Try grabbing the latest 'test' istaria.exe and overwrite yours: http://community.istaria.com/forum/s...63-Test-Client
I believe one of the issues this would fix is the infamous crash at login. If I recall, there was a bug for folks who had there graphics settings on minimum, but the game was trying to load a low quality version of the graphics, which did not exist, thus the crash. The debug log, seems to be crashing while loading graphics, which makes me think that. The ones who I think didn't get those crashes, were those that had their graphic performance above minimum. I'm not sure if it was the Graphic Detail or the Texture detail that was the issue (set at minimum).
If still no luck, try making a backup of your prefs first. Then reset 'Global Prefs' from the troubleshoot button (Not character, but Global). This will reset your ClientPrefs_Graphic.def.
By the way, the link to the .exe file is the same as from previous posts, but it is now on the 3rd update. So even if you might have updated it once before, can't hurt to try again.
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A drastic last resort, is this experiment you can try. While I don't normally recommend swapping ClientPrefs_Graphic.def between computers, here is a copy of mine, that has the details set on max. Maybe if you make a backup of yours first, then replace with this, might also get you in the game. And of course a support ticket if all else fails. Good luck!
You may not need to copy the entire code. I am thinking that the first two lines might be the key (int globalGraphicDetail = 2 and int globalTextureDetail = 2) .
Also the latest test istaria.exe puts many more checks around where it crashes. So might get better debug logs as well.
Code:
TClientGraphicPrefs
{
int globalGraphicDetail = 2
int globalTextureDetail = 2
int screenResolution = 10
int maxFullCharacters = 20
bool displayFullRemoteCharItems = true
int maxCharLOD = 0
int mainWinSizeX = 1440
int mainWinSizeY = 848
int mainWinPosX = 1
int mainWinPosY = 2
int debugWinPosX = 200
int debugWinPosY = 200
bool fullscreen = false
float loadDist = 274.67532
float unloadDist = 424.67532
float terrainLoadDist = 922.07794
float terrainUnloadDist = 972.07794
bool terrainTimeSlice = true
bool terrainLodEnabled = true
int terrainLODTextureRes = 128
float terrainLodSwitchDist = 386.03897
int terrainLodGeomRes = 25
int terrainTextureDetail = 32
float chunkLoadTimeStep = 0.003
int terrainLines = 0
bool plotLines = true
bool clutterEnabled = false
float clutterDistMult = 5
float fogStartDist = 347.43506
float fogEndDist = 772.07794
float fieldOfView = 90
float camZoomMaxSpeed = 15
float camZoomAccel = 40
float mouseWheelZoomMaxSpeed = 60
float mouseWheelZoomAccel = 180
float mouseWheelZoomDamping = 30
float camPitchMaxSpeed = 60
float camPitchAccel = 120
float camYawMaxSpeed = 90
float camYawAccel = 360
bool turnToSidestepInMouselook = true
float keyboardFreeLookSpeedUpMult = 4
bool invertPitch = false
bool firstPersonRotationSmoothing = false
float firstPersonRotationSmoothingTension = 9.5
float firstPersonFieldOfView = 90
float firstPersonVerticalRangeOfView = 160
float firstPersonHorizontalRangeOfView = 180
bool firstPersonCombatAutoTargeting = true
float mouseLookSpeed = 1.05
int numMouseFilterPositions = 2
float yawAutoPanSpeed = 3
bool headBobbingEnabled = false
bool headBobbingInCombatOnlyEnabled = true
float thirdPersonLookAtPitchOffset = 0
float thirdPersonCameraFollowTension = 7
float thirdPersonVerticalRangeOfView = 140
float thirdPersonFieldOfView = 90
bool thirdPersonInvertYaw = false
bool enableCameraCollision = true
int currentCameraMode = 1
bool enableCameraSnapback = false
bool noRotateThirdPersonCameraWithCharacter = false
bool displayHandItemsInFirstPerson = false
bool displayHandItemsInFirstPersonCombatOnly = true
bool charCreationWithNormalCamera = false
bool useMouseForMouseFreeLook = true
vector fogColor = 0, 0, 0
vector lightDiffuseColor = 1, 1, 1
vector lightAmbientColor = 0.5, 0.5, 0.5
vector lightDirection = 0, 0, -1
bool backfaceCullingEnabled = true
string defaultSkyDome = "default_skydome.ent"
bool celestialLighting = false
float globalMipmapBias = 0
bool enableMouseOver = true
bool selectionGlow = false
bool selectionBrackets = true
string selectionEnt = "selection_godray.ent"
bool autoSelectAttacker = true
bool gammaEnabled = true
float renderGamma = 1.3
float renderBrightness = 0
float renderOverBright = 1.3
vector defaultObjectColor = 0.3, 0.3, 0.3
bool lodEnabled = true
bool charactersEnabled = true
bool charLODEnabled = true
bool charFrameSkipEnabled = true
bool charTextureLODenabled = true
int charTextureLOD = 1
float charTextureLODdist = 15
float textureLODScale = 2
bool visMgrEnabled = true
bool visMgrTerrainEnabled = true
bool displayWorldCoastline = true
bool renderedTexturesEnabled = true
int displayShadowDetail = 0
bool enableBackBufferCopy = false
bool consolidateDefaultAttributes = true
bool globalShareShaders = true
float hydroFadeDistance = 2
float decalFadeDistance = 30
bool decalsEnabled = true
bool clothSimEnabled = false
bool useLowestLevelShader = false
bool globalReflectMapEnabled = false
int globalReflectMapUpdateInterval = 10
bool useGlobalReflectDebugMaps = false
int maxTextureSize = 2048
bool effectsOn = true
float effectMaxLoadRange = 50
bool environmentSystemLightingSystemOff = false
bool environmentSystem = false
bool environmentSystemDebug = false
bool combatFloatingNumbers = true
bool combatRegenFloatingNumbers = true
bool combatFloatingActions = true
bool combatFlashing = true
bool combatSpellEffects = true
bool combatSpellEffectsChangeStage = true
bool flipCharacterUVs = false
bool OnlyUserLight = false
bool CharacterLights = true
string floatingFont = "GaramondMed"
int floatingFontSize = 16
float nightTimeSlider = 0.5
int playerLightSources = 1
float effectMaxRange = 250
float effectMinRange = 75
int renderBitsAlpha = 0
int renderBitsDepth = 24
int renderBitsColor = 24
int renderBitsStencil = 0
bool enableObjectFading = false
int screenResolutionW = 1440
int screenResolutionH = 900
int minimumTextureLevel = 0
int minimumCharTextureLevel = 0
}