logfile opened on Tue Sep 15 00:57:50 2009 ----- Client Initialization ----- ----- Initializing Renderer ---- Loading "rendererGL.dll"...done Calling GetRefAPI... GetRefAPI() ------------------------------- QKEY found. ----- Client Initialization Complete ----- ----- R_Init ----- Warning: cvar "r_uifullscreen" given initial values: "1" and "0" SDL_Init( SDL_INIT_VIDEO )... SDL using driver "windib" Initializing OpenGL display Estimated display aspect: 1.600 ...setting mode -1: 1920 1200 Using 8/8/8 Color bits, 24 depth, 8 stencil display. ...initializing QGL Available modes: '1920x1200 320x200 640x400 1280x800 1440x900 1680x1050 1280x768 720x480 640x432 848x480 1360x768 1280x720 1920x1080 320x240 400x300 512x384 640x480 800x600 1024x768 1152x864 1280x960 1600x1200 1360x1024 720x576 1280x1024' GL_RENDERER: ATI Radeon HD 4800 Series Initializing OpenGL extensions ...using GL_ARB_multitexture ...using GL_ARB_depth_texture ...using GL_ARB_texture_cube_map ...using GL_ARB_vertex_program ...using GL_ARB_vertex_buffer_object ...using GL_ARB_occlusion_query ...using GL_ARB_shader_objects ...using GL_ARB_vertex_shader ...using GL_ARB_fragment_shader ...using GL_ARB_shading_language_100 ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_draw_buffers ...using GL_ARB_half_float_pixel ...using GL_ARB_texture_float ...ignoring GL_ARB_texture_compression ...using GL_ARB_vertex_array_object ...ignoring GL_EXT_texture_compression_s3tc ...using GL_EXT_texture3D ...using GL_EXT_stencil_wrap ...using GL_EXT_texture_filter_anisotropic ...GL_EXT_stencil_two_side not found ...GL_EXT_depth_bounds_test not found ...using GL_EXT_framebuffer_object ...using GL_EXT_packed_depth_stencil ...using GL_EXT_framebuffer_blit ...GL_EXTX_framebuffer_mixed_formats not found ...using GL_ATI_separate_stencil ...using GL_SGIS_generate_mipmap ------- Input Initialization ------- Joystick is not active. ------------------------------------ GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon HD 4800 Series GL_VERSION: 2.1.8870 GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced 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_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_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_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 8 GL_SHADING_LANGUAGE_VERSION_ARB: 1.40 GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 1024 GL_MAX_VARYING_FLOATS_ARB 64 GL_MAX_VERTEX_ATTRIBS_ARB 16 32 occlusion query bits GL_MAX_DRAW_BUFFERS_ARB: 8 GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000 GL_MAX_RENDERBUFFER_SIZE_EXT: 8192 GL_MAX_COLOR_ATTACHMENTS_EXT: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 Using ATI DirectX 10 hardware features Using GPU vertex skinning with max 54 bones in a single pass ------- GLSL_InitGPUShaders ------- ^1------- GPU shader ------- ...loading 'glsl/genericSingle_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/genericSingle_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaGen' ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_TCGen_Environment' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_entity_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_entity_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightDir' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_world_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_world_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1------- GPU shader ------- ...loading 'glsl/deluxeMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deluxeMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DeluxeMap' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/depthFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthTest_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthTest_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthToColor_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthToColor_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1------- GPU shader ------- ...loading 'glsl/shadowExtrude_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowExtrude_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/shadowFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightParallel' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_post_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_post_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightVolume_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightVolume_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/deferredShadowing_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deferredShadowing_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_ShadowMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_CB_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_CB_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/refraction_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/refraction_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_RefractionIndex' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/dispersion_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/dispersion_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_EtaRatio' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/skybox_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/skybox_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/heatHaze_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/heatHaze_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DeformMagnitude' ^1active uniform: 'u_ModelViewMatrixTranspose' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_ProjectionMatrixTranspose' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ContrastMap' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/bloom_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/bloom_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/contrast_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/contrast_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurX_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurX_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurY_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurY_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/rotoscope_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/rotoscope_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/cameraEffects_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/cameraEffects_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_GrainMap' ^1active uniform: 'u_VignetteMap' ^1------- GPU shader ------- ...loading 'glsl/screen_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screen_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/portal_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/portal_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalRange' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/liquid_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/liquid_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalScale' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_PortalMap' ^1------- GPU shader ------- ...loading 'glsl/uniformFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/uniformFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/volumetricFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/volumetricFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_DepthMapBack' ^1active uniform: 'u_DepthMapFront' ^1------- GPU shader ------- ...loading 'glsl/screenSpaceAmbientOcclusion_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screenSpaceAmbientOcclusion_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/depthOfField_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthOfField_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/toneMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/toneMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_HDRAverageLuminance' ^1active uniform: 'u_HDRKey' ^1active uniform: 'u_HDRMaxLuminance' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/debugShadowMap_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/debugShadowMap_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ShadowMap' GLSL shaders load time = 1.26 seconds ------- R_InitImages ------- ^1performing gamma clamp. ------- R_InitFBOs ------- ------- R_InitVBOs ------- ----- CreateInternalShaders ----- ----- ScanAndLoadGuideFiles ----- ^3WARNING: no shader guide files found ----- ScanAndLoadShaderFiles ----- ^1Found 81 materials ^1...loading 'materials/bja_mapobject.mtr' ^1...loading 'materials/blend2xmap.mtr' ^1...loading 'materials/common.mtr' ^1...loading 'materials/cursors.mtr' ^1...loading 'materials/debris.mtr' ^1...loading 'materials/decals.mtr' ^1...loading 'materials/dersaidin_test.mtr' ^1...loading 'materials/eX.mtr' ^1...loading 'materials/fabz0r.mtr' ^1...loading 'materials/fire.mtr' ^1...loading 'materials/flags.mtr' ^1...loading 'materials/gfx.mtr' ^1...loading 'materials/gfx_hud.mtr' ^1...loading 'materials/gw_mapobject.mtr' ^1...loading 'materials/hipshot_sky.mtr' ^1...loading 'materials/hud.mtr' ^1...loading 'materials/kat_mapobject.mtr' ^1...loading 'materials/kat_q4dm3.mtr' ^1...loading 'materials/lights.mtr' ^1...loading 'materials/mic_mapobject.mtr' ^1...loading 'materials/mic_textures.mtr' ^1...loading 'materials/mikebart_mapobject.mtr' ^1...loading 'materials/models_ppodium.mtr' ^1...loading 'materials/odin_decals.mtr' ^1...loading 'materials/odin_floors.mtr' ^1...loading 'materials/odin_terrain.mtr' ^1...loading 'materials/odin_walls.mtr' ^1...loading 'materials/particles.mtr' ^1...loading 'materials/pk01.mtr' ^1...loading 'materials/player.mtr' ^1...loading 'materials/player_shina.mtr' ^1...loading 'materials/player_visor.mtr' ^1...loading 'materials/player_xsarge.mtr' ^1...loading 'materials/power.mtr' ^1...loading 'materials/powerup_ammo.mtr' ^1...loading 'materials/powerup_armor.mtr' ^1...loading 'materials/powerup_harvester.mtr' ^1...loading 'materials/powerup_health.mtr' ^1...loading 'materials/powerup_holdable.mtr' ^1...loading 'materials/powerup_instant.mtr' ^1...loading 'materials/powerup_kamikaze.mtr' ^1...loading 'materials/q4bolledm2.mtr' ^1...loading 'materials/raedwulf_water.mtr' ^1...loading 'materials/raynorpat.mtr' ^1...loading 'materials/reflex_decals.mtr' ^1...loading 'materials/reflex_layout.mtr' ^1...loading 'materials/reflex_lights.mtr' ^1...loading 'materials/reflex_mapobject.mtr' ^1...loading 'materials/reflex_skies.mtr' ^1...loading 'materials/reflex_special.mtr' ^1...loading 'materials/reflex_ugly.mtr' ^1...loading 'materials/sfx.mtr' ^1...loading 'materials/tables.mtr' ^1...loading 'materials/threads.mtr' ^1...loading 'materials/tr3b_fog.mtr' ^1...loading 'materials/tr3b_lava.mtr' ^1...loading 'materials/tr3b_light.mtr' ^1...loading 'materials/tr3b_parallax.mtr' ^1...loading 'materials/tr3b_sky.mtr' ^1...loading 'materials/tr3b_video.mtr' ^1...loading 'materials/tr3b_water.mtr' ^1...loading 'materials/trak.mtr' ^1...loading 'materials/trak6.mtr' ^1...loading 'materials/trak7.mtr' ^1...loading 'materials/trak8.mtr' ^1...loading 'materials/trak_feudal.mtr' ^1...loading 'materials/ui.mtr' ^1...loading 'materials/weapon_arms.mtr' ^1...loading 'materials/weapon_gauntlet.mtr' ^1...loading 'materials/weapon_grenadel.mtr' ^1...loading 'materials/weapon_lightning.mtr' ^1...loading 'materials/weapon_machinegun.mtr' ^1...loading 'materials/weapon_nailgun.mtr' ^1...loading 'materials/weapon_plasma.mtr' ^1...loading 'materials/weapon_proxmine.mtr' ^1...loading 'materials/weapon_railgun.mtr' ^1...loading 'materials/weapon_rocketl.mtr' ^1...loading 'materials/weapon_shotgun.mtr' ^1...loading 'materials/weave_icons.mtr' ^1...loading 'materials/weaves.mtr' ^1...loading 'materials/zogg_mapobject.mtr' ^1...generating 'jumppadtable', numValues=22 ^1...generating 'sinTable', numValues=256 ^1...generating 'spark_neontable1', numValues=69 ^1...generating 'firewallTable', numValues=34 ^1...table loaded 'sinTable', numValues=256 ^1...generating 'cosTable', numValues=256 ^1...generating 'convexFade', numValues=64 ^1...generating 'concaveFade', numValues=64 ^1...generating 'jitter5', numValues=2 ^1...generating 'jitter5b', numValues=2 ^1...generating 'senetable', numValues=8 ^1...generating 'senetable2', numValues=4 ^1...generating 'senetable3', numValues=14 ^1...generating 'bfgguy_Vtable', numValues=2 ^1...generating 'senescrollightable2', numValues=4 ^1...generating 'flickertable', numValues=2 ^1...generating 'mattyzaptable', numValues=12 ^1...generating 'breathtable', numValues=17 ^1...generating 'testytable', numValues=2 ^1...generating 'embertable', numValues=2 ^1...generating 'xianjittertable', numValues=5 ^1...generating 'xianjittertable_hi', numValues=5 ^1...generating 'xianjittertable_low', numValues=5 ^1...generating 'xray02table', numValues=23 ^1...generating 'senescrollightable', numValues=11 ^1...generating 'senescrollightableA', numValues=11 ^1...generating 'sargetable1', numValues=7 ^1...generating 'sargetable2', numValues=7 ^1...generating 'sargetable3', numValues=7 ^1...generating 'firetable', numValues=17 ^1...generating 'firetable2', numValues=17 ^1...generating 'strobetable', numValues=6 ^1...generating 'blinktable', numValues=2 ^1...generating 'blinksnaptable', numValues=2 ^1...generating 'flashtable', numValues=31 ^1...generating 'neontable1', numValues=69 ^1...generating 'neontable2', numValues=13 ^1...generating 'blinktable2', numValues=4 ^1...generating 'blinktable3', numValues=7 ^1...generating 'blinktable4', numValues=29 ^1...generating 'blasttable', numValues=79 ^1...generating 'stormtable', numValues=93 ^1...generating 'flickerblink', numValues=19 ^1...generating 'acceleratorfade', numValues=2 ^1...generating 'acceleratorflashtable2', numValues=13 ^1...generating 'bathroomtable', numValues=27 ^1...generating 'bathroom2table', numValues=27 ^1...generating 'firelightrot', numValues=14 ^1...generating 'delta1randtable', numValues=7 ^1...generating 'speaker_1', numValues=2 ^1...generating 'blinktable5', numValues=9 ^1...generating 'guiLightTable', numValues=3 ^1...generating 'storm2table', numValues=89 ^1...generating 'storm3table', numValues=89 ^1...generating 'meattable', numValues=44 ^1...generating 'alarmstrobe', numValues=6 ^1...generating 'decomlight1', numValues=30 ^1...generating 'firetable_m', numValues=17 ^1...generating 'eyeblinktable', numValues=49 ^1...generating 'builduplight', numValues=8 ^1...generating 'builduppulse', numValues=9 ^1...generating 'builduppulse2', numValues=1 ^1...generating 'xFlickerLight', numValues=4 ^1...generating 'calRedTable', numValues=3 ^1...generating 'calGreenTable', numValues=3 ^1...generating 'calBlueTable', numValues=3 ^1...generating 'eyestable', numValues=18 ^1...generating 'maggottable', numValues=39 ^1...generating 'revtable', numValues=12 ^1...generating 'rev2table', numValues=12 ^1...generating 'fireballtable', numValues=26 ^1...generating 'death_fade', numValues=2 ^1...generating 'throbtable2', numValues=6 ^1...generating 'vagtable', numValues=34 ^1...generating 'archtable', numValues=7 ^1...generating 'pdfade', numValues=2 ^1...generating 'pdinout', numValues=2 ^1...generating 'pdoutin', numValues=2 ^1...generating 'pdinouthold', numValues=3 ^1...generating 'pdflick', numValues=2 ^1...generating 'pdflick2', numValues=2 ^1...generating 'pdmgflick', numValues=6 ^1...generating 'subtleflick', numValues=2 ^1...generating 'subtleflick2', numValues=2 ^1...generating 'pdscaleTable', numValues=12 ^1...generating 'pdscaleTable2', numValues=4 ^1...generating 'pdscaleTable3', numValues=2 ^1...generating 'pdscaleTable4', numValues=2 ^1...generating 'pdhexTable', numValues=6 ^1...generating 'pdcommTable', numValues=18 ^1...generating 'pdcomm2Table', numValues=18 ^1...generating 'pdquadTable', numValues=4 ^1...generating 'DoomExitTable', numValues=12 ^1...generating 'DoomExitTable2', numValues=24 ^1...generating 'pdhalffade', numValues=2 ^1...generating 'pdquarterfade', numValues=2 ^1...generating 'pdrasterfade', numValues=2 ^1...generating 'pdbarefade', numValues=2 ^1...generating 'pdfullfade', numValues=2 ^1...generating 'pdhr', numValues=2 ^1...generating 'pdStarTable', numValues=12 ^1...generating 'pdLogoTable', numValues=13 ^1...generating 'wavTable', numValues=21 ^1...generating 'hud1', numValues=2 ^1...generating 'hud2', numValues=2 ^1...generating 'hud3', numValues=2 ^1...generating 'snap1', numValues=2 ^1...generating 'snap2', numValues=2 ^1...generating 'ptfullfade', numValues=10 ^1...generating 'ptclouds', numValues=15 ^1...generating 'blood2', numValues=20 ^1...generating 'wrinklepulse', numValues=8 ^1...generating 'specular', numValues=15 ^1...generating 'candle', numValues=27 ^1...generating 'bb', numValues=10 ^1...generating 'firewall', numValues=15 ^1...generating 'lava', numValues=23 ^1...generating 'lightning', numValues=14 ^1...generating 'lightning2', numValues=27 ^1...generating 'reverse', numValues=2 ^1...generating 'teleporter', numValues=32 ^1...generating 'scaletable1', numValues=3 ^1...generating 'scaletable2', numValues=4 ^1...generating 'teleporterfluid', numValues=35 ^1...generating 'eggdrip', numValues=6 ^1...generating 'fadeintable', numValues=2 ^1...generating 'fadeouttable', numValues=2 ^1...generating 'ember1', numValues=21 ^1...generating 'plasmaflashtable', numValues=2 ^1...generating 'plasmaflash2table', numValues=5 ^1...generating 'stripAnim16table', numValues=16 ^1...generating 'dm_cylindertable', numValues=31 ^1...generating 'bfgblast1table', numValues=2 ^1...generating 'bfgblast2table', numValues=2 ^1...generating 'maincontroltable', numValues=6 ^1...generating 'hologram3atable', numValues=19 ^1...generating 'hologram3atable2', numValues=20 ^1...generating 'lavaflicker', numValues=20 ^1...generating 'hellhole_rim1', numValues=4 ^1...generating 'hellhole_rim1a', numValues=4 ^1...generating 'bfg_flare1_scale', numValues=8 ^1...generating 'bfg_flare1_rotate', numValues=8 ^1...generating 'bfg_bluescale', numValues=2 ^1...table loaded 'ptfullfade', numValues=10 ^1...table loaded 'lightning', numValues=14 ^1...table loaded 'lightning2', numValues=27 ^1...table loaded 'ember1', numValues=21 ^1...table loaded 'stripAnim16table', numValues=16 ^1...generating 'threestage', numValues=14 ^1...generating 'elevenstage', numValues=11 ^1...generating 'sixstage', numValues=6 ^1...generating 'slowstart_one_zero', numValues=64 ^1...generating 'faststart_zero_one', numValues=64 ^1...generating 'watersplashscaletable', numValues=64 ^1...generating 'watersplashrgbtable', numValues=11 ^1...generating 's_lightningtable', numValues=22 ^1...generating 's_lightningtable2', numValues=4 ^1...generating 'sosTable', numValues=23 ^1...generating 'scaleTable', numValues=2 ^1...generating 'fadeTable', numValues=2 ^1...generating 'oneThirdTable', numValues=3 ^1...generating 'acceleratorflashtable', numValues=13 ^1...generating 'acceleratortextable', numValues=13 ^1...table loaded 'builduplight', numValues=8 ^1...generating 'builduplight2', numValues=10 ^1...generating 'fadedown', numValues=12 ^1...table loaded 'builduppulse', numValues=9 ^1...table loaded 'builduppulse2', numValues=1 ^1...generating 'xOnlight', numValues=3 ^1...table loaded 'xFlickerLight', numValues=4 ^1...table loaded 'spark_neontable1', numValues=69 ^1...generating 'muzzleflashtable', numValues=15 ^1...generating 'muzzleflashrandom', numValues=7 ^1...generating 'mgscaleTable', numValues=2 ^1...generating 'mgTable', numValues=2 ^1...generating 'scTable', numValues=2 ^1...generating 'bliteTable', numValues=20 ^1...generating 'emptyTable', numValues=8 ^1...generating 'mguiTable', numValues=12 ^1...generating 'table12', numValues=12 ^1...generating 'q2inout', numValues=2 ^1...generating 'q2fade', numValues=2 ^1...generating 'q2firetable2', numValues=17 ^1...generating 'q2mgflick', numValues=6 ^1...generating 'q2scaleTable', numValues=12 ^1...generating 'q2scaleTable2', numValues=4 ^1...generating 'q2scaleTable4', numValues=2 ^1...generating 'q2quarterfade', numValues=2 ^1...generating 'q2halffade', numValues=2 ^1...generating 'q2rasterfade', numValues=2 ^1...generating 'q2StarTable', numValues=12 ^1...generating 'q2LogoTable', numValues=13 ^1...generating 'q2inouthold', numValues=3 ^1...generating 'q2fireballtable', numValues=26 ^1...generating 'q2flick', numValues=2 ^1...generating 'q2flick2', numValues=2 ^1...generating 'q2fullfade', numValues=2 ^1...generating 'q2subtleflick', numValues=2 ^1...generating 'q2table4', numValues=4 ^1...generating 'q2table8', numValues=8 ^1...generating 'q2table12', numValues=12 ^1...generating 'q2table32', numValues=32 ^1...generating 'q2electricaltable1', numValues=22 ^1...generating 'q2blinktable', numValues=2 ^1...generating 'q2sparkstable1', numValues=69 ^1...generating 'q2blueflicker01table', numValues=6 ^1...generating 'q2speedupfade', numValues=2 ^1...generating 'q2flickerblink', numValues=19 ^1...generating 'q2flickertable', numValues=2 ^1...generating 'q2introstrobe', numValues=6 ^1...generating 'q2introambienttable', numValues=70 ^1...generating 'q2boomtable', numValues=79 ^1...generating 'q2muzzleflashtable', numValues=15 ^1...generating 'q2muzzleflashrandom', numValues=7 ^1...generating 'q2rotate90', numValues=4 ^1...generating 'q2iteminout', numValues=2 ^1...generating 'q2staticatable', numValues=4 ^1...table loaded 'jumppadtable', numValues=22 ----- CreateExternalShaders ----- ^1WARNING: lights/squarelight1a.tga not present, using lights/squarelight1a.png instead ^1WARNING: lights/squarelight1.tga not present, using lights/squarelight1.png instead ^1WARNING: lights/round.tga not present, using lights/round.png instead ----- finished R_Init ----- WARNING: reused image gfx/2d/charset-bezerk-plain-rc2.png with mixed glWrapType parm ------ Initializing Sound ------ Allocated 96 sources. OpenAL default capture device is 'Realtek HD Audio Input' OpenAL capture device opened. OpenAL info: Vendor: Creative Labs Inc. Version: 1.1 Renderer: Software AL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX Device: Generic Software Available Devices: Generic Hardware Generic Software Sound initialization successful. -------------------------------- Loading dll file 'ui'. Sys_LoadDll(D:\Code\xreal2\base\uix86.dll)... Sys_LoadDll(D:\Code\xreal2\base\uix86.dll): succeeded ... Sys_LoadDll(ui) found vmMain function at 4001A710 7 arenas parsed 1 arenas ignored to make count divisible by 4 1 bots parsed ^1Couldn't find image file for shader menubacknologo --- Common Initialization Complete --- Winsock Initialized Hostname: dsmain IP: 192.168.2.11 Opening IP6 socket: [::]:27960 WARNING: NET_IP6Socket: socket: WSAEAFNOSUPPORT WARNING: Couldn't bind to a v6 ip address. Opening IP socket: 0.0.0.0:27960 ------ Server Initialization ------ Server: ds-test2 ^1performing gamma clamp. RE_Shutdown( destroyWindow = 0 ) ------- R_ShutdownImages ------- ------- R_ShutdownVBOs ------- ------- R_ShutdownFBOs ------- ------- GLSL_ShutdownGPUShaders ------- Hunk_Clear: reset the hunk ok ----- R_Init ----- Warning: cvar "r_uifullscreen" given initial values: "1" and "0" GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon HD 4800 Series GL_VERSION: 2.1.8870 GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced 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_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_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_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 8 GL_SHADING_LANGUAGE_VERSION_ARB: 1.40 GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 1024 GL_MAX_VARYING_FLOATS_ARB 64 GL_MAX_VERTEX_ATTRIBS_ARB 16 32 occlusion query bits GL_MAX_DRAW_BUFFERS_ARB: 8 GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000 GL_MAX_RENDERBUFFER_SIZE_EXT: 8192 GL_MAX_COLOR_ATTACHMENTS_EXT: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 Using ATI DirectX 10 hardware features Using GPU vertex skinning with max 54 bones in a single pass ------- GLSL_InitGPUShaders ------- ^1------- GPU shader ------- ...loading 'glsl/genericSingle_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/genericSingle_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaGen' ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_TCGen_Environment' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_entity_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_entity_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightDir' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_world_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_world_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1------- GPU shader ------- ...loading 'glsl/deluxeMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deluxeMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DeluxeMap' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/depthFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthTest_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthTest_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthToColor_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthToColor_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1------- GPU shader ------- ...loading 'glsl/shadowExtrude_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowExtrude_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/shadowFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightParallel' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_post_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_post_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightVolume_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightVolume_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/deferredShadowing_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deferredShadowing_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_ShadowMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_CB_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_CB_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/refraction_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/refraction_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_RefractionIndex' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/dispersion_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/dispersion_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_EtaRatio' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/skybox_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/skybox_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/heatHaze_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/heatHaze_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DeformMagnitude' ^1active uniform: 'u_ModelViewMatrixTranspose' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_ProjectionMatrixTranspose' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ContrastMap' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/bloom_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/bloom_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/contrast_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/contrast_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurX_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurX_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurY_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurY_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/rotoscope_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/rotoscope_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/cameraEffects_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/cameraEffects_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_GrainMap' ^1active uniform: 'u_VignetteMap' ^1------- GPU shader ------- ...loading 'glsl/screen_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screen_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/portal_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/portal_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalRange' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/liquid_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/liquid_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalScale' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_PortalMap' ^1------- GPU shader ------- ...loading 'glsl/uniformFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/uniformFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/volumetricFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/volumetricFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_DepthMapBack' ^1active uniform: 'u_DepthMapFront' ^1------- GPU shader ------- ...loading 'glsl/screenSpaceAmbientOcclusion_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screenSpaceAmbientOcclusion_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/depthOfField_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthOfField_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/toneMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/toneMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_HDRAverageLuminance' ^1active uniform: 'u_HDRKey' ^1active uniform: 'u_HDRMaxLuminance' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/debugShadowMap_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/debugShadowMap_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ShadowMap' GLSL shaders load time = 0.68 seconds ------- R_InitImages ------- ^1performing gamma clamp. ------- R_InitFBOs ------- ------- R_InitVBOs ------- ----- CreateInternalShaders ----- ----- ScanAndLoadGuideFiles ----- ^3WARNING: no shader guide files found ----- ScanAndLoadShaderFiles ----- ^1Found 81 materials ^1...loading 'materials/bja_mapobject.mtr' ^1...loading 'materials/blend2xmap.mtr' ^1...loading 'materials/common.mtr' ^1...loading 'materials/cursors.mtr' ^1...loading 'materials/debris.mtr' ^1...loading 'materials/decals.mtr' ^1...loading 'materials/dersaidin_test.mtr' ^1...loading 'materials/eX.mtr' ^1...loading 'materials/fabz0r.mtr' ^1...loading 'materials/fire.mtr' ^1...loading 'materials/flags.mtr' ^1...loading 'materials/gfx.mtr' ^1...loading 'materials/gfx_hud.mtr' ^1...loading 'materials/gw_mapobject.mtr' ^1...loading 'materials/hipshot_sky.mtr' ^1...loading 'materials/hud.mtr' ^1...loading 'materials/kat_mapobject.mtr' ^1...loading 'materials/kat_q4dm3.mtr' ^1...loading 'materials/lights.mtr' ^1...loading 'materials/mic_mapobject.mtr' ^1...loading 'materials/mic_textures.mtr' ^1...loading 'materials/mikebart_mapobject.mtr' ^1...loading 'materials/models_ppodium.mtr' ^1...loading 'materials/odin_decals.mtr' ^1...loading 'materials/odin_floors.mtr' ^1...loading 'materials/odin_terrain.mtr' ^1...loading 'materials/odin_walls.mtr' ^1...loading 'materials/particles.mtr' ^1...loading 'materials/pk01.mtr' ^1...loading 'materials/player.mtr' ^1...loading 'materials/player_shina.mtr' ^1...loading 'materials/player_visor.mtr' ^1...loading 'materials/player_xsarge.mtr' ^1...loading 'materials/power.mtr' ^1...loading 'materials/powerup_ammo.mtr' ^1...loading 'materials/powerup_armor.mtr' ^1...loading 'materials/powerup_harvester.mtr' ^1...loading 'materials/powerup_health.mtr' ^1...loading 'materials/powerup_holdable.mtr' ^1...loading 'materials/powerup_instant.mtr' ^1...loading 'materials/powerup_kamikaze.mtr' ^1...loading 'materials/q4bolledm2.mtr' ^1...loading 'materials/raedwulf_water.mtr' ^1...loading 'materials/raynorpat.mtr' ^1...loading 'materials/reflex_decals.mtr' ^1...loading 'materials/reflex_layout.mtr' ^1...loading 'materials/reflex_lights.mtr' ^1...loading 'materials/reflex_mapobject.mtr' ^1...loading 'materials/reflex_skies.mtr' ^1...loading 'materials/reflex_special.mtr' ^1...loading 'materials/reflex_ugly.mtr' ^1...loading 'materials/sfx.mtr' ^1...loading 'materials/tables.mtr' ^1...loading 'materials/threads.mtr' ^1...loading 'materials/tr3b_fog.mtr' ^1...loading 'materials/tr3b_lava.mtr' ^1...loading 'materials/tr3b_light.mtr' ^1...loading 'materials/tr3b_parallax.mtr' ^1...loading 'materials/tr3b_sky.mtr' ^1...loading 'materials/tr3b_video.mtr' ^1...loading 'materials/tr3b_water.mtr' ^1...loading 'materials/trak.mtr' ^1...loading 'materials/trak6.mtr' ^1...loading 'materials/trak7.mtr' ^1...loading 'materials/trak8.mtr' ^1...loading 'materials/trak_feudal.mtr' ^1...loading 'materials/ui.mtr' ^1...loading 'materials/weapon_arms.mtr' ^1...loading 'materials/weapon_gauntlet.mtr' ^1...loading 'materials/weapon_grenadel.mtr' ^1...loading 'materials/weapon_lightning.mtr' ^1...loading 'materials/weapon_machinegun.mtr' ^1...loading 'materials/weapon_nailgun.mtr' ^1...loading 'materials/weapon_plasma.mtr' ^1...loading 'materials/weapon_proxmine.mtr' ^1...loading 'materials/weapon_railgun.mtr' ^1...loading 'materials/weapon_rocketl.mtr' ^1...loading 'materials/weapon_shotgun.mtr' ^1...loading 'materials/weave_icons.mtr' ^1...loading 'materials/weaves.mtr' ^1...loading 'materials/zogg_mapobject.mtr' ^1...generating 'jumppadtable', numValues=22 ^1...generating 'sinTable', numValues=256 ^1...generating 'spark_neontable1', numValues=69 ^1...generating 'firewallTable', numValues=34 ^1...table loaded 'sinTable', numValues=256 ^1...generating 'cosTable', numValues=256 ^1...generating 'convexFade', numValues=64 ^1...generating 'concaveFade', numValues=64 ^1...generating 'jitter5', numValues=2 ^1...generating 'jitter5b', numValues=2 ^1...generating 'senetable', numValues=8 ^1...generating 'senetable2', numValues=4 ^1...generating 'senetable3', numValues=14 ^1...generating 'bfgguy_Vtable', numValues=2 ^1...generating 'senescrollightable2', numValues=4 ^1...generating 'flickertable', numValues=2 ^1...generating 'mattyzaptable', numValues=12 ^1...generating 'breathtable', numValues=17 ^1...generating 'testytable', numValues=2 ^1...generating 'embertable', numValues=2 ^1...generating 'xianjittertable', numValues=5 ^1...generating 'xianjittertable_hi', numValues=5 ^1...generating 'xianjittertable_low', numValues=5 ^1...generating 'xray02table', numValues=23 ^1...generating 'senescrollightable', numValues=11 ^1...generating 'senescrollightableA', numValues=11 ^1...generating 'sargetable1', numValues=7 ^1...generating 'sargetable2', numValues=7 ^1...generating 'sargetable3', numValues=7 ^1...generating 'firetable', numValues=17 ^1...generating 'firetable2', numValues=17 ^1...generating 'strobetable', numValues=6 ^1...generating 'blinktable', numValues=2 ^1...generating 'blinksnaptable', numValues=2 ^1...generating 'flashtable', numValues=31 ^1...generating 'neontable1', numValues=69 ^1...generating 'neontable2', numValues=13 ^1...generating 'blinktable2', numValues=4 ^1...generating 'blinktable3', numValues=7 ^1...generating 'blinktable4', numValues=29 ^1...generating 'blasttable', numValues=79 ^1...generating 'stormtable', numValues=93 ^1...generating 'flickerblink', numValues=19 ^1...generating 'acceleratorfade', numValues=2 ^1...generating 'acceleratorflashtable2', numValues=13 ^1...generating 'bathroomtable', numValues=27 ^1...generating 'bathroom2table', numValues=27 ^1...generating 'firelightrot', numValues=14 ^1...generating 'delta1randtable', numValues=7 ^1...generating 'speaker_1', numValues=2 ^1...generating 'blinktable5', numValues=9 ^1...generating 'guiLightTable', numValues=3 ^1...generating 'storm2table', numValues=89 ^1...generating 'storm3table', numValues=89 ^1...generating 'meattable', numValues=44 ^1...generating 'alarmstrobe', numValues=6 ^1...generating 'decomlight1', numValues=30 ^1...generating 'firetable_m', numValues=17 ^1...generating 'eyeblinktable', numValues=49 ^1...generating 'builduplight', numValues=8 ^1...generating 'builduppulse', numValues=9 ^1...generating 'builduppulse2', numValues=1 ^1...generating 'xFlickerLight', numValues=4 ^1...generating 'calRedTable', numValues=3 ^1...generating 'calGreenTable', numValues=3 ^1...generating 'calBlueTable', numValues=3 ^1...generating 'eyestable', numValues=18 ^1...generating 'maggottable', numValues=39 ^1...generating 'revtable', numValues=12 ^1...generating 'rev2table', numValues=12 ^1...generating 'fireballtable', numValues=26 ^1...generating 'death_fade', numValues=2 ^1...generating 'throbtable2', numValues=6 ^1...generating 'vagtable', numValues=34 ^1...generating 'archtable', numValues=7 ^1...generating 'pdfade', numValues=2 ^1...generating 'pdinout', numValues=2 ^1...generating 'pdoutin', numValues=2 ^1...generating 'pdinouthold', numValues=3 ^1...generating 'pdflick', numValues=2 ^1...generating 'pdflick2', numValues=2 ^1...generating 'pdmgflick', numValues=6 ^1...generating 'subtleflick', numValues=2 ^1...generating 'subtleflick2', numValues=2 ^1...generating 'pdscaleTable', numValues=12 ^1...generating 'pdscaleTable2', numValues=4 ^1...generating 'pdscaleTable3', numValues=2 ^1...generating 'pdscaleTable4', numValues=2 ^1...generating 'pdhexTable', numValues=6 ^1...generating 'pdcommTable', numValues=18 ^1...generating 'pdcomm2Table', numValues=18 ^1...generating 'pdquadTable', numValues=4 ^1...generating 'DoomExitTable', numValues=12 ^1...generating 'DoomExitTable2', numValues=24 ^1...generating 'pdhalffade', numValues=2 ^1...generating 'pdquarterfade', numValues=2 ^1...generating 'pdrasterfade', numValues=2 ^1...generating 'pdbarefade', numValues=2 ^1...generating 'pdfullfade', numValues=2 ^1...generating 'pdhr', numValues=2 ^1...generating 'pdStarTable', numValues=12 ^1...generating 'pdLogoTable', numValues=13 ^1...generating 'wavTable', numValues=21 ^1...generating 'hud1', numValues=2 ^1...generating 'hud2', numValues=2 ^1...generating 'hud3', numValues=2 ^1...generating 'snap1', numValues=2 ^1...generating 'snap2', numValues=2 ^1...generating 'ptfullfade', numValues=10 ^1...generating 'ptclouds', numValues=15 ^1...generating 'blood2', numValues=20 ^1...generating 'wrinklepulse', numValues=8 ^1...generating 'specular', numValues=15 ^1...generating 'candle', numValues=27 ^1...generating 'bb', numValues=10 ^1...generating 'firewall', numValues=15 ^1...generating 'lava', numValues=23 ^1...generating 'lightning', numValues=14 ^1...generating 'lightning2', numValues=27 ^1...generating 'reverse', numValues=2 ^1...generating 'teleporter', numValues=32 ^1...generating 'scaletable1', numValues=3 ^1...generating 'scaletable2', numValues=4 ^1...generating 'teleporterfluid', numValues=35 ^1...generating 'eggdrip', numValues=6 ^1...generating 'fadeintable', numValues=2 ^1...generating 'fadeouttable', numValues=2 ^1...generating 'ember1', numValues=21 ^1...generating 'plasmaflashtable', numValues=2 ^1...generating 'plasmaflash2table', numValues=5 ^1...generating 'stripAnim16table', numValues=16 ^1...generating 'dm_cylindertable', numValues=31 ^1...generating 'bfgblast1table', numValues=2 ^1...generating 'bfgblast2table', numValues=2 ^1...generating 'maincontroltable', numValues=6 ^1...generating 'hologram3atable', numValues=19 ^1...generating 'hologram3atable2', numValues=20 ^1...generating 'lavaflicker', numValues=20 ^1...generating 'hellhole_rim1', numValues=4 ^1...generating 'hellhole_rim1a', numValues=4 ^1...generating 'bfg_flare1_scale', numValues=8 ^1...generating 'bfg_flare1_rotate', numValues=8 ^1...generating 'bfg_bluescale', numValues=2 ^1...table loaded 'ptfullfade', numValues=10 ^1...table loaded 'lightning', numValues=14 ^1...table loaded 'lightning2', numValues=27 ^1...table loaded 'ember1', numValues=21 ^1...table loaded 'stripAnim16table', numValues=16 ^1...generating 'threestage', numValues=14 ^1...generating 'elevenstage', numValues=11 ^1...generating 'sixstage', numValues=6 ^1...generating 'slowstart_one_zero', numValues=64 ^1...generating 'faststart_zero_one', numValues=64 ^1...generating 'watersplashscaletable', numValues=64 ^1...generating 'watersplashrgbtable', numValues=11 ^1...generating 's_lightningtable', numValues=22 ^1...generating 's_lightningtable2', numValues=4 ^1...generating 'sosTable', numValues=23 ^1...generating 'scaleTable', numValues=2 ^1...generating 'fadeTable', numValues=2 ^1...generating 'oneThirdTable', numValues=3 ^1...generating 'acceleratorflashtable', numValues=13 ^1...generating 'acceleratortextable', numValues=13 ^1...table loaded 'builduplight', numValues=8 ^1...generating 'builduplight2', numValues=10 ^1...generating 'fadedown', numValues=12 ^1...table loaded 'builduppulse', numValues=9 ^1...table loaded 'builduppulse2', numValues=1 ^1...generating 'xOnlight', numValues=3 ^1...table loaded 'xFlickerLight', numValues=4 ^1...table loaded 'spark_neontable1', numValues=69 ^1...generating 'muzzleflashtable', numValues=15 ^1...generating 'muzzleflashrandom', numValues=7 ^1...generating 'mgscaleTable', numValues=2 ^1...generating 'mgTable', numValues=2 ^1...generating 'scTable', numValues=2 ^1...generating 'bliteTable', numValues=20 ^1...generating 'emptyTable', numValues=8 ^1...generating 'mguiTable', numValues=12 ^1...generating 'table12', numValues=12 ^1...generating 'q2inout', numValues=2 ^1...generating 'q2fade', numValues=2 ^1...generating 'q2firetable2', numValues=17 ^1...generating 'q2mgflick', numValues=6 ^1...generating 'q2scaleTable', numValues=12 ^1...generating 'q2scaleTable2', numValues=4 ^1...generating 'q2scaleTable4', numValues=2 ^1...generating 'q2quarterfade', numValues=2 ^1...generating 'q2halffade', numValues=2 ^1...generating 'q2rasterfade', numValues=2 ^1...generating 'q2StarTable', numValues=12 ^1...generating 'q2LogoTable', numValues=13 ^1...generating 'q2inouthold', numValues=3 ^1...generating 'q2fireballtable', numValues=26 ^1...generating 'q2flick', numValues=2 ^1...generating 'q2flick2', numValues=2 ^1...generating 'q2fullfade', numValues=2 ^1...generating 'q2subtleflick', numValues=2 ^1...generating 'q2table4', numValues=4 ^1...generating 'q2table8', numValues=8 ^1...generating 'q2table12', numValues=12 ^1...generating 'q2table32', numValues=32 ^1...generating 'q2electricaltable1', numValues=22 ^1...generating 'q2blinktable', numValues=2 ^1...generating 'q2sparkstable1', numValues=69 ^1...generating 'q2blueflicker01table', numValues=6 ^1...generating 'q2speedupfade', numValues=2 ^1...generating 'q2flickerblink', numValues=19 ^1...generating 'q2flickertable', numValues=2 ^1...generating 'q2introstrobe', numValues=6 ^1...generating 'q2introambienttable', numValues=70 ^1...generating 'q2boomtable', numValues=79 ^1...generating 'q2muzzleflashtable', numValues=15 ^1...generating 'q2muzzleflashrandom', numValues=7 ^1...generating 'q2rotate90', numValues=4 ^1...generating 'q2iteminout', numValues=2 ^1...generating 'q2staticatable', numValues=4 ^1...table loaded 'jumppadtable', numValues=22 ----- CreateExternalShaders ----- ^1WARNING: lights/squarelight1a.tga not present, using lights/squarelight1a.png instead ^1WARNING: lights/squarelight1.tga not present, using lights/squarelight1.png instead ^1WARNING: lights/round.tga not present, using lights/round.png instead ----- finished R_Init ----- WARNING: reused image gfx/2d/charset-bezerk-plain-rc2.png with mixed glWrapType parm Current search path: C:\Users\DerSaidin\Application Data\XreaL/base D:\Code\xreal2/base handle 1: qconsole.log ---------------------- 0 files in pk3 files CM_LoadMap( maps/ds-test2.bsp, 0 ) Allocated 42096 bytes for 1754 collision map edges... Loading dll file 'qagame'. Sys_LoadDll(D:\Code\xreal2\base\qagamex86.dll)... Sys_LoadDll(D:\Code\xreal2\base\qagamex86.dll): succeeded ... Sys_LoadDll(qagame) found vmMain function at 29CDD420 ------- Game Initialization ------- gamename: XreaL gamedate: Sep 15 2009 Warning: cvar "g_spSkill" given initial values: "2" and "3" ------- Game Lua Initialization ------- global lua scripts: ...loading 'scripts/lua/global/teleport.lua' 1 global files parsed map specific lua scripts: ...loading 'scripts/lua/ds-test2/test.lua' 1 local files parsed ----------------------------------- ...spawning info_player_start_1 ...spawning info_player_start_3 ...spawning light_1 ...spawning light_3 ...spawning light_4 ...spawning light_5 ...spawning light_6 ...spawning func_explosive_1 ...spawning func_explosive_2 ...spawning func_explosive_4 ...spawning func_explosive_6 ...spawning func_explosive_3 ...spawning func_explosive_8 ...spawning func_explosive_5 ...spawning light_7 ...spawning light_8 ...spawning func_explosive_10 ...spawning func_explosive_7 ...spawning light_9 ...spawning light_10 ...spawning weapon_rocketlauncher_1 ...spawning func_explosive_9 ...spawning func_explosive_12 ...spawning func_explosive_13 ...spawning light_11 ...spawning func_explosive_14 ...spawning misc_fire1 ...spawning light_15 ...spawning func_rotating_1 ...spawning func_pendulum_1 ...spawning light_13 ...spawning light_14 ...spawning light_18 ...spawning light_2 ...spawning light_16 ...spawning light_21 ...spawning light_17 ...spawning light_19 ...spawning func_rotating_3 ...spawning func_rotating_4 ...spawning func_button_1 ...spawning trigger_multiple_1 0 teams with 0 entities 3 items registered ----------------------------------- ACE: No node file 'nav/ds-test2.nod' found 1 bots parsed 7 arenas parsed ----------------------------------- SV packet loopback : connect SVC_DirectConnect () Going from CS_FREE to CS_CONNECTED for DerSaidin CL packet loopback: connectResponse DerSaidin : dropped gamestate, resending SV_SendClientGameState() for DerSaidin Going from CS_CONNECTED to CS_PRIMED for DerSaidin RE_Shutdown( destroyWindow = 0 ) ------- R_ShutdownImages ------- ------- R_ShutdownVBOs ------- ------- R_ShutdownFBOs ------- ------- GLSL_ShutdownGPUShaders ------- ----- R_Init ----- Warning: cvar "r_uifullscreen" given initial values: "1" and "0" GL_VENDOR: ATI Technologies Inc. GL_RENDERER: ATI Radeon HD 4800 Series GL_VERSION: 2.1.8870 GL_EXTENSIONS: GL_AMDX_vertex_shader_tessellator GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_instanced 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_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient 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_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once 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_copy_buffer GL_EXT_copy_texture 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_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_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object 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_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic 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_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 8192 GL_MAX_TEXTURE_UNITS_ARB: 8 GL_SHADING_LANGUAGE_VERSION_ARB: 1.40 GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 1024 GL_MAX_VARYING_FLOATS_ARB 64 GL_MAX_VERTEX_ATTRIBS_ARB 16 32 occlusion query bits GL_MAX_DRAW_BUFFERS_ARB: 8 GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000 GL_MAX_RENDERBUFFER_SIZE_EXT: 8192 GL_MAX_COLOR_ATTACHMENTS_EXT: 8 PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits) MODE: -1, 1920 x 1200 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 0 Using ATI DirectX 10 hardware features Using GPU vertex skinning with max 54 bones in a single pass ------- GLSL_InitGPUShaders ------- ^1------- GPU shader ------- ...loading 'glsl/genericSingle_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/genericSingle_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaGen' ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_TCGen_Environment' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_entity_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_entity_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightDir' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/vertexLighting_DBS_world_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/vertexLighting_DBS_world_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_Color' ^1active uniform: 'u_ColorGen' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1------- GPU shader ------- ...loading 'glsl/deluxeMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deluxeMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DeluxeMap' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/depthFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthTest_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthTest_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/depthToColor_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthToColor_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1------- GPU shader ------- ...loading 'glsl/shadowExtrude_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowExtrude_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/shadowFill_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/shadowFill_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ColorTextureMatrix' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightParallel' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_LightScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowBlur' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_ShadowTexelSize' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_ShadowMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/forwardLighting_DBS_post_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/forwardLighting_DBS_post_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_AmbientColor' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DiffuseTextureMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_SpecularTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_DiffuseMap' ^1active uniform: 'u_LightMap' ^1active uniform: 'u_SpecularMap' ^1------- GPU shader ------- ...loading 'glsl/lightVolume_omni_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/lightVolume_omni_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/deferredShadowing_proj_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/deferredShadowing_proj_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_LightAttenuationMatrix' ^1active uniform: 'u_LightColor' ^1active uniform: 'u_LightOrigin' ^1active uniform: 'u_LightRadius' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalClipping' ^1active uniform: 'u_PortalPlane' ^1active uniform: 'u_ShadowCompare' ^1active uniform: 'u_ShadowMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_AttenuationMapXY' ^1active uniform: 'u_AttenuationMapZ' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_ShadowMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/reflection_CB_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/reflection_CB_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/refraction_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/refraction_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_RefractionIndex' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/dispersion_C_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/dispersion_C_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_EtaRatio' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/skybox_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/skybox_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/heatHaze_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/heatHaze_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_AlphaTest' ^1active uniform: 'u_BoneMatrix' ^1active uniform: 'u_DeformMagnitude' ^1active uniform: 'u_ModelViewMatrixTranspose' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_ProjectionMatrixTranspose' ^1active uniform: 'u_VertexSkinning' ^1active uniform: 'u_ContrastMap' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_NormalMap' ^1------- GPU shader ------- ...loading 'glsl/bloom_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/bloom_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1------- GPU shader ------- ...loading 'glsl/contrast_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/contrast_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurX_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurX_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/blurY_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/blurY_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/rotoscope_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/rotoscope_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_BlurMagnitude' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ColorMap' ^1------- GPU shader ------- ...loading 'glsl/cameraEffects_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/cameraEffects_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_GrainMap' ^1active uniform: 'u_VignetteMap' ^1------- GPU shader ------- ...loading 'glsl/screen_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screen_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/portal_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/portal_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_PortalRange' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/liquid_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/liquid_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_FresnelBias' ^1active uniform: 'u_FresnelPower' ^1active uniform: 'u_FresnelScale' ^1active uniform: 'u_ModelMatrix' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_NormalScale' ^1active uniform: 'u_NormalTextureMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_NormalMap' ^1active uniform: 'u_PortalMap' ^1------- GPU shader ------- ...loading 'glsl/uniformFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/uniformFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/volumetricFog_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/volumetricFog_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_FogColor' ^1active uniform: 'u_FogDensity' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_UnprojectMatrix' ^1active uniform: 'u_ViewOrigin' ^1active uniform: 'u_DepthMap' ^1active uniform: 'u_DepthMapBack' ^1active uniform: 'u_DepthMapFront' ^1------- GPU shader ------- ...loading 'glsl/screenSpaceAmbientOcclusion_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/screenSpaceAmbientOcclusion_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/depthOfField_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/depthOfField_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1active uniform: 'u_DepthMap' ^1------- GPU shader ------- ...loading 'glsl/toneMapping_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/toneMapping_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_HDRAverageLuminance' ^1active uniform: 'u_HDRKey' ^1active uniform: 'u_HDRMaxLuminance' ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_CurrentMap' ^1------- GPU shader ------- ...loading 'glsl/debugShadowMap_vp.glsl' ^1compile log: ^1Vertex shader was successfully compiled to run on hardware. ...loading 'glsl/debugShadowMap_fp.glsl' ^1compile log: ^1Fragment shader was successfully compiled to run on hardware. ^1active uniform: 'u_ModelViewProjectionMatrix' ^1active uniform: 'u_ShadowMap' GLSL shaders load time = 0.69 seconds ------- R_InitImages ------- ^1performing gamma clamp. ------- R_InitFBOs ------- ------- R_InitVBOs ------- ----- CreateInternalShaders ----- ----- ScanAndLoadGuideFiles ----- ^3WARNING: no shader guide files found ----- ScanAndLoadShaderFiles ----- ^1Found 81 materials ^1...loading 'materials/bja_mapobject.mtr' ^1...loading 'materials/blend2xmap.mtr' ^1...loading 'materials/common.mtr' ^1...loading 'materials/cursors.mtr' ^1...loading 'materials/debris.mtr' ^1...loading 'materials/decals.mtr' ^1...loading 'materials/dersaidin_test.mtr' ^1...loading 'materials/eX.mtr' ^1...loading 'materials/fabz0r.mtr' ^1...loading 'materials/fire.mtr' ^1...loading 'materials/flags.mtr' ^1...loading 'materials/gfx.mtr' ^1...loading 'materials/gfx_hud.mtr' ^1...loading 'materials/gw_mapobject.mtr' ^1...loading 'materials/hipshot_sky.mtr' ^1...loading 'materials/hud.mtr' ^1...loading 'materials/kat_mapobject.mtr' ^1...loading 'materials/kat_q4dm3.mtr' ^1...loading 'materials/lights.mtr' ^1...loading 'materials/mic_mapobject.mtr' ^1...loading 'materials/mic_textures.mtr' ^1...loading 'materials/mikebart_mapobject.mtr' ^1...loading 'materials/models_ppodium.mtr' ^1...loading 'materials/odin_decals.mtr' ^1...loading 'materials/odin_floors.mtr' ^1...loading 'materials/odin_terrain.mtr' ^1...loading 'materials/odin_walls.mtr' ^1...loading 'materials/particles.mtr' ^1...loading 'materials/pk01.mtr' ^1...loading 'materials/player.mtr' ^1...loading 'materials/player_shina.mtr' ^1...loading 'materials/player_visor.mtr' ^1...loading 'materials/player_xsarge.mtr' ^1...loading 'materials/power.mtr' ^1...loading 'materials/powerup_ammo.mtr' ^1...loading 'materials/powerup_armor.mtr' ^1...loading 'materials/powerup_harvester.mtr' ^1...loading 'materials/powerup_health.mtr' ^1...loading 'materials/powerup_holdable.mtr' ^1...loading 'materials/powerup_instant.mtr' ^1...loading 'materials/powerup_kamikaze.mtr' ^1...loading 'materials/q4bolledm2.mtr' ^1...loading 'materials/raedwulf_water.mtr' ^1...loading 'materials/raynorpat.mtr' ^1...loading 'materials/reflex_decals.mtr' ^1...loading 'materials/reflex_layout.mtr' ^1...loading 'materials/reflex_lights.mtr' ^1...loading 'materials/reflex_mapobject.mtr' ^1...loading 'materials/reflex_skies.mtr' ^1...loading 'materials/reflex_special.mtr' ^1...loading 'materials/reflex_ugly.mtr' ^1...loading 'materials/sfx.mtr' ^1...loading 'materials/tables.mtr' ^1...loading 'materials/threads.mtr' ^1...loading 'materials/tr3b_fog.mtr' ^1...loading 'materials/tr3b_lava.mtr' ^1...loading 'materials/tr3b_light.mtr' ^1...loading 'materials/tr3b_parallax.mtr' ^1...loading 'materials/tr3b_sky.mtr' ^1...loading 'materials/tr3b_video.mtr' ^1...loading 'materials/tr3b_water.mtr' ^1...loading 'materials/trak.mtr' ^1...loading 'materials/trak6.mtr' ^1...loading 'materials/trak7.mtr' ^1...loading 'materials/trak8.mtr' ^1...loading 'materials/trak_feudal.mtr' ^1...loading 'materials/ui.mtr' ^1...loading 'materials/weapon_arms.mtr' ^1...loading 'materials/weapon_gauntlet.mtr' ^1...loading 'materials/weapon_grenadel.mtr' ^1...loading 'materials/weapon_lightning.mtr' ^1...loading 'materials/weapon_machinegun.mtr' ^1...loading 'materials/weapon_nailgun.mtr' ^1...loading 'materials/weapon_plasma.mtr' ^1...loading 'materials/weapon_proxmine.mtr' ^1...loading 'materials/weapon_railgun.mtr' ^1...loading 'materials/weapon_rocketl.mtr' ^1...loading 'materials/weapon_shotgun.mtr' ^1...loading 'materials/weave_icons.mtr' ^1...loading 'materials/weaves.mtr' ^1...loading 'materials/zogg_mapobject.mtr' ^1...generating 'jumppadtable', numValues=22 ^1...generating 'sinTable', numValues=256 ^1...generating 'spark_neontable1', numValues=69 ^1...generating 'firewallTable', numValues=34 ^1...table loaded 'sinTable', numValues=256 ^1...generating 'cosTable', numValues=256 ^1...generating 'convexFade', numValues=64 ^1...generating 'concaveFade', numValues=64 ^1...generating 'jitter5', numValues=2 ^1...generating 'jitter5b', numValues=2 ^1...generating 'senetable', numValues=8 ^1...generating 'senetable2', numValues=4 ^1...generating 'senetable3', numValues=14 ^1...generating 'bfgguy_Vtable', numValues=2 ^1...generating 'senescrollightable2', numValues=4 ^1...generating 'flickertable', numValues=2 ^1...generating 'mattyzaptable', numValues=12 ^1...generating 'breathtable', numValues=17 ^1...generating 'testytable', numValues=2 ^1...generating 'embertable', numValues=2 ^1...generating 'xianjittertable', numValues=5 ^1...generating 'xianjittertable_hi', numValues=5 ^1...generating 'xianjittertable_low', numValues=5 ^1...generating 'xray02table', numValues=23 ^1...generating 'senescrollightable', numValues=11 ^1...generating 'senescrollightableA', numValues=11 ^1...generating 'sargetable1', numValues=7 ^1...generating 'sargetable2', numValues=7 ^1...generating 'sargetable3', numValues=7 ^1...generating 'firetable', numValues=17 ^1...generating 'firetable2', numValues=17 ^1...generating 'strobetable', numValues=6 ^1...generating 'blinktable', numValues=2 ^1...generating 'blinksnaptable', numValues=2 ^1...generating 'flashtable', numValues=31 ^1...generating 'neontable1', numValues=69 ^1...generating 'neontable2', numValues=13 ^1...generating 'blinktable2', numValues=4 ^1...generating 'blinktable3', numValues=7 ^1...generating 'blinktable4', numValues=29 ^1...generating 'blasttable', numValues=79 ^1...generating 'stormtable', numValues=93 ^1...generating 'flickerblink', numValues=19 ^1...generating 'acceleratorfade', numValues=2 ^1...generating 'acceleratorflashtable2', numValues=13 ^1...generating 'bathroomtable', numValues=27 ^1...generating 'bathroom2table', numValues=27 ^1...generating 'firelightrot', numValues=14 ^1...generating 'delta1randtable', numValues=7 ^1...generating 'speaker_1', numValues=2 ^1...generating 'blinktable5', numValues=9 ^1...generating 'guiLightTable', numValues=3 ^1...generating 'storm2table', numValues=89 ^1...generating 'storm3table', numValues=89 ^1...generating 'meattable', numValues=44 ^1...generating 'alarmstrobe', numValues=6 ^1...generating 'decomlight1', numValues=30 ^1...generating 'firetable_m', numValues=17 ^1...generating 'eyeblinktable', numValues=49 ^1...generating 'builduplight', numValues=8 ^1...generating 'builduppulse', numValues=9 ^1...generating 'builduppulse2', numValues=1 ^1...generating 'xFlickerLight', numValues=4 ^1...generating 'calRedTable', numValues=3 ^1...generating 'calGreenTable', numValues=3 ^1...generating 'calBlueTable', numValues=3 ^1...generating 'eyestable', numValues=18 ^1...generating 'maggottable', numValues=39 ^1...generating 'revtable', numValues=12 ^1...generating 'rev2table', numValues=12 ^1...generating 'fireballtable', numValues=26 ^1...generating 'death_fade', numValues=2 ^1...generating 'throbtable2', numValues=6 ^1...generating 'vagtable', numValues=34 ^1...generating 'archtable', numValues=7 ^1...generating 'pdfade', numValues=2 ^1...generating 'pdinout', numValues=2 ^1...generating 'pdoutin', numValues=2 ^1...generating 'pdinouthold', numValues=3 ^1...generating 'pdflick', numValues=2 ^1...generating 'pdflick2', numValues=2 ^1...generating 'pdmgflick', numValues=6 ^1...generating 'subtleflick', numValues=2 ^1...generating 'subtleflick2', numValues=2 ^1...generating 'pdscaleTable', numValues=12 ^1...generating 'pdscaleTable2', numValues=4 ^1...generating 'pdscaleTable3', numValues=2 ^1...generating 'pdscaleTable4', numValues=2 ^1...generating 'pdhexTable', numValues=6 ^1...generating 'pdcommTable', numValues=18 ^1...generating 'pdcomm2Table', numValues=18 ^1...generating 'pdquadTable', numValues=4 ^1...generating 'DoomExitTable', numValues=12 ^1...generating 'DoomExitTable2', numValues=24 ^1...generating 'pdhalffade', numValues=2 ^1...generating 'pdquarterfade', numValues=2 ^1...generating 'pdrasterfade', numValues=2 ^1...generating 'pdbarefade', numValues=2 ^1...generating 'pdfullfade', numValues=2 ^1...generating 'pdhr', numValues=2 ^1...generating 'pdStarTable', numValues=12 ^1...generating 'pdLogoTable', numValues=13 ^1...generating 'wavTable', numValues=21 ^1...generating 'hud1', numValues=2 ^1...generating 'hud2', numValues=2 ^1...generating 'hud3', numValues=2 ^1...generating 'snap1', numValues=2 ^1...generating 'snap2', numValues=2 ^1...generating 'ptfullfade', numValues=10 ^1...generating 'ptclouds', numValues=15 ^1...generating 'blood2', numValues=20 ^1...generating 'wrinklepulse', numValues=8 ^1...generating 'specular', numValues=15 ^1...generating 'candle', numValues=27 ^1...generating 'bb', numValues=10 ^1...generating 'firewall', numValues=15 ^1...generating 'lava', numValues=23 ^1...generating 'lightning', numValues=14 ^1...generating 'lightning2', numValues=27 ^1...generating 'reverse', numValues=2 ^1...generating 'teleporter', numValues=32 ^1...generating 'scaletable1', numValues=3 ^1...generating 'scaletable2', numValues=4 ^1...generating 'teleporterfluid', numValues=35 ^1...generating 'eggdrip', numValues=6 ^1...generating 'fadeintable', numValues=2 ^1...generating 'fadeouttable', numValues=2 ^1...generating 'ember1', numValues=21 ^1...generating 'plasmaflashtable', numValues=2 ^1...generating 'plasmaflash2table', numValues=5 ^1...generating 'stripAnim16table', numValues=16 ^1...generating 'dm_cylindertable', numValues=31 ^1...generating 'bfgblast1table', numValues=2 ^1...generating 'bfgblast2table', numValues=2 ^1...generating 'maincontroltable', numValues=6 ^1...generating 'hologram3atable', numValues=19 ^1...generating 'hologram3atable2', numValues=20 ^1...generating 'lavaflicker', numValues=20 ^1...generating 'hellhole_rim1', numValues=4 ^1...generating 'hellhole_rim1a', numValues=4 ^1...generating 'bfg_flare1_scale', numValues=8 ^1...generating 'bfg_flare1_rotate', numValues=8 ^1...generating 'bfg_bluescale', numValues=2 ^1...table loaded 'ptfullfade', numValues=10 ^1...table loaded 'lightning', numValues=14 ^1...table loaded 'lightning2', numValues=27 ^1...table loaded 'ember1', numValues=21 ^1...table loaded 'stripAnim16table', numValues=16 ^1...generating 'threestage', numValues=14 ^1...generating 'elevenstage', numValues=11 ^1...generating 'sixstage', numValues=6 ^1...generating 'slowstart_one_zero', numValues=64 ^1...generating 'faststart_zero_one', numValues=64 ^1...generating 'watersplashscaletable', numValues=64 ^1...generating 'watersplashrgbtable', numValues=11 ^1...generating 's_lightningtable', numValues=22 ^1...generating 's_lightningtable2', numValues=4 ^1...generating 'sosTable', numValues=23 ^1...generating 'scaleTable', numValues=2 ^1...generating 'fadeTable', numValues=2 ^1...generating 'oneThirdTable', numValues=3 ^1...generating 'acceleratorflashtable', numValues=13 ^1...generating 'acceleratortextable', numValues=13 ^1...table loaded 'builduplight', numValues=8 ^1...generating 'builduplight2', numValues=10 ^1...generating 'fadedown', numValues=12 ^1...table loaded 'builduppulse', numValues=9 ^1...table loaded 'builduppulse2', numValues=1 ^1...generating 'xOnlight', numValues=3 ^1...table loaded 'xFlickerLight', numValues=4 ^1...table loaded 'spark_neontable1', numValues=69 ^1...generating 'muzzleflashtable', numValues=15 ^1...generating 'muzzleflashrandom', numValues=7 ^1...generating 'mgscaleTable', numValues=2 ^1...generating 'mgTable', numValues=2 ^1...generating 'scTable', numValues=2 ^1...generating 'bliteTable', numValues=20 ^1...generating 'emptyTable', numValues=8 ^1...generating 'mguiTable', numValues=12 ^1...generating 'table12', numValues=12 ^1...generating 'q2inout', numValues=2 ^1...generating 'q2fade', numValues=2 ^1...generating 'q2firetable2', numValues=17 ^1...generating 'q2mgflick', numValues=6 ^1...generating 'q2scaleTable', numValues=12 ^1...generating 'q2scaleTable2', numValues=4 ^1...generating 'q2scaleTable4', numValues=2 ^1...generating 'q2quarterfade', numValues=2 ^1...generating 'q2halffade', numValues=2 ^1...generating 'q2rasterfade', numValues=2 ^1...generating 'q2StarTable', numValues=12 ^1...generating 'q2LogoTable', numValues=13 ^1...generating 'q2inouthold', numValues=3 ^1...generating 'q2fireballtable', numValues=26 ^1...generating 'q2flick', numValues=2 ^1...generating 'q2flick2', numValues=2 ^1...generating 'q2fullfade', numValues=2 ^1...generating 'q2subtleflick', numValues=2 ^1...generating 'q2table4', numValues=4 ^1...generating 'q2table8', numValues=8 ^1...generating 'q2table12', numValues=12 ^1...generating 'q2table32', numValues=32 ^1...generating 'q2electricaltable1', numValues=22 ^1...generating 'q2blinktable', numValues=2 ^1...generating 'q2sparkstable1', numValues=69 ^1...generating 'q2blueflicker01table', numValues=6 ^1...generating 'q2speedupfade', numValues=2 ^1...generating 'q2flickerblink', numValues=19 ^1...generating 'q2flickertable', numValues=2 ^1...generating 'q2introstrobe', numValues=6 ^1...generating 'q2introambienttable', numValues=70 ^1...generating 'q2boomtable', numValues=79 ^1...generating 'q2muzzleflashtable', numValues=15 ^1...generating 'q2muzzleflashrandom', numValues=7 ^1...generating 'q2rotate90', numValues=4 ^1...generating 'q2iteminout', numValues=2 ^1...generating 'q2staticatable', numValues=4 ^1...table loaded 'jumppadtable', numValues=22 ----- CreateExternalShaders ----- ^1WARNING: lights/squarelight1a.tga not present, using lights/squarelight1a.png instead ^1WARNING: lights/squarelight1.tga not present, using lights/squarelight1.png instead ^1WARNING: lights/round.tga not present, using lights/round.png instead ----- finished R_Init ----- WARNING: reused image gfx/2d/charset-bezerk-plain-rc2.png with mixed glWrapType parm Loading dll file 'ui'. Sys_LoadDll(D:\Code\xreal2\base\uix86.dll)... Sys_LoadDll(D:\Code\xreal2\base\uix86.dll): succeeded ... Sys_LoadDll(ui) found vmMain function at 4001A710 7 arenas parsed 1 arenas ignored to make count divisible by 4 1 bots parsed ^1Couldn't find image file for shader menubacknologo Loading dll file 'cgame'. Sys_LoadDll(D:\Code\xreal2\base\cgamex86.dll)... Sys_LoadDll(D:\Code\xreal2\base\cgamex86.dll): succeeded ... Sys_LoadDll(cgame) found vmMain function at 320DD900 ------- CGame Initialization ------- Warning: cvar "cg_stereoSeparation" given initial values: "0" and "0.4" Warning: cvar "r_precomputedLighting" given initial values: "1" and "0" Warning: cvar "pm_fixedPmove" given initial values: "1" and "0" Warning: cvar "g_gravity" given initial values: "800" and "0" Warning: cvar "model" given initial values: "visor" and "shina" ------- CGame Lua Initialization ------- ...loading 'effects/vectorTests.lua' ...loading 'effects/tr3b_teleport.lua' ...loading 'effects/tr3b_smoke.lua' ...loading 'effects/tr3b_rain.lua' ----------------------------------- ^1Couldn't find image file for shader levelshots/ds-test2.tga CM_LoadMap( maps/ds-test2.bsp, 1 ) ^1ERROR: Could not open "sound/items/use_nothing.wav" ^3WARNING: Using default sound for sound/items/use_nothing.wav Can't read sound file sound/items/obelisk_hit_01.ogg ^3WARNING: Using default sound for sound/items/obelisk_hit_01.ogg Can't read sound file sound/items/obelisk_hit_02.ogg ^3WARNING: Using default sound for sound/items/obelisk_hit_02.ogg Can't read sound file sound/items/obelisk_hit_03.ogg ^3WARNING: Using default sound for sound/items/obelisk_hit_03.ogg Can't read sound file sound/items/obelisk_respawn.ogg ^3WARNING: Using default sound for sound/items/obelisk_respawn.ogg Can't read sound file sound/feedback/telefrag.ogg ^3WARNING: Using default sound for sound/feedback/telefrag.ogg ^1ERROR: Could not open "sound/world/jumppad.wav" ^3WARNING: Using default sound for sound/world/jumppad.wav Can't read sound file sound/player/footsteps/energy1.ogg ^3WARNING: Using default sound for sound/player/footsteps/energy1.ogg Can't read sound file sound/player/footsteps/energy2.ogg ^3WARNING: Using default sound for sound/player/footsteps/energy2.ogg Can't read sound file sound/player/footsteps/energy3.ogg ^3WARNING: Using default sound for sound/player/footsteps/energy3.ogg Can't read sound file sound/player/footsteps/energy4.ogg ^3WARNING: Using default sound for sound/player/footsteps/energy4.ogg ^1ERROR: Could not open "sound/weapons/grenade/hgrenb1a.wav" ^3WARNING: Using default sound for sound/weapons/grenade/hgrenb1a.wav ^1ERROR: Could not open "sound/weapons/grenade/hgrenb2a.wav" ^3WARNING: Using default sound for sound/weapons/grenade/hgrenb2a.wav ^1ERROR: Could not open "sound/items/holdable.wav" ^3WARNING: Using default sound for sound/items/holdable.wav ^1ERROR: Could not open "sound/items/use_medkit.wav" ^3WARNING: Using default sound for sound/items/use_medkit.wav ^1ERROR: Could not open "sound/items/protect.wav" ^3WARNING: Using default sound for sound/items/protect.wav ^1ERROR: Could not open "sound/items/airout.wav" ^3WARNING: Using default sound for sound/items/airout.wav ^1ERROR: Could not open "sound/items/protect3.wav" ^3WARNING: Using default sound for sound/items/protect3.wav ^1ERROR: Could not open "sound/items/haste.wav" ^3WARNING: Using default sound for sound/items/haste.wav ^1ERROR: Could not open "sound/items/invisibility.wav" ^3WARNING: Using default sound for sound/items/invisibility.wav ^1ERROR: Could not open "sound/items/regeneration.wav" ^3WARNING: Using default sound for sound/items/regeneration.wav ^1ERROR: Could not open "sound/items/regen.wav" ^3WARNING: Using default sound for sound/items/regen.wav ^1ERROR: Could not open "sound/items/flight.wav" ^3WARNING: Using default sound for sound/items/flight.wav ^1ERROR: Could not open "sound/movers/switches/butn2.wav" ^3WARNING: Using default sound for sound/movers/switches/butn2.wav ^1ERROR: Could not open "sound/weapons/plasma/plasmx1a.wav" ^3WARNING: Using default sound for sound/weapons/plasma/plasmx1a.wav Can't read sound file sound/weapons/flakcannon/wnalimpd.ogg ^3WARNING: Using default sound for sound/weapons/flakcannon/wnalimpd.ogg Can't read sound file sound/weapons/flakcannon/wnalimpl.ogg ^3WARNING: Using default sound for sound/weapons/flakcannon/wnalimpl.ogg Can't read sound file sound/weapons/flakcannon/wnalimpm.ogg ^3WARNING: Using default sound for sound/weapons/flakcannon/wnalimpm.ogg ^1ERROR: Could not open "sound/items/kam_explode.wav" ^3WARNING: Using default sound for sound/items/kam_explode.wav ^1ERROR: Could not open "sound/items/kam_implode.wav" ^3WARNING: Using default sound for sound/items/kam_implode.wav ^1ERROR: Could not open "sound/items/kam_explode_far.wav" ^3WARNING: Using default sound for sound/items/kam_explode_far.wav ^1ERROR: Could not open "sound/items/n_health.wav" ^3WARNING: Using default sound for sound/items/n_health.wav ----- RE_LoadWorldMap( maps/ds-test2.bsp ) ----- ...loading entities map features HDR light mapping map features directional light mapping 43 total entities counted 19 total lights counted 43 total entities parsed 19 total lights parsed 19 omni-directional lights parsed 0 projective lights parsed 0 directional lights parsed ...loading shaders ^1shader: 'textures/odin/terrain/m_rustywall2' ^1shader: 'textures/dersaidin_test/Horse1' ^1shader: 'textures/fabz0r/stone/glyphrock' ^1shader: 'textures/fabz0r/floor/clayhex' ^1shader: 'noshader' ^1shader: 'textures/common/caulk' ^1shader: 'textures/dersaidin_test/Dry_Cracked_Ground' ^1shader: 'textures/eX/eX_floor_simplines' ^1shader: 'textures/trak/trak5/floor2b' ^1shader: 'textures/phant_aztech/aztech_trim_light_003' ^1shader: 'textures/phant_aztech/aztech_tile_002' ^1shader: 'textures/kat_q4dm3/stone_flat' ^1shader: 'textures/phant_aztech/aztech_darkbricks_004' ^1shader: 'textures/tr3b_floor/Very_Dirty_Tiling' ^1shader: 'textures/kat_q4dm3/stone' ^1shader: 'textures/hipshot_sky/grimmnight' ^1shader: 'textures/odin/terrain/concrete2' ^1shader: 'textures/rustex/rustex11' ^1shader: 'textures/reflex_castle/wood_01' ^1shader: 'textures/reflex_dmc/light2' ^1shader: 'textures/method/brick' ^1shader: 'textures/rustex/rustex9' ^1shader: 'textures/rustex/rustex7' ^1shader: 'textures/eX/eX_cretebase_02' ^1shader: 'textures/phant_aztech/aztech_tile_001' ^1shader: 'textures/reflex_castle/flag_01' ^1shader: 'textures/reflex_castle/flag_02' ^1shader: 'textures/common/trigger' ...loading 1 HDR lightmaps ...loading external lightmap as RGB8 LDR 'maps/ds-test2/lm_0000.hdr' ...loading 1 deluxemaps ...loading external lightmap 'maps/ds-test2/lm_0001.png' ...loading planes ...loading surfaces ^1Couldn't find image file for shader textures/phant_aztech/aztech_tile_002 ^1Couldn't find image file for shader textures/phant_aztech/aztech_darkbricks_004 ^1Couldn't find image file for shader textures/phant_aztech/aztech_trim_light_003 ^1Couldn't find image file for shader textures/odin/terrain/m_rustywall2 ^3WARNING: R_FindImageFile could not find image 'textures/tr3b_floor/Dry_Cracked_Ground_diffuse.png' in shader 'textures/dersaidin_test/Dry_Cracked_Ground' ^3WARNING: R_FindImageFile could not find image 'textures/tr3b_floor/Dry_Cracked_Ground_normal.png' in shader 'textures/dersaidin_test/Dry_Cracked_Ground' ^3Shader textures/dersaidin_test/Dry_Cracked_Ground has a diffusemap stage with no image ^3Shader textures/dersaidin_test/Dry_Cracked_Ground has a normalmap stage with no image ^1WARNING: models/mapobjects/kat/rock_plain.tga not present, using models/mapobjects/kat/rock_plain.png instead ^1WARNING: models/mapobjects/kat/rock_plain_h.tga not present, using models/mapobjects/kat/rock_plain_h.png instead ^3WARNING: images for addNormals have different dimensions (0 x 0 != 1024 x 512) ^3WARNING: R_FindImageFile could not find image 'addnormals ( models/textures/kat_q4dm3/rock_v2_local.tga , heightmap ( models/mapobjects/kat/rock_plain_h.tga , 2 ) )' in shader 'textures/kat_q4dm3/stone' ^1WARNING: models/mapobjects/kat/rock_plain_s.tga not present, using models/mapobjects/kat/rock_plain_s.png instead ^3Shader textures/kat_q4dm3/stone has a normalmap stage with no image ^1WARNING: models/mapobjects/kat/stone_flat.tga not present, using models/mapobjects/kat/stone_flat.png instead ^1WARNING: models/mapobjects/kat/stone_flat_local.tga not present, using models/mapobjects/kat/stone_flat_local.png instead ^1WARNING: models/mapobjects/kat/stone_flat_h.tga not present, using models/mapobjects/kat/stone_flat_h.png instead ^1WARNING: models/mapobjects/kat/stone_flat_s.tga not present, using models/mapobjects/kat/stone_flat_s.png instead ^3WARNING: expecting ')', found '(' for heightMap ^3WARNING: R_FindImageFile could not find image 'textures/odin/terrain/concrete2_s.png' in shader 'textures/odin/terrain/concrete2' ^3Shader textures/odin/terrain/concrete2 has a specularmap stage with no image ^1Couldn't find image file for shader textures/rustex/rustex11 ^1Couldn't find image file for shader textures/reflex_castle/wood_01 ^1Couldn't find image file for shader textures/reflex_dmc/light2 ^1Couldn't find image file for shader textures/method/brick ^1Couldn't find image file for shader textures/rustex/rustex9 ^1Couldn't find image file for shader textures/rustex/rustex7 ^1WARNING: textures/eX/eX_cretebase_01_norm.tga not present, using textures/eX/eX_cretebase_01_norm.png instead ^3WARNING: failed loading of second image for addNormals ^1WARNING: textures/eX/eX_cretebase_02.tga not present, using textures/eX/eX_cretebase_02.png instead ^1WARNING: textures/eX/eX_cretebase_01_s.tga not present, using textures/eX/eX_cretebase_01_s.png instead ^1Couldn't find image file for shader textures/phant_aztech/aztech_tile_001 ^1Couldn't find image file for shader textures/reflex_castle/flag_01 ^1Couldn't find image file for shader textures/reflex_castle/flag_02 ...loaded 327 faces, 0 meshes, 0 trisurfs, 0 flares 0 foliages ...stitching LoD cracks stitched 0 LoD cracks ...loading mark surfaces ...loading nodes and leaves ...loading submodels ...loading visibility ...loading light grid 8120 light grid points created ...calculating world VBO ( 1005 verts 562 tris ) world VBO calculation time = 0.00 seconds ...creating BSP clusters 88 world clusters created ^1...calculating entity mesh VBOs ( , 192 verts 98 tris ) ^1...calculating entity mesh VBOs ( textures/dersaidin_test/Horse1, 248 verts 124 tris ) ^1...calculating entity mesh VBOs ( textures/dersaidin_test/Dry_Cracked_Ground, 36 verts 29 tris ) ^1...calculating entity mesh VBOs ( textures/trak/trak5/floor2b, 112 verts 60 tris ) ^1...calculating entity mesh VBOs ( textures/kat_q4dm3/stone, 14 verts 10 tris ) ^1...calculating entity mesh VBOs ( textures/kat_q4dm3/stone_flat, 291 verts 182 tris ) ^1...calculating entity mesh VBOs ( textures/hipshot_sky/grimmnight, 7 verts 5 tris ) ^1...calculating entity mesh VBOs ( textures/fabz0r/stone/glyphrock, 44 verts 22 tris ) ^1...calculating entity mesh VBOs ( textures/fabz0r/floor/clayhex, 26 verts 14 tris ) ^1...calculating entity mesh VBOs ( textures/eX/eX_floor_simplines, 35 verts 18 tris ) 10 VBO surfaces created for BSP submodel 1 ^1...calculating entity mesh VBOs ( textures/odin/terrain/concrete2, 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 2 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 3 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 4 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 5 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 6 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 7 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 8 ^1...calculating entity mesh VBOs ( textures/eX/eX_cretebase_02, 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 9 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 10 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 11 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 12 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 13 ^1...calculating entity mesh VBOs ( textures/dersaidin_test/Horse1, 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 14 ^1...calculating entity mesh VBOs ( , 20 verts 10 tris ) ^1...calculating entity mesh VBOs ( textures/dersaidin_test/Horse1, 4 verts 2 tris ) 2 VBO surfaces created for BSP submodel 15 ^1...calculating entity mesh VBOs ( , 20 verts 10 tris ) ^1...calculating entity mesh VBOs ( textures/dersaidin_test/Horse1, 4 verts 2 tris ) 2 VBO surfaces created for BSP submodel 16 ^1...calculating entity mesh VBOs ( , 20 verts 10 tris ) ^1...calculating entity mesh VBOs ( textures/dersaidin_test/Horse1, 4 verts 2 tris ) 2 VBO surfaces created for BSP submodel 17 ^1...calculating entity mesh VBOs ( , 20 verts 10 tris ) ^1...calculating entity mesh VBOs ( textures/dersaidin_test/Horse1, 4 verts 2 tris ) 2 VBO surfaces created for BSP submodel 18 ^1...calculating entity mesh VBOs ( , 24 verts 12 tris ) 1 VBO surfaces created for BSP submodel 19 ...precaching 19 lights 0 interactions precached 0 interactions were hidden in shadows 0 omni pyramid tests 0 omni pyramid surfaces visible 0 omni pyramid surfaces clipped 0 omni pyramid surfaces culled lights precaching time = 0.00 seconds ^1WARNING: gfx/2d/numbers/zero_32b.tga not present, using gfx/2d/numbers/zero_32b.png instead ^1WARNING: gfx/2d/numbers/one_32b.tga not present, using gfx/2d/numbers/one_32b.png instead ^1WARNING: gfx/2d/numbers/two_32b.tga not present, using gfx/2d/numbers/two_32b.png instead ^1WARNING: gfx/2d/numbers/three_32b.tga not present, using gfx/2d/numbers/three_32b.png instead ^1WARNING: gfx/2d/numbers/four_32b.tga not present, using gfx/2d/numbers/four_32b.png instead ^1WARNING: gfx/2d/numbers/five_32b.tga not present, using gfx/2d/numbers/five_32b.png instead ^1WARNING: gfx/2d/numbers/six_32b.tga not present, using gfx/2d/numbers/six_32b.png instead ^1WARNING: gfx/2d/numbers/seven_32b.tga not present, using gfx/2d/numbers/seven_32b.png instead ^1WARNING: gfx/2d/numbers/eight_32b.tga not present, using gfx/2d/numbers/eight_32b.png instead ^1WARNING: gfx/2d/numbers/nine_32b.tga not present, using gfx/2d/numbers/nine_32b.png instead ^1WARNING: gfx/2d/numbers/minus_32b.tga not present, using gfx/2d/numbers/minus_32b.png instead ^1WARNING: menu/tab/name.tga not present, using menu/tab/name.png instead ^1WARNING: menu/tab/ping.tga not present, using menu/tab/ping.png instead ^1WARNING: menu/tab/score.tga not present, using menu/tab/score.png instead ^1WARNING: menu/tab/time.tga not present, using menu/tab/time.png instead ^1WARNING: textures/decals/blood_splat02.tga not present, using textures/decals/blood_splat02.png instead ^1WARNING: gfx/2d/defer.tga not present, using gfx/2d/defer.png instead WARNING: reused image gfx/misc/smoke2.png with mixed glWrapType parm ^1WARNING: particles/blood_trail.tga not present, using particles/blood_trail.png instead ^1WARNING: particles/blood_spurt.tga not present, using particles/blood_spurt.png instead WARNING: reused image gfx/2d/lag.png with mixed glWrapType parm ^1WARNING: gfx/2d/net.tga not present, using gfx/2d/net.png instead ^1WARNING: gfx/misc/tracer.tga not present, using gfx/misc/tracer.png instead ^1WARNING: gfx/2d/select.tga not present, using gfx/2d/select.png instead ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshaira.tga' in shader 'gfx/2d/crosshaira' ^3Shader gfx/2d/crosshaira has a colormap stage with no image ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshairb.tga' in shader 'gfx/2d/crosshairb' ^3Shader gfx/2d/crosshairb has a colormap stage with no image ^1Couldn't find image file for shader hud/crosshairs/dot2 ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshairc.tga' in shader 'gfx/2d/crosshairc' ^3Shader gfx/2d/crosshairc has a colormap stage with no image ^1Couldn't find image file for shader hud/crosshairs/dot3 ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshaird.tga' in shader 'gfx/2d/crosshaird' ^3Shader gfx/2d/crosshaird has a colormap stage with no image ^1Couldn't find image file for shader hud/crosshairs/dot4 ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshaire.tga' in shader 'gfx/2d/crosshaire' ^3Shader gfx/2d/crosshaire has a colormap stage with no image ^1Couldn't find image file for shader hud/crosshairs/dot5 ^1Couldn't find image file for shader hud/crosshairs/circle5 ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshairf.tga' in shader 'gfx/2d/crosshairf' ^3Shader gfx/2d/crosshairf has a colormap stage with no image ^1Couldn't find image file for shader hud/crosshairs/dot6 ^1Couldn't find image file for shader hud/crosshairs/circle6 ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshairg.tga' in shader 'gfx/2d/crosshairg' ^3Shader gfx/2d/crosshairg has a colormap stage with no image ^1Couldn't find image file for shader hud/crosshairs/dot7 ^1Couldn't find image file for shader hud/crosshairs/circle7 ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshairh.tga' in shader 'gfx/2d/crosshairh' ^3Shader gfx/2d/crosshairh has a colormap stage with no image ^1Couldn't find image file for shader hud/crosshairs/dot8 ^1Couldn't find image file for shader hud/crosshairs/circle8 ^1Couldn't find image file for shader hud/crosshairs/cross8 ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshairi.tga' in shader 'gfx/2d/crosshairi' ^3Shader gfx/2d/crosshairi has a colormap stage with no image ^1Couldn't find image file for shader hud/crosshairs/dot9 ^1Couldn't find image file for shader hud/crosshairs/circle9 ^1Couldn't find image file for shader hud/crosshairs/cross9 ^3WARNING: R_FindImageFile could not find image 'gfx/2d/crosshairj.tga' in shader 'gfx/2d/crosshairj' ^3Shader gfx/2d/crosshairj has a colormap stage with no image ^1Couldn't find image file for shader hud/crosshairs/dot10 ^1Couldn't find image file for shader hud/crosshairs/circle10 ^1Couldn't find image file for shader hud/crosshairs/cross10 ^1WARNING: particles/glow.tga not present, using particles/glow.png instead ^1WARNING: gfx/effect/quad_fx.tga not present, using gfx/effect/quad_fx.jpg instead ^3WARNING: R_FindImageFile could not find image 'textures/effects/envmapgold2.tga' in shader 'powerups/battleSuit' ^3Shader powerups/battleSuit has a colormap stage with no image ^3WARNING: R_FindImageFile could not find image 'textures/effects/envmapgold2.tga' in shader 'powerups/battleWeapon' ^3Shader powerups/battleWeapon has a colormap stage with no image ^3WARNING: R_FindImageFile could not find image 'textures/effects/regenmap2.tga' in shader 'powerups/regen' ^3Shader powerups/regen has a colormap stage with no image ^1Couldn't find image file for shader models/weaphits/kamikred ^1WARNING: icons/iconr_yellow.tga not present, using icons/iconr_yellow.png instead ^1Couldn't find image file for shader 01 - Default ^3couldn't load 'models/gibs/abdomen.md3' ^3couldn't load 'models/gibs/arm.md3' ^3couldn't load 'models/gibs/chest.md3' ^3couldn't load 'models/gibs/fist.md3' ^3couldn't load 'models/gibs/foot.md3' ^3couldn't load 'models/gibs/forearm.md3' ^3couldn't load 'models/gibs/intestine.md3' ^3couldn't load 'models/gibs/leg.md3' ^3couldn't load 'models/gibs/skull.md3' ^3couldn't load 'models/gibs/brain.md3' ^3WARNING: R_FindImageFile could not find 'models/weaphits/blood201.tga' in shader 'bloodExplosion' ^3couldn't load 'models/weaphits/boom01.md3' ^1WARNING: particles/flare2.tga not present, using particles/flare2.png instead ^3WARNING: R_FindCubeImage could not find 'env/fabz0r/gen2_rt' in shader 'models/powerups/kamikaze/shocksphere1' ^1WARNING: reused image models/powerups/kamikaze/round_normal.png with mixed allowPicmip parm ^3WARNING: R_FindCubeImage could not find 'env/fabz0r/gen2_rt' in shader 'models/powerups/kamikaze/kamikaze1' ^3WARNING: R_FindImageFile could not find image 'models/powerups/kamikaze/kamikaze2_ao.png' in shader 'models/powerups/kamikaze/kamikaze2' ^3WARNING: R_FindImageFile could not find image 'models/powerups/kamikaze/kamikaze2_normal.png' in shader 'models/powerups/kamikaze/kamikaze2' ^3WARNING: R_FindCubeImage could not find 'env/fabz0r/gen2_rt' in shader 'models/powerups/kamikaze/kamikaze2' ^3Shader models/powerups/kamikaze/kamikaze2 has a diffusemap stage with no image ^3Shader models/powerups/kamikaze/kamikaze2 has a normalmap stage with no image ^3WARNING: R_FindCubeImage could not find 'env/fabz0r/gen2_rt' in shader 'models/powerups/kamikaze/kamikaze3' ^3couldn't load 'models/powerups/kamikaze/trailtest.md5mesh' ^3couldn't load 'models/powerups/shield/shield.md3' ^1WARNING: models/weapons/gauntlet/ldagauntlet_d.tga not present, using models/weapons/gauntlet/ldagauntlet_d.png instead ^1WARNING: models/weapons/gauntlet/ldagauntlet_h.tga not present, using models/weapons/gauntlet/ldagauntlet_h.png instead ^1WARNING: models/weapons/gauntlet/ldagauntlet_s.tga not present, using models/weapons/gauntlet/ldagauntlet_s.png instead ^1WARNING: models/weapons/gauntlet/ldagauntlet_ifx.tga not present, using models/weapons/gauntlet/ldagauntlet_ifx.jpg instead ^1WARNING: icons/weapon_gauntlet.tga not present, using icons/weapon_gauntlet.png instead ^1WARNING: models/weapons/gauntlet/sparky1.tga not present, using models/weapons/gauntlet/sparky1.jpg instead ^1WARNING: models/weapons/gauntlet/sparky2.tga not present, using models/weapons/gauntlet/sparky2.jpg instead ^1WARNING: models/weapons/gauntlet/sparky3.tga not present, using models/weapons/gauntlet/sparky3.jpg instead ^1WARNING: models/weapons/gauntlet/sparky4.tga not present, using models/weapons/gauntlet/sparky4.jpg instead ^1WARNING: models/weapons/gauntlet/sparky5.tga not present, using models/weapons/gauntlet/sparky5.jpg instead ^1WARNING: models/weapons/gauntlet/sparky6.tga not present, using models/weapons/gauntlet/sparky6.jpg instead ^1WARNING: models/weapons/gauntlet/sparky7.tga not present, using models/weapons/gauntlet/sparky7.jpg instead ^1WARNING: models/weapons/gauntlet/ldagauntlet_afx1.tga not present, using models/weapons/gauntlet/ldagauntlet_afx1.jpg instead ^1WARNING: models/weapons/gauntlet/ldagauntlet_afx2.tga not present, using models/weapons/gauntlet/ldagauntlet_afx2.jpg instead ^1WARNING: models/weapons/gauntlet/ldagauntlet_afx3.tga not present, using models/weapons/gauntlet/ldagauntlet_afx3.jpg instead ^1WARNING: models/weapons/gauntlet/ldagauntlet_b_d.tga not present, using models/weapons/gauntlet/ldagauntlet_b_d.png instead ^1WARNING: models/weapons/gauntlet/ldagauntlet_b_h.tga not present, using models/weapons/gauntlet/ldagauntlet_b_h.png instead ^1WARNING: models/weapons/gauntlet/ldagauntlet_b_s.tga not present, using models/weapons/gauntlet/ldagauntlet_b_s.png instead ^3couldn't load 'models/weapons/gauntlet/gauntlet_view.md5mesh' ^1WARNING: gfx/misc/lightning3.tga not present, using gfx/misc/lightning3.jpg instead ^1WARNING: models/weapons/machinegun/machinegun_d.tga not present, using models/weapons/machinegun/machinegun_d.png instead ^1WARNING: models/weapons/machinegun/machinegun_local.tga not present, using models/weapons/machinegun/machinegun_local.png instead ^1WARNING: models/weapons/machinegun/machinegun_h.tga not present, using models/weapons/machinegun/machinegun_h.png instead ^1WARNING: models/weapons/machinegun/machinegun_s.tga not present, using models/weapons/machinegun/machinegun_s.png instead ^1WARNING: models/weapons/machinegun/machinegun_add.tga not present, using models/weapons/machinegun/machinegun_add.png instead ^1WARNING: icons/weapon_machinegun.tga not present, using icons/weapon_machinegun.png instead ^1WARNING: models/powerups/ammo/ammobox.tga not present, using models/powerups/ammo/ammobox.jpg instead ^1WARNING: models/powerups/ammo/ammobox_n.tga not present, using models/powerups/ammo/ammobox_n.png instead ^1WARNING: models/powerups/ammo/ammobox_s.tga not present, using models/powerups/ammo/ammobox_s.png instead ^1WARNING: models/powerups/ammo/ammolights.tga not present, using models/powerups/ammo/ammolights.png instead ^1WARNING: models/powerups/ammo/machammo2.tga not present, using models/powerups/ammo/machammo2.png instead ^3couldn't load 'models/weapons/machinegun/machinegun_barrel.md3' ^1WARNING: models/weapons/arms/arm2_d.tga not present, using models/weapons/arms/arm2_d.png instead ^1WARNING: models/weapons/arms/arm2_local.tga not present, using models/weapons/arms/arm2_local.png instead ^1WARNING: models/weapons/arms/arm2_h.tga not present, using models/weapons/arms/arm2_h.png instead ^1WARNING: models/weapons/arms/arm2_s.tga not present, using models/weapons/arms/arm2_s.png instead ^1WARNING: models/weapons/machinegun/machinegun_muzzflash_strip.tga not present, using models/weapons/machinegun/machinegun_muzzflash_strip.png instead ^1WARNING: models/weapons/machinegun/machinegun_muzzflash2_strip.tga not present, using models/weapons/machinegun/machinegun_muzzflash2_strip.png instead ^1WARNING: models/weapons/rocketl/rocketl_uvw_rtop_exp_d.tga not present, using models/weapons/rocketl/rocketl_uvw_rtop_exp_d.jpg instead ^1WARNING: models/weapons/rocketl/rocketl_uvw_exp.tga not present, using models/weapons/rocketl/rocketl_uvw_exp.jpg instead ^1WARNING: models/weapons/rocketl/roor_s.tga not present, using models/weapons/rocketl/roor_s.jpg instead ^1WARNING: models/weapons/rocketl/rocketl_body_d.tga not present, using models/weapons/rocketl/rocketl_body_d.jpg instead ^1WARNING: models/weapons/rocketl/rocketl_uvw_frame_exp_d.tga not present, using models/weapons/rocketl/rocketl_uvw_frame_exp_d.jpg instead ^1WARNING: models/weapons/rocketl/frame_s.tga not present, using models/weapons/rocketl/frame_s.jpg instead ^1WARNING: models/weapons/rocketl/tube_d.tga not present, using models/weapons/rocketl/tube_d.jpg instead ^1WARNING: icons/weapon_rocket.tga not present, using icons/weapon_rocket.png instead ^1WARNING: models/powerups/ammo/rockammo2.tga not present, using models/powerups/ammo/rockammo2.png instead ^1WARNING: models/weapons/rocketl/f_rocketl.tga not present, using models/weapons/rocketl/f_rocketl.jpg instead ^1WARNING: models/weapons/rocketl/f_small.tga not present, using models/weapons/rocketl/f_small.jpg instead ^3couldn't load 'models/weapons/rocketl/rocketl_barrel.md3' ^1WARNING: textures/decals/explo_burn01.tga not present, using textures/decals/explo_burn01.png instead ^1WARNING: gfx/damage/hole_lg_mrk.tga not present, using gfx/damage/hole_lg_mrk.jpg instead ^1WARNING: gfx/misc/shadow.tga not present, using gfx/misc/shadow.png instead ^3WARNING: R_FindImageFile could not find image 'gfx/misc/splash.tga' in shader 'wake' ^3Shader wake has a colormap stage with no image ^1WARNING: textures/decals/blood_splat04.tga not present, using textures/decals/blood_splat04.png instead ^1WARNING: textures/decals/blood_splat05.tga not present, using textures/decals/blood_splat05.png instead ^1WARNING: textures/decals/blood_splat06.tga not present, using textures/decals/blood_splat06.png instead ^1WARNING: gfx/misc/aabb.tga not present, using gfx/misc/aabb.png instead ^3couldn't load 'models/debris/glass1a.md5mesh' ^3couldn't load 'models/debris/glass1b.md5mesh' ^3couldn't load 'models/debris/glass2a.md5mesh' ^3couldn't load 'models/debris/glass2b.md5mesh' ^3couldn't load 'models/debris/glass3a.md5mesh' ^3couldn't load 'models/debris/glass3b.md5mesh' ^3couldn't load 'models/debris/metal1a.md5mesh' ^3couldn't load 'models/debris/metal1b.md5mesh' ^3couldn't load 'models/debris/metal2a.md5mesh' ^3couldn't load 'models/debris/metal2b.md5mesh' ^3couldn't load 'models/debris/metal3a.md5mesh' ^3couldn't load 'models/debris/metal3b.md5mesh' ^3couldn't load 'models/debris/body1a.md5mesh' ^3couldn't load 'models/debris/body1b.md5mesh' ^3couldn't load 'models/debris/body2a.md5mesh' ^3couldn't load 'models/debris/body2b.md5mesh' ^3couldn't load 'models/debris/body3a.md5mesh' ^3couldn't load 'models/debris/body3b.md5mesh' ^3couldn't load 'models/debris/brick1a.md5mesh' ^3couldn't load 'models/debris/brick1b.md5mesh' ^3couldn't load 'models/debris/brick2a.md5mesh' ^3couldn't load 'models/debris/brick2b.md5mesh' ^3couldn't load 'models/debris/brick3a.md5mesh' ^3couldn't load 'models/debris/brick3b.md5mesh' ^3couldn't load 'models/debris/tiles1a.md3' ^3couldn't load 'models/debris/tiles1b.md3' ^3couldn't load 'models/debris/tiles2a.md3' ^3couldn't load 'models/debris/tiles2b.md3' ^3couldn't load 'models/debris/tiles3a.md3' ^3couldn't load 'models/debris/tiles3b.md3' ^3couldn't load 'models/debris/plaster1a.md3' ^3couldn't load 'models/debris/plaster1b.md3' ^3couldn't load 'models/debris/plaster2a.md3' ^3couldn't load 'models/debris/plaster2b.md3' ^3couldn't load 'models/debris/plaster3a.md3' ^3couldn't load 'models/debris/plaster3b.md3' ^3couldn't load 'models/debris/fibers1a.md3' ^3couldn't load 'models/debris/fibers1b.md3' ^3couldn't load 'models/debris/fibers2a.md3' ^3couldn't load 'models/debris/fibers2b.md3' ^3couldn't load 'models/debris/fibers3a.md3' ^3couldn't load 'models/debris/fibers3b.md3' ^1WARNING: gfx/misc/raildisc_mono2_n.tga not present, using gfx/misc/raildisc_mono2_n.png instead ^3Loading Weaves... ^1ERROR: Could not open "sound/weapons/plasma/lasfly.wav" ^3WARNING: Using default sound for sound/weapons/plasma/lasfly.wav Loading weave 4, missile count 1 ^3WARNING: unknown general shader parameter 'map' in 'models/weaves/common/lavaball' ^3WARNING: unknown general shader parameter 'map' in 'models/weaves/common/firetrail' Loading weave 14, missile count 1 Loading weave 13, missile count 1 Loading weave 15, missile count 1 Loading weave 2, missile count 0 Loading weave 12, missile count 0 Loading weave 7, missile count 0 Loading weave 20, missile count 0 Loading weave 9, missile count 1 Loading weave 10, missile count 1 Loading weave 11, missile count 1 Loading weave 38, missile count 1 Loading weave 39, missile count 1 Loading weave 41, missile count 1 ^3WARNING: unknown general shader parameter 'map' in 'models/weaves/iceshards/ice' Loading weave 21, missile count 4 Loading weave 22, missile count 4 Loading weave 23, missile count 0 ^1WARNING: models/projectiles/spike/spike.tga not present, using models/projectiles/spike/spike.png instead ^1WARNING: models/projectiles/spike/spike_local.tga not present, using models/projectiles/spike/spike_local.png instead ^1WARNING: models/projectiles/spike/spike_s.tga not present, using models/projectiles/spike/spike_s.png instead Loading weave 31, missile count 1 Loading weave 32, missile count 1 Loading weave 18, missile count 0 ^3Weaves registered. ^3couldn't load 'models/players/visor/body.md5mesh' Failed to load body mesh file models/players/visor/body.md5mesh Failed to load animation file models/players/shina/gesture.md5anim Failed to load animation file models/players/shina/swim.md5anim loading skin models/players/shina/body_default.skin ^1ERROR: Could not open "sound/player/shina/death1.wav" ^3WARNING: Using default sound for sound/player/shina/death1.wav ^1ERROR: Could not open "sound/player/shina/death2.wav" ^3WARNING: Using default sound for sound/player/shina/death2.wav ^1ERROR: Could not open "sound/player/shina/death3.wav" ^3WARNING: Using default sound for sound/player/shina/death3.wav ^1ERROR: Could not open "sound/player/shina/jump1.wav" ^3WARNING: Using default sound for sound/player/shina/jump1.wav ^1ERROR: Could not open "sound/player/shina/pain25_1.wav" ^3WARNING: Using default sound for sound/player/shina/pain25_1.wav ^1ERROR: Could not open "sound/player/shina/pain50_1.wav" ^3WARNING: Using default sound for sound/player/shina/pain50_1.wav ^1ERROR: Could not open "sound/player/shina/pain75_1.wav" ^3WARNING: Using default sound for sound/player/shina/pain75_1.wav ^1ERROR: Could not open "sound/player/shina/pain100_1.wav" ^3WARNING: Using default sound for sound/player/shina/pain100_1.wav ^1ERROR: Could not open "sound/player/shina/falling1.wav" ^3WARNING: Using default sound for sound/player/shina/falling1.wav ^1ERROR: Could not open "sound/player/shina/gasp.wav" ^3WARNING: Using default sound for sound/player/shina/gasp.wav ^1ERROR: Could not open "sound/player/shina/drown.wav" ^3WARNING: Using default sound for sound/player/shina/drown.wav ^1ERROR: Could not open "sound/player/shina/fall1.wav" ^3WARNING: Using default sound for sound/player/shina/fall1.wav ^1ERROR: Could not open "sound/player/shina/taunt.wav" ^3WARNING: Using default sound for sound/player/shina/taunt.wav ----- registering OSD ----- CL_InitCGame: 24.42 seconds Com_TouchMemory: 7 msec clientCommand: DerSaidin : 1 : userinfo "\cg_predictItems\1\cl_anonymous\0\cl_voip\0\color1\4\color2\1\handicap\100\model\visor\name\DerSaidin\rate\15000\sex\male\snaps\20\g_gametype\0\teamtask\0\cl_guid\FF69A8FF1B43C483153DE77D77EE5BA6" clientCommand: DerSaidin : 2 : cp 7662 @ 1927750907 clientCommand: DerSaidin : 3 : userinfo "\cg_predictItems\1\cg_scorePlums\1\cg_smoothClients\0\cl_anonymous\0\cl_voip\0\color1\4\color2\1\handicap\100\model\visor\name\DerSaidin\rate\15000\sex\male\snaps\20\g_gametype\0\teamtask\0\cl_guid\FF69A8FF1B43C483153DE77D77EE5BA6\ui_singlePlayerActive\0\teamoverlay\1" Going from CS_PRIMED to CS_ACTIVE for DerSaidin Making Player ThreadsEnt for 0, svflags=32 threadsEnt=95 serverCommand: 1 : print "DerSaidin^7 entered the game " DerSaidin^7 entered the game ]\quit ----- Server Shutdown (Server quit) ----- ==== ShutdownGame ==== ------- Game Lua Finalization ------- ----------------------------------- --------------------------- ----- CL_Shutdown ----- OpenAL capture device closed. RE_Shutdown( destroyWindow = 1 ) ------- R_ShutdownImages ------- ------- R_ShutdownVBOs ------- ------- R_ShutdownFBOs ------- ------- GLSL_ShutdownGPUShaders ------- ...shutting down QGL -----------------------