
TEX R0, fragment.texcoord[0], texture[5], 2D;
MULR R2.xyz, R0.w, R2;
ADDR R3.xyz, R3, -fragment.color.secondary;
MULR R2.xyz, R2, c[2].y;
MADR R3.xyz, R0.w, R3, fragment.color.secondary;
MADR oCol.xyz, R0, R3, R2;
MOVR oCol.w, c[2].z;
ENDIF;
MOVR R0.xyz, c[3].xzww;
MADR R0.w, R0.x, c[1].x, -R1.x;
ADDR R0.w, R0, -c[3].y;
MULR_SAT R1.y, R0.w, c[2].w;
MULR R0.w, R1.y, R1.y;
MADR R1.y, -R1, c[2].x, R0;
MULR R0.y, R0.x, c[1].x;
MULR R0.x, R0.w, R1.y;
SGTRC HC.x, R0.y, R1;
MULR R0.w(NE.x), oCol, R0.x;
MADR R0.xyz, R0.z, c[1].x, oCol;
MOVR oCol, R0;
END
# 51 instructions, 4 R-regs, 0 H-regs
LUARULES-DRAW (GADGETS)
Loading LuaGaia
Finalizing...
Spring 0.76b1
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
LuaUI: bound F11 to the widget selector
LuaUI: bound CTRL+F11 to tweak mode
Failed to load: gui_reclaiminfo.lua (duplicate name)
Failed to load: init_start_point_remover.lua (duplicate name)
ahoj
Loaded widget: MexUpg Helper <helper.lua>
Loaded widget: HealthBars <unit_healthbars.lua>
Reloaded ctrlpanel with: LuaUI/Configs/ctrlpanel.txt
Loaded widget: BA Layout <gui_ba_layout.lua>
Loaded widget: DGunLimit <gui_limit_dgun.lua>
Loaded widget: BuildETA <gui_build_eta.lua>
Loaded widget: Defense Range v3.4 <gui_defenserange.lua>
Loaded widget: Auto group <unit_auto_group.lua>
Loaded widget: DoLine <cmd_doline.lua>
Loaded widget: ReclaimInfo <gui_reclaiminfo.lua>
Loaded widget: DontMove <unit_dontmove.lua>
Loaded widget: ShareUnits <cmd_shareunits.lua>
Loaded widget: FactoryGuard <unit_factory_guard.lua>
Set ReflectiveWater to 0
Set Shadows to 0
Advanced shading disabled
Loaded widget: FPSManager <FPSManager.lua>
Loaded widget: Stockpiler <unit_stockpile.lua>
Loaded widget: ImmobileBuilder <unit_immobile_buider.lua>
Loaded widget: Transportation Assister <unit_transport_assist.lua>
Loaded widget: MetalMakers <unit_metal_maker.lua>
Loaded widget: UnitGroups v5.1 <gui_unitgroups5_1.lua>
Loaded widget: Factory Auto-Repeat <cmd_factory_repeat.lua>
Loaded widget: Start Point Remover <init_start_point_remover.lua>
Loaded widget: Stall Assist <cmd_stall_assist.lua>
Loaded widget: Rank Icons <gui_xp.lua>
Loaded widget: HighlightUnit <gui_hilight_unit.lua>
Loaded widget: Select n Center! <gui_center_n_select.lua>
Loaded widget: LupsManager <gfx_lups_manager.lua>
LUPS->UnitJitter: criticle shader error: Fragment info
-------------
(12) : warning C7050: "gl_FragColor.z" might be used before being initialized
Internal error: assembly compile error for fragment shader at offset 1131:
-- error message --
line 37, column 30: error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 2.0.0018, build date Dec 11 2007
# command line args:
#vendor NVIDIA Corporation
#version 2.0.1.18
#profile fp40
#program main
#semantic noiseMap
#semantic life
#var sampler2D noiseMap : : texunit 0 : -1 : 1
#var float life : : c[0] : -1 : 1
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float4 gl_FragCoord : $vin.WPOS : WPOS : -1 : 1
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : : : -1 : 0
#var float4 gl_TexCoord[2] : : : -1 : 0
#var float4 gl_TexCoord[3] : : : -1 : 0
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#const c[1] = 0.039999999 0.5
PARAM c[2] = { program.local[0],
{ 0.039999999, 0.5 } };
TEMP R0;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
TEX R0.xy, fragment.texcoord[0], texture[0], 2D;
ADDR R0.xy, R0, -c[1].y;
MULR R0.xy, R0, c[0].x;
MOVR R0.w, c[1].x;
MULR R0.xy, R0, c[1].x;
MOVR R0.z, fragment.position;
MOVR oCol.xyw, R0.xyzz;
MADR oCol.z, R0.w, -c[0].x, oCol;
END
# 8 instructions, 1 R-regs, 0 H-regs
LUPS->UnitCloaker: criticle shader error: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 3142:
-- error message --
line 97, column 19: error: variable not valid as a source register
line 98, column 29: error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 2.0.0018, build date Dec 11 2007
# command line args:
#vendor NVIDIA Corporation
#version 2.0.1.18
#profile fp40
#program main
#semantic texture3do
#semantic textureS3o1
#semantic textureS3o2
#semantic noiseMap
#semantic specularMap
#semantic reflectMap
#semantic isS3o
#semantic life
#var sampler2D texture3do : : texunit 5 : -1 : 1
#var sampler2D textureS3o1 : : texunit 1 : -1 : 1
#var sampler2D textureS3o2 : : texunit 2 : -1 : 1
#var sampler2D noiseMap : : texunit 0 : -1 : 1
#var samplerCUBE specularMap : : texunit 3 : -1 : 1
#var samplerCUBE reflectMap : : texunit 4 : -1 : 1
#var bool isS3o : : c[0] : -1 : 1
#var float life : : c[1] : -1 : 1
#var float opac : : : -1 : 0
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : $vin.TEX1 : TEX1 : -1 : 1
#var float4 gl_TexCoord[2] : $vin.TEX2 : TEX2 : -1 : 1
#var float4 gl_TexCoord[3] : $vin.TEX3 : TEX3 : -1 : 1
#var float4 gl_TexCoord[4] : : : -1 : 0
#var float4 gl_TexCoord[5] : : : -1 : 0
#var float4 gl_TexCoord[6] : : : -1 : 0
#var float4 gl_TexCoord[7] : : : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float4 gl_Color : $vin.COLOR : COL0 : -1 : 1
#var float4 gl_SecondaryColor : $vin.COLOR1 : COL1 : -1 : 1
#const c[2] = 2 4 1 -2.5
#const c[3] = 1.4 0.40000001 3 0.25
PARAM c[4] = { program.local[0..1],
{ 2, 4, 1, -2.5 },
{ 1.4, 0.40000001, 3, 0.25 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MOVXC RC.x, c[0];
TEX R1.x, fragment.texcoord[3], texture[0], 2D;
IF NE.x;
TEX R2, fragment.texcoord[0], texture[1], 2D;
ADDR R1.yzw, -R2.xxyz, fragment.color.primary.xxyz;
DP3R R0.x, fragment.texcoord[1], fragment.texcoord[1];
RSQR R0.x, R0.x;
MULR R0.xyz, R0.x, fragment.texcoord[1];
DP3R R0.w, R0, fragment.texcoord[2];
MULR R0.xyz, R0, R0.w;
MADR R0.xyz, -R0, c[2].x, fragment.texcoord[2];
TEX R3.xyz, R0, texture[4], CUBE;
MADR R2.xyz, R2.w, R1.yzww, R2;
ADDR R1.yzw, R3.xxyz, -fragment.color.secondary.xxyz;
TEX R3.xyz, R0, texture[3], CUBE;
TEX R0.xyw, fragment.texcoord[0], texture[2], 2D;
MULR R3.xyz, R0.y, R3;
MADR R1.yzw, R0.y, R1, fragment.color.secondary.xxyz;
MULR R3.xyz, R3, c[2].y;
ADDR R0.xyz, R0.x, R1.yzww;
MADR oCol.xyz, R2, R0, R3;
MOVR oCol.w, R0;
ELSE;
DP3R R0.x, fragment.texcoord[1], fragment.texcoord[1];
RSQR R0.x, R0.x;
MULR R0.xyz, R0.x, fragment.texcoord[1];
DP3R R0.w, R0, fragment.texcoord[2];
MULR R0.xyz, R0, R0.w;
MADR R0.xyz, -R0, c[2].x, fragment.texcoord[2];
TEX R3.xyz, R0, texture[4], CUBE;
TEX R2.xyz, R0, texture[3], CUBE;
TEX R0, fragment.texcoord[0], texture[5], 2D;
MULR R2.xyz, R0.w, R2;
ADDR R3.xyz, R3, -fragment.color.secondary;
MULR R2.xyz, R2, c[2].y;
MADR R3.xyz, R0.w, R3, fragment.color.secondary;
MADR oCol.xyz, R0, R3, R2;
MOVR oCol.w, c[2].z;
ENDIF;
MOVR R0.xyz, c[3].xzww;
MADR R0.w, R0.x, c[1].x, -R1.x;
ADDR R0.w, R0, -c[3].y;
MULR_SAT R1.y, R0.w, c[2].w;
MULR R0.w, R1.y, R1.y;
MADR R1.y, -R1, c[2].x, R0;
MULR R0.y, R0.x, c[1].x;
MULR R0.x, R0.w, R1.y;
SGTRC HC.x, R0.y, R1;
MULR R0.w(NE.x), oCol, R0.x;
MADR R0.xyz, R0.z, c[1].x, oCol;
MOVR oCol, R0;
END
# 51 instructions, 4 R-regs, 0 H-regs
Loaded widget: Lups <lups_wrapper.lua>
Loaded widget: CustomFormations <unit_customformations.lua>
LuaUI v0.2
Client connected on slot 2
Client connected on slot 5
Player Peregrine joined as 4
Player [BLC]Stalag_13 joined as 0
[[BLC]Stalag_13] ringing
Player [ITA]falk81 joined as 12
Player macieju joined as 10
Player [x]BigMac joined as 1
Player OwNeD joined as 8
Upgrade pairs registered
Player [x]very_bad_soldier joined as 2
Player Valor joined as 9
OwNeD added point: Start 7
[x]BigMac added point: Start 0
Player Kros24 joined as 3
Player reset_99 joined as 11
Kros24 added point: Start 2
Player Seb222 joined as 7
OwNeD added point: Start 7
Advanced shading enabled
OwNeD added point: Start 7
[x]BigMac added point: Start 0
Player [NECRO]Lord joined as 6
Seb222 added point: Start 6
Seb222 added point: Start 6
[x]very_bad_soldier added point: Start 1
Set Shadows to 1
Kros24 added point: Start 2
Seb222 added point: Start 6
OwNeD added point: Start 7
[x]very_bad_soldier added point: Start 1
Kros24 added point: Start 2
Kros24 added point: Start 2
OwNeD added point: Start 7
Set ReflectiveWater to 1
OwNeD added point: Start 7
OwNeD added point: Start 7
OwNeD added point: Start 7
Set Shadows to 1
/info
Sorting roster by Allies
Set ReflectiveWater to 3
Kros24 added point: start here
macieju added point: Start 9
Set Shadows to 4096
[x]very_bad_soldier added point: Start 1
[x]very_bad_soldier added point: Start 1
[x]very_bad_soldier added point: Start 1
macieju added point: Start 9
macieju added point: Start 9
macieju added point: Start 9
<Seb222> Allies: i rush t2
macieju added point: Start 9
macieju added point: Start 9
Kros24 added point: Start 2
Kros24 added point: Start 2
macieju added point: Start 9
<Seb222> Allies: go on top macieju
Player t3 joined as 5
macieju added point: Start 9
<Seb222> Allies: ty i take 3 mexes only
<t3> shit stuck with frontlines
GameID: 37adff47aeb998fb339fd608fcdaa2c5
Buildings set to face West
macieju added point: tyle te 3 ci potrzebne?
<Seb222> Allies: ?
<Seb222> Allies: i dont understand
macieju added point: only 3 you need?
<Seb222> Allies: ya
<t3> this game is gonnae get laggy
<Peregrine> looks like it...
<t3> since some fucktard put autolock 12 and not 10
<t3> yes nad it's all kros24's fault
OwNeD added point: wtf?^!
No response from macieju for frame 5652
Delayed response from macieju for frame 5652 (current 5959)
<t3> it's already laggy
<Seb222> Allies: you will see
No response from macieju for frame 6053
Delayed response from macieju for frame 5890 (current 6374)
<macieju> fuking lag -.-
Player macieju left
Lost connection to macieju
Lost connection to player 10 (timeout)
[[BLC]Stalag_13] macieju has left lobby
<Seb222> Allies: mmmmmh
<Seb222> .take
Team9 (macieju) lived up to their reputation
Loading: LuaUI\Widgets\gui_selbuttons.lua
<Seb222> Allies: who need t2
<Seb222> Allies: i give
<t3> this game is fal
<t3> fail*
Flash is being attacked
Flash is being attacked
[x]very_bad_soldier added point:
<t3> lol PHAIL
Spring 0.76b1 has crashed.
Exception: Access violation (0xc0000005)
Exception Address: 0x77baf897
DLL information:
0x00400000 spring
0x77b80000 ntdll
0x76b90000 kernel32
0x77640000 ADVAPI32
0x77520000 RPCRT4
0x75d30000 Secur32
0x742a0000 dsound
0x770b0000 msvcrt
0x77710000 USER32
0x77310000 GDI32
0x76f60000 ole32
0x753d0000 WINMM
0x773a0000 OLEAUT32
0x75390000 OLEACC
0x750d0000 POWRPROF
0x75050000 GLU32
0x71970000 OPENGL32
0x752a0000 DDRAW
0x75810000 DCIMAN32
0x75d90000 SETUPAPI
0x75800000 dwmapi
0x76ca0000 IMAGEHLP
0x75930000 WSOCK32
0x77610000 WS2_32
0x75f20000 NSI
0x6ed80000 glew32
0x10000000 SDL
0x7c340000 MSVCR71
0x01550000 DevIL
0x66fc0000 freetype6
0x61b80000 zlib1
0x00020000 ILU
0x771f0000 IMM32
0x76cd0000 MSCTF
0x76da0000 LPK
0x76ee0000 USP10
0x743a0000 uxtheme
0x77160000 CLBCatQ
0x00ea0000 winphook
0x69500000 nvoglv32
0x74970000 mswsock
0x749d0000 wshtcpip
0x18800000 RTSUltraMonHookX32
0x737e0000 MMDevApi
0x77430000 SHLWAPI
0x755f0000 comctl32
0x75830000 WINTRUST
0x75960000 CRYPT32
0x75c90000 MSASN1
0x75940000 USERENV
0x74250000 AUDIOSES
0x73540000 audioeng
0x772f0000 PSAPI
0x737d0000 AVRT
0x71770000 dbghelp
Stacktrace:
(0) C:\Windows\SysWOW64\ntdll.dll(RtlTryEnterCriticalSection+0x301) [0x77BAF897]
(1) C:\Windows\SysWOW64\ntdll.dll(RtlDeactivateActivationContextUnsafeFast+0xbbd0) [0x77BAF26C]
(2) C:\Windows\syswow64\kernel32.dll(HeapFree+0x14) [0x76C13593]
(3) C:\Windows\syswow64\msvcrt.dll(free+0x39) [0x770B9D6B]
(4) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x1ee9d0) [0x007A32A0]
(5) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x1e3d21) [0x007985F1]
(6) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x24657) [0x005D8F27]
(7) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x4008a) [0x005F495A]
(8) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x41f7b) [0x005F684B]
(9) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x2a11e9) [0x00855AB9]
(10) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x2aa438) [0x0085ED08]
(11) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x2aa80e) [0x0085F0DE]
(12) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x2aaa46) [0x0085F316]
(13) D:\GAMES\Spring\spring.exe(UnitDef_GetBuildOption+0x3a8a39) [0x0095D309]
(14) D:\GAMES\Spring\spring.exe [0x004010A7]
(15) D:\GAMES\Spring\spring.exe [0x00401123]
(16) C:\Windows\syswow64\kernel32.dll(BaseThreadInitThunk+0xe) [0x76C1E3F3]
(17) C:\Windows\SysWOW64\ntdll.dll(RtlCreateUserProcess+0x8c) [0x77BFCFED]
(18) C:\Windows\SysWOW64\ntdll.dll(RtlCreateProcessParameters+0x4e) [0x77BFD1FF]