Tried to run it, but I get a runtime error. RunClient.cmd, RunServer.cmd and TDC.exe give the same error. The editors work.


Code:
An Runtime error 201 ( Range check error ) had occurred in function    $00469364  TWINDOW__RECALCSCROLLPPOS,  line 816 of game_Gui.pas (Address  $00469364) :

Function call trace: 
  $00469364  TWINDOW__RECALCSCROLLPPOS,  line 816 of game_Gui.pas
  $00469F25  TWINDOW__ADDGUITEXT,  line 1067 of game_Gui.pas
  $00469F81  TWINDOW__SETGUITEXT,  line 1084 of game_Gui.pas
  $0046913B  TGUIHANDLE__SETGUITEXT,  line 754 of game_Gui.pas
  $00467B5C  SCREENBUTTONCLICK,  line 440 of game_Frontend.pas
  $0041B5E5  BUILDSETTINGSMENUTAB,  line 914 of tdc_game.pas
  $00417609  MAKEGUI,  line 2519 of tdc_game.pas
  $00421FA6  LOADGAME,  line 3672 of tdc_game.pas
  $00468C93  FRONTENDEXIT,  line 664 of game_Frontend.pas
  $00468C1F  FRONTENDENTER,  line 650 of game_Frontend.pas
  $0042229B  LOADED,  line 3764 of tdc_game.pas
  $004416E4  TBASE3DENGINE__ENGINE_CONTEXT_CREATED,  line 2966 of Platform.pas
  $00440A88  TWIN32ENGINE__CREATEWINDOWWITHGLCONTEXT,  line 2518 of Platform.pas
  $0044104D  TBASE3DENGINE__CREATERENDERER,  line 2800 of Platform.pas
  $00422923  TDC_GAME_$$_init$,  line 4165 of tdc_game.pas
  $0040DE34
Here's the log file (and I do know this graphics card does support NPOT textures, so the log entry seems weird):
Code:
Debug Log:
>> initializing: Trigger objects
>> initializing: particle struct
>> initializing: Car objects
>> initializing: Actor struct
Tactor instance size 568, TNetwork_packet_actor 10 bytes basic - 6 bytes extended - 48 bits
Tcar instance size 464, TNetwork_packet_vehicle 16 bytes basic - 5 bytes extended 40 bits
TParticle instance size 240, TParticleInstance 25 bytes basic - 0 bytes extended 0 bits
TDC process loaded! Compiled with FreePascal 3.0.4 on: 2020/01/27:09:01:55
Build options: compiler_optimizations off, compiler_io_checks off, compiler_range_checks on, compiler_overflow_checks on, compiler_stack_checks on, compiler_vmc_checks on, compiler_assert_checks on With Debug Symbols 
Running by dejan on ALPACAS
[Engine: Support threads changed from 0 to 4]
>> loading settings
>> settings applied!
>> TDC: graphical engine starting up..
Loaded GL Library: opengl32.dll
>> WinMain - SYSinit..
Creating Window
Window_Handle: 657490
Pixel Format: 11
Color Bits: 32
Depth Bits: 24
Stencil Bits: 8
Pixel Type: 0
SetPixelFormat: 0 GetLastError: 
GL_Rendering_Context: 65536
wglMakeCurrent: 0
WGL Extensions:
WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle 
>> Setting up openGL..
>> setting up GL extensions
Loading Extensions
EXT: SGI Auto Mipmapping is availible!
GL_MAX_TEXTURE_SIZE = 4096
EXT: card supports DXT/S3TC
EXT: NO support for NPOT images!
EXT: Fragment shaders are availible!
EXT: Enumerating texture compression: ($83F0, $83F2, $83F3, $8B90, $8B91, $8B92, $8B93, $8B94, $8B95, $8B96, $8B97, $8B98, $8B99, $9274, $9275, $9276, $9277, $9278, $9279, $9270, $9271, $9272, $9273, $93B0, $93B1, $93B2, $93B3, $93B4, $93B5, $93B6, $93B7, $93B8, $93B9, $93BA, $93BB, $93BC, $93BD, $93D0, $93D1, $93D2, $93D3, $93D4, $93D5, $93D6, $93D7, $93D8, $93D9, $93DA, $93DB, $93DC, $93DD)
>> Renderer: 
OpenGL 4.6.0 NVIDIA 441.87 by NVIDIA Corporation
Device: GeForce GTX 1050/PCIe/SSE2
>> Loading GUI
>> Loading Background Mesh...
>> Creating FRONTEND...
[ENGINE] Screen resolution switched to: 800 600 Screen 0 FS 0
>> Frontend Created.
>> LOADING GAME
>> Creating GUI...
new screen 0
Enumerating display: \\.\Display1