DOOM 3: BFG Edition > Γενικές συζητήσεις > Λεπτομέρειες θέματος
Verdammten dieser Erde 24 Οκτ, 2013 @ 9:18μμ
Game worked fine, all the suden getting error message and wont let start (i tried validating).
thanks for any help...Error message is in form of a script, this is (i think) the important part:

ERROR: 0:? : 'gl_Color' : variable is not available in current GLSL version


While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp
Link called without any attached shader objects.

--------- Game Map Shutdown ----------
--------------------------------------
0: Speakers (Realtek High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
Using device 0
********************
ERROR: While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp

********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL

Here is the full script, wiht that message on very bottom.

QA Timing INIT: 000115ms
D3BFG 1.1400 win-x86 Nov 9 2012 10:38:21
2395 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
7888 MB System Memory
-1984 MB Video Memory
Winsock Initialized
Found interface: {41AD0805-CDFB-4F7F-BD8E-89E8EDA5A569} Microsoft Hosted Network Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {FCDE10EF-7C14-4C08-9A78-0EB264BBD757} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {3B4ABA80-A5F1-4040-AA9D-7CBB4E755FE0} Intel(R) Centrino(R) Advanced-N 6235 - 192.168.1.8/255.255.255.0
Found interface: {5C2BAF4B-4886-4F24-AD1E-F3BED3DA61B0} Realtek PCIe GBE Family Controller - 0.0.0.0 NULL netmask - skipped
Sys_InitNetworking: adding loopback interface
doom using MMX & SSE for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Loaded resource file _common.resources
Loaded resource file _ordered.resources
Loaded resource file _sound_pc.resources
Loaded resource file _sound_pc_en.resources
Reading resource CRCs...
Current search path:
C:\Program Files (x86)\Steam\steamapps\common\DOOM 3 BFG Edition/base
C:\Users\putty911\Saved Games\id Software\DOOM 3 BFG/base
file system initialized.
--------------------------------------
WARNING: Unable to open resource file maps/_startup.resources
----- Initializing Decls -----
------------------------------
Couldn't open journal files
execing default.cfg
execing D3BFGConfig.cfg
couldn't exec autoexec.cfg
----- R_InitOpenGL -----
Initializing OpenGL subsystem with multisamples:8 stereo:0 fullscreen:1
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
...using WGL_EXT_swap_control_tear
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: Intel(R) HD Graphics 4000
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_0166&SUBSYS_C0D5144D&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{8A57D4CB-7D65-4167-A9DB-4B98ACDEAB3B}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\SEC0007\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1600
dmPelsHeight : 900
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
display device: 0
DeviceName : \\.\DISPLAY1
DeviceString: Intel(R) HD Graphics 4000
StateFlags : 0x5
DeviceID : PCI\VEN_8086&DEV_0166&SUBSYS_C0D5144D&REV_09
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Video\{8A57D4CB-7D65-4167-A9DB-4B98ACDEAB3B}\0000
DeviceName : \\.\DISPLAY1\Monitor0
DeviceString: Generic PnP Monitor
StateFlags : 0x3
DeviceID : MONITOR\SEC0007\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
DeviceKey : \Registry\Machine\System\CurrentControlSet\Control\Class\{4d36e96e-e325-11ce-bfc1-08002be10318}\0002
dmPosition.x : 0
dmPosition.y : 0
dmBitsPerPel : 32
dmPelsWidth : 1600
dmPelsHeight : 900
dmDisplayFlags : 0x0
dmDisplayFrequency: 60
...created window @ 0,0 (1600x900)
Initializing OpenGL driver
...creating GL context: created OpenGL 3.2 context
succeeded
...making context current: succeeded
...using WGL_EXT_swap_control_tear

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
freespace_version: 0.6
0 freespace devices
------------------------------------
OpenGL Version: 3.2
OpenGL Vendor : Intel
OpenGL GLSL : 1.5
...using GL_ARB_multitexture
X..GL_EXT_direct_state_access not found
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 16.000000
...using GL_EXT_texture_lod_bias
...using GL_ARB_seamless_cube_map
...using GL_ARB_framebuffer_sRGB
...using GL_ARB_vertex_buffer_object
...using GL_ARB_map_buffer_range
...using GL_ARB_vertex_array_object
...using GL_ARB_draw_elements_base_vertex
...using GL_ARB_fragment_program
...using GL_ARB_uniform_buffer_object
X..GL_EXT_depth_bounds_test not found
...using GL_ARB_sync
...using GL_ARB_occlusion_query
...using GL_ARB_timer_query
X..GL_ARB_debug_output not found
----- Initializing Render Shaders -----
While compiling vertex program renderprogs\gui.vertex
-----------------
1: #version 150

2: #define PC

3:

4: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

5: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

6: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

7: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

8: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }

9:

10:

11: uniform vec4 _va_[4];

12:

13: float dot4 (vec4 a , vec4 b ) {return dot ( a , b ) ; }

14: float dot4 (vec2 a , vec4 b ) {return dot ( vec4 ( a , 0 , 1 ) , b ) ; }

15: vec4 swizzleColor (vec4 c ) {return c ; }

16:

17: in vec4 in_Position;

18: in vec2 in_TexCoord;

19: in vec4 in_Normal;

20: in vec4 in_Tangent;

21: in vec4 in_Color;

22: in vec4 in_Color2;

23:

24: out vec4 gl_Position;

25: out vec2 vofi_TexCoord0;

26: out vec4 vofi_TexCoord1;

27: out vec4 gl_FrontColor;

28:

29: void main() {

30: gl_Position . x = dot4 ( in_Position , _va_[0 /* rpMVPmatrixX */] ) ;

31: gl_Position . y = dot4 ( in_Position , _va_[1 /* rpMVPmatrixY */] ) ;

32: gl_Position . z = dot4 ( in_Position , _va_[2 /* rpMVPmatrixZ */] ) ;

33: gl_Position . w = dot4 ( in_Position , _va_[3 /* rpMVPmatrixW */] ) ;

34: vofi_TexCoord0 . xy = in_TexCoord . xy ;

35: vofi_TexCoord1 = ( swizzleColor ( in_Color2 ) * 2 ) - 1 ;

36: gl_FrontColor = swizzleColor ( in_Color ) ;

37: }
-----------------
ERROR: 0:? : 'gl_FrontColor' : variable is not available in current GLSL version


While compiling fragment program renderprogs\gui.pixel
-----------------
1: #version 150

2: #define PC

3:

4: void clip( float v ) { if ( v < 0.0 ) { discard; } }

5: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }

6: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }

7: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }

8:

9: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }

10: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }

11: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }

12: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }

13:

14: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }

15: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }

16:

17: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }

18: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }

19:

20: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }

21: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }

22:

23: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }

24: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }

25: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }

26:

27: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }

28: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }

29: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }

30: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }

31:

32: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }

33: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }

34: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }

35: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }

36:

37: uniform sampler2D samp0;

38:

39: in vec4 gl_FragCoord;

40: in vec2 vofi_TexCoord0;

41: in vec4 vofi_TexCoord1;

42: in vec4 gl_Color;

43:

44: out vec4 gl_FragColor;

45:

46: void main() {

47: vec4 color = ( tex2D ( samp0 , vofi_TexCoord0 ) * gl_Color ) + vofi_TexCoord1 ;

48: gl_FragColor . xyz = color. xyz * color. w ;

49: gl_FragColor . w = color. w ;

50: }
-----------------
ERROR: 0:? : 'gl_Color' : variable is not available in current GLSL version


While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp
Link called without any attached shader objects.

--------- Game Map Shutdown ----------
--------------------------------------
0: Speakers (Realtek High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
Using device 0
********************
ERROR: While linking GLSL program 0 with vertexShader gui.vfp and fragmentShader gui.vfp

********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...shutting down QGL
...unloading OpenGL DLL
Εμφάνιση 1-7 από 7 σχόλια
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Verdammten dieser Erde 24 Οκτ, 2013 @ 9:19μμ 
Any help is greatly appreciated, i have no idea what to do.
Verdammten dieser Erde 25 Οκτ, 2013 @ 9:30μμ 
Αναρτήθηκε αρχικά από motorsep:
Update video driver.

Win 7 / 8 32bit: https://downloadcenter.intel.com/Detail_Desc.aspx?agr=Y&DwnldID=23105&lang=eng&OSVersion=Windows%207%20(32-bit)*&DownloadType=Drivers

Win 7 / 8 64bit: https://downloadcenter.intel.com/Detail_Desc.aspx?agr=Y&DwnldID=23106&lang=eng&OSVersion=Windows%207%20(64-bit)*&DownloadType=%0A%09%09%09%09%09%09%09Drivers%0A%09%09%09%09%09%09
thank you very much, I updated my nividia card earlier that day and it didnt install the new one, just deleated the old one.
motorsep 26 Οκτ, 2013 @ 12:33πμ 
Is it a laptop with dual GPU ? Because log shows:

DeviceString: Intel(R) HD Graphics 4000

not Nvidia.
Verdammten dieser Erde 26 Οκτ, 2013 @ 10:00μμ 
Αναρτήθηκε αρχικά από motorsep:
Is it a laptop with dual GPU ? Because log shows:

DeviceString: Intel(R) HD Graphics 4000

not Nvidia.
nope, GT 640
motorsep 26 Οκτ, 2013 @ 10:12μμ 
So that log you posted is not yours? Or might it be that BFG is lying?

If you are on a laptop, you might have 2 GPUs in the system. If that's the case, when you run the game it uses Intel. You either need to switch GPU in whatever app is servicing your video system, or in BIOS or use Performance power mode (don't use power saving mode). Then BFG will use your GF 640.

You might want to read manual to see about your system and what it has inside.
Verdammten dieser Erde 26 Οκτ, 2013 @ 10:32μμ 
Αναρτήθηκε αρχικά από motorsep:
So that log you posted is not yours? Or might it be that BFG is lying?

If you are on a laptop, you might have 2 GPUs in the system. If that's the case, when you run the game it uses Intel. You either need to switch GPU in whatever app is servicing your video system, or in BIOS or use Performance power mode (don't use power saving mode). Then BFG will use your GF 640.

You might want to read manual to see about your system and what it has inside.
that probably is what happened, my laptop runs on power saving mode on default and sometimes i forget to switch, thanks for the advice!
Εμφάνιση 1-7 από 7 σχόλια
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