Okay, @ArThor, I popped back into Windows, and here's the output that I get, I believe:
Console output:
C:\Users\Ian\Desktop\WoAV\DogAndRocket\WOA_V_.4\Release>WOA_V
GL Version: Major: 4 Minor: 5
GLSL Version: 4.50 NVIDIA
[Many blank lines later]
Unhandled Exception: System.FormatException: Input string was not in a correct f
ormat.
at System.Number.ParseSingle(String value, NumberStyles options, NumberFormat
Info numfmt)
at WOA_V.Game.SaveLoad.LoadAliens(String path)
at WOA_V.States.GameState.Init()
at WOA_V.States.GameState.UpdateLogic(Single secondsIn)
at Framework.Application.ApplicationLogic(Object sender, FrameEventArgs e)
at WOA_V.WOA_V.ApplicationLogic(Object sender, FrameEventArgs e)
at System.EventHandler`1.Invoke(Object sender, TEventArgs e)
at OpenTK.GameWindow.OnRenderFrame(FrameEventArgs e)
at Framework.OpenGL4Window.OnRenderFrame(FrameEventArgs e)
at OpenTK.GameWindow.RaiseRenderFrame(Double elapsed, Double& timestamp)
at OpenTK.GameWindow.DispatchUpdateAndRenderFrame(Object sender, EventArgs e)
at OpenTK.GameWindow.Run(Double updates_per_second, Double frames_per_second)
at Framework.Application.Run()
at WOA_V.Program.Main(String[] args)
GLDebug.txt:
QuoteDebugSourceApi DebugTypeOther 131185 DebugSeverityNotification Buffer detailed info: Buffer object 31 (bound to GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING_ARB (0), and GL_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.