Login

language
Български (Bulgarian)
čeština (Czech)
Dansk (Danish)
Nederlands (Dutch)
Suomi (Finnish)
Français (French)
Deutsch (German)
Ελληνικά (Greek)
Magyar (Hungarian)
Italiano (Italian)
日本語 (Japanese)
한국어 (Korean)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese)
PortuguêsBrasil (PortugueseBrazil)
Română (Romanian)
Русский (Russian)
简体中文 (Simplified Chinese)
Español (Spanish)
Svenska (Swedish)
繁體中文 (Traditional Chinese)
ไทย (Thai)
Türkçe (Turkish)
Українська (Ukrainian)
Help us translate Steam
EDIT: Also, if you launch TF2, does the ingame chatoverlaythingy work?
I'm using a Radeon 5850
Game removed: AppID 440 "Team Fortress 2", ProcID 3156
processpipe_posix.cpp (371) : Assertion Failed: CCrossProcessPipe::BWrite wrote too few bytes: 32 (Broken pipe)
Assert( Assertion Failed: CCrossProcessPipe::BWrite wrote too few bytes: 32 (Broken pipe) ):/home/buildbot/buildslave_steam/steam_rel_client_ubuntu12_linux/build/src/clientdll/../common/processpipe_posix.cpp:371
That's what its spitting out.
//GLSLfp
#version 130
varying vec4 oT0;
centroid varying vec4 oT2;
varying vec4 oT4;
//SAMPLERMASK83
//SAMPLERTYPESffff3ff0
//HIGHWATER31
uniform vec4 pc[31];
uniform sampler2D sampler0;
uniform sampler2D sampler1;
uniform sampler2D sampler7;
void main()
{
// trans#0 label:psfile lightmappedgeneric_ps20b psindex 2359488 pscombo 63
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
r2 = texture2D( sampler0, oT0.xy );
r1 = texture2D( sampler7, oT0.xy );
r0 = texture2D( sampler1, oT2.xy );
r0.w = oT4.z + pc[10].z;
r1.w = 1.0 / r0.w;
r3.xyz = gl_SecondaryColor.xxx * ( r1.xyz  r2.xyz ) + r2.xyz;
r0.w = oT4.z + pc[11].y;
r1.xyz = r3.xyz * gl_Color.xyz;
r0.w = r1.w * r0.w;
r0.w = clamp( r0.w, 0.0, 1.0 );
r0.xyz = r0.xyz * pc[12].xyz;
r0.w = r0.w * oT4.w;
r0.xyz = r1.xyz * r0.xyz;
r0.w = r0.w * pc[11].w;
r0.w = clamp( r0.w, 0.0, 1.0 );
r1.w = pc[30].x;
r1.xyz = r0.xyz * r1.www + pc[29].xyz;
r1.w = r0.w;
r1.w = clamp( r1.w, 0.0, 1.0 );
r1.xyz = r1.xyz * r1.www;
r0.xyz = r0.xyz * pc[30].xxx + r1.xyz;
gl_FragData[] = r0;
}
Compile of "lightmappedgeneric_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
centroid varying vec4 oT3;
varying vec4 oT5;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK89
//SAMPLERTYPESffff3f3c
//HIGHWATER13
uniform vec4 pc[13];
uniform sampler2D sampler0;
uniform sampler2D sampler3;
uniform sampler2D sampler7;
void main()
{
// trans#0 label:psfile lightmappedgeneric_ps20b psindex 2359488 pscombo 64
vec4 pd0 = vec4( 2.0, 3.0, 0.25, 0.699999988079 );
vec4 pd1 = vec4( 0.43643578887, 0.87287157774, 0.218217894435, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
r0.x = oT3.z;
r0.y = oT3.w;
r2 = texture2D( sampler3, r0.xy );
r1 = texture2D( sampler7, oT0.xy );
r0 = texture2D( sampler0, oT0.xy );
r2.w = r2.x + r2.y;
r2.w = clamp( r2.w, 0.0, 1.0 );
r1.w = r2.x + r2.y;
r1.w = clamp( r1.w, 0.0, 1.0 );
r2.w = r2.w + r1.w;
r1.w = r1.w + gl_SecondaryColor.x;
r2.w = 1.0 / r2.w;
r2.w = r1.w * r2.w;
r2.w = clamp( r2.w, 0.0, 1.0 );
r2.x = oT5.z;
r1.w = r2.w * pd0.x + pd0.y;
r2.y = oT6.z;
r2.w = r2.w * r2.w;
r2.z = oT7.z;
r1.w = r1.w * r2.w;
r3.x = dot( r2.xyz, pd1.xyz );
r2.xyz = r1.www * ( r1.xyz  r0.xyz ) + r0.xyz;
r2.w = r3.x * pd0.z + pd0.w;
r0.xyz = r2.xyz * gl_Color.xyz;
r1.w = gl_Color.w * pc[12].w;
r0.xyz = r2.www * r0.xyz;
r0.w = r0.w * r1.w;
gl_FragData[] = r0;
}
Compile of "lightmappedgeneric_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT5;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK81
//SAMPLERTYPESffff3ffc
//HIGHWATER13
uniform vec4 pc[13];
uniform sampler2D sampler0;
uniform sampler2D sampler7;
void main()
{
// trans#0 label:psfile lightmappedgeneric_ps20b psindex 2359488 pscombo 72
vec4 pd0 = vec4( 0.25, 0.699999988079, 0.0, 0.0 );
vec4 pd1 = vec4( 0.43643578887, 0.87287157774, 0.218217894435, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
r1 = texture2D( sampler7, oT0.xy );
r0 = texture2D( sampler0, oT0.xy );
r2.x = oT5.z;
r2.y = oT6.z;
r2.z = oT7.z;
r2.x = dot( r2.xyz, pd1.xyz );
r2.w = r2.x * pd0.x + pd0.y;
r2.xyz = gl_SecondaryColor.xxx * ( r1.xyz  r0.xyz ) + r0.xyz;
r0.xyz = r2.xyz * gl_Color.xyz;
r1.w = gl_Color.w * pc[12].w;
r0.xyz = r2.www * r0.xyz;
r0.w = r0.w * r1.w;
gl_FragData[] = r0;
}
Compile of "lightmappedgeneric_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT5;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK81
//SAMPLERTYPESffff3ffc
//HIGHWATER13
uniform vec4 pc[13];
uniform sampler2D sampler0;
uniform sampler2D sampler7;
void main()
{
// trans#0 label:psfile lightmappedgeneric_ps20b psindex 2359488 pscombo 76
vec4 pd0 = vec4( 0.25, 0.699999988079, 0.0, 0.0 );
vec4 pd1 = vec4( 0.43643578887, 0.87287157774, 0.218217894435, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
r1 = texture2D( sampler7, oT0.xy );
r0 = texture2D( sampler0, oT0.xy );
r2.x = oT5.z;
r2.y = oT6.z;
r2.z = oT7.z;
r2.x = dot( r2.xyz, pd1.xyz );
r2.w = r2.x * pd0.x + pd0.y;
r2.xyz = gl_SecondaryColor.xxx * ( r1.xyz  r0.xyz ) + r0.xyz;
r0.xyz = r2.xyz * gl_Color.xyz;
r1.w = gl_Color.w * pc[12].w;
r0.xyz = r2.www * r0.xyz;
r0.w = r0.w * r1.w;
gl_FragData[] = r0;
}
Compile of "lightmappedgeneric_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
centroid varying vec4 oT3;
varying vec4 oT4;
varying vec4 oT5;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK89
//SAMPLERTYPESffff3f3c
//HIGHWATER13
uniform vec4 pc[13];
uniform sampler2D sampler0;
uniform sampler2D sampler3;
uniform sampler2D sampler7;
void main()
{
// trans#0 label:psfile lightmappedgeneric_ps20b psindex 2359488 pscombo 80
vec4 pd0 = vec4( 2.200000047684, 2.0, 3.0, 1.0 );
vec4 r0;
vec4 r1;
vec4 r2;
r0.x = oT3.z;
r0.y = oT3.w;
r2 = texture2D( sampler3, r0.xy );
r1 = texture2D( sampler7, oT0.xy );
r0 = texture2D( sampler0, oT0.xy );
r2.w = r2.x + r2.y;
r2.w = clamp( r2.w, 0.0, 1.0 );
r1.w = r2.x + r2.y;
r1.w = clamp( r1.w, 0.0, 1.0 );
r2.w = r2.w + r1.w;
r0.x = log2( r0.x );
r1.w = r1.w + gl_SecondaryColor.x;
r0.y = log2( r0.y );
r2.w = 1.0 / r2.w;
r0.z = log2( r0.z );
r2.w = r1.w * r2.w;
r2.w = clamp( r2.w, 0.0, 1.0 );
r0.xyz = r0.xyz * pd0.xxx;
r1.w = r2.w * pd0.y + pd0.z;
r2.x = exp2( r0.x );
r2.w = r2.w * r2.w;
r2.y = exp2( r0.y );
r1.w = r1.w * r2.w;
r2.z = exp2( r0.z );
r0.xyz = r1.www * ( r1.xyz  r2.xyz ) + r2.xyz;
r1.w = gl_Color.w * pc[12].w;
r0.xyz = r0.xyz * gl_Color.xyz;
r0.w = r0.w * r1.w;
gl_FragData[] = r0;
r0.x = oT5.z;
r0.y = oT6.z;
r0.z = oT7.z;
gl_FragData[1] = r0;
r0.xyz = oT4.xyz;
gl_FragData[2] = r0;
r0.xyz = pd0.www;
gl_FragData[3] = r0;
}
Compile of "lightmappedgeneric_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT4;
varying vec4 oT5;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK81
//SAMPLERTYPESffff3ffc
//HIGHWATER13
uniform vec4 pc[13];
uniform sampler2D sampler0;
uniform sampler2D sampler7;
void main()
{
// trans#0 label:psfile lightmappedgeneric_ps20b psindex 2359488 pscombo 88
vec4 pd0 = vec4( 2.200000047684, 1.0, 0.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
r1 = texture2D( sampler7, oT0.xy );
r0 = texture2D( sampler0, oT0.xy );
r0.x = log2( r0.x );
r0.y = log2( r0.y );
r0.z = log2( r0.z );
r0.xyz = r0.xyz * pd0.xxx;
r2.x = exp2( r0.x );
r2.y = exp2( r0.y );
r2.z = exp2( r0.z );
r0.xyz = gl_SecondaryColor.xxx * ( r1.xyz  r2.xyz ) + r2.xyz;
r1.w = gl_Color.w * pc[12].w;
r0.xyz = r0.xyz * gl_Color.xyz;
r0.w = r0.w * r1.w;
gl_FragData[] = r0;
r0.x = oT5.z;
r0.y = oT6.z;
r0.z = oT7.z;
gl_FragData[1] = r0;
r0.xyz = oT4.xyz;
gl_FragData[2] = r0;
r0.xyz = pd0.yyy;
gl_FragData[3] = r0;
}
Compile of "lightmappedgeneric_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT4;
varying vec4 oT5;
varying vec4 oT6;
varying vec4 oT7;
//SAMPLERMASK81
//SAMPLERTYPESffff3ffc
//HIGHWATER13
uniform vec4 pc[13];
uniform sampler2D sampler0;
uniform sampler2D sampler7;
void main()
{
// trans#0 label:psfile lightmappedgeneric_ps20b psindex 2359488 pscombo 92
vec4 pd0 = vec4( 2.200000047684, 1.0, 0.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
r1 = texture2D( sampler7, oT0.xy );
r0 = texture2D( sampler0, oT0.xy );
r0.x = log2( r0.x );
r0.y = log2( r0.y );
r0.z = log2( r0.z );
r0.xyz = r0.xyz * pd0.xxx;
r2.x = exp2( r0.x );
r2.y = exp2( r0.y );
r2.z = exp2( r0.z );
r0.xyz = gl_SecondaryColor.xxx * ( r1.xyz  r2.xyz ) + r2.xyz;
r1.w = gl_Color.w * pc[12].w;
r0.xyz = r0.xyz * gl_Color.xyz;
r0.w = r0.w * r1.w;
gl_FragData[] = r0;
r0.x = oT5.z;
r0.y = oT6.z;
r0.z = oT7.z;
gl_FragData[1] = r0;
r0.xyz = oT4.xyz;
gl_FragData[2] = r0;
r0.xyz = pd0.yyy;
gl_FragData[3] = r0;
}
Compile of "Downsample_vs20" Failed:
//GLSLvp
#version 130
//ATTRIBMAP0050xxxxxxxxxxxxxxxxxxxxxxxxxxxx
attribute vec4 v0; // 80000000 900f0000
attribute vec4 v1; // 80000005 900f0001
//SAMPLERMASK0
//SAMPLERTYPESffffffff
//HIGHWATER52
//HIGHWATERBONE0
uniform vec4 vc[52];
uniform vec4 vcscreen;
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
void main()
{
// trans#0 label:vsfile Downsample_vs20 vsindex 0 vscombo 0
vec4 vTempPos;
oT0.xy = v1.xy + vc[48].xy;
oT1.xy = v1.xy + vc[49].xy;
oT2.xy = v1.xy + vc[50].xy;
oT3.xy = v1.xy + vc[51].xy;
vTempPos = v0.xyzx * vc[].yyyx + vc[].xxxy;
gl_ClipVertex = vTempPos;
vTempPos.z = vTempPos.z * vc[].z  vTempPos.w; // z' = (2*z)w
vTempPos.y = vTempPos.y; // y' = y
vTempPos.xy += vcscreen.xy * vTempPos.w;
gl_Position = vTempPos;
}
Compile of "downsample_nohdr_ps20b" Failed:
//GLSLfp
#version 130
varying vec4 oT0;
varying vec4 oT1;
varying vec4 oT2;
varying vec4 oT3;
//SAMPLERMASK1
//SAMPLERTYPESfffffffc
//HIGHWATER1
uniform vec4 pc[1];
uniform sampler2D sampler0;
void main()
{
// trans#0 label:psfile downsample_nohdr_ps20b psindex 0 pscombo 0
vec4 pd1 = vec4( 0.25, 0.0, 0.0, 0.0 );
vec4 r0;
vec4 r1;
vec4 r2;
vec4 r3;
vec4 r4;
r0 = texture2D( sampler0, oT0.xy );
r3 = texture2D( sampler0, oT1.xy );
r2 = texture2D( sampler0, oT2.xy );
r1 = texture2D( sampler0, oT3.xy );
r4.x = log2( r0.x );
r4.y = log2( r0.y );
r4.z = log2( r0.z );
r4.xyz = r4.xyz * pc[].www;
r4.x = exp2( r4.x );
r4.y = exp2( r4.y );
r4.z = exp2( r4.z );
r0.x = dot( r0.xyz, pc[].xyz );
r0.xyz = r4.xyz * r0.xxx;
r4.x = log2( r3.x );
r4.y = log2( r3.y );
r4.z = log2( r3.z );
r4.xyz = r4.xyz * pc[].www;
r4.x = exp2( r4.x );
r4.y = exp2( r4.y );
r4.z = exp2( r4.z );
r3.x = dot( r3.xyz, pc[].xyz );
r3.xyz = r4.xyz * r3.xxx;
r0 = r0 + r3;
r3.x = log2( r2.x );
r3.y = log2( r2.y );
r3.z = log2( r2.z );
r3.xyz = r3.xyz * pc[].www;
r3.x = exp2( r3.x );
r3.y = exp2( r3.y );
r3.z = exp2( r3.z );
r2.x = dot( r2.xyz, pc[].xyz );
r2.xyz = r3.xyz * r2.xxx;
r0 = r2 + r0;
r2.x = log2( r1.x );
r2.y = log2( r1.y );
r2.z = log2( r1.z );
r2.xyz = r2.xyz * pc[].www;
r2.x = exp2( r2.x );
r2.y = exp2( r2.y );
r2.z = exp2( r2.z );
r1.x = dot( r1.xyz, pc[].xyz );
r1.xyz = r2.xyz * r1.xxx;
r0 = r1 + r0;
r0 = r0 * pd1.xxxx;
gl_FragData[] = r0;
}
Loaded program cache file "glbaseshaders.cfg", total keyvalues: 266, total successfully linked: 266
Could not load program cache file glshaders.cfg
Could not find user GL shader cache file
Precache: Took 12768 ms, Vertex 928, Pixel 1367
Game.so loaded for "Team Fortress"
That said, you can set this behavior as the threadstarter said. You can also just run the game like this:
LC_NUMERIC=POSIX steam steam://rungameid/520
My question now: Where do we report bugs? Are the forums for reporting bugs or is there a bugtracker where we can report them?
Yes. They call functions this way: doSomething(float x, float y, ...). Now you can probably see the problem, they read the decimal point from somewhere (probably to create correct output for messages like errors or documentation). If its point then the function call looks like doSomething(3.14, 2.7) which is correct. If its comma the call is doSomething(3,14, 2,7), as you can see now they call 4 parameters instead of 2 and that causes errors.
That's actually a pretty dumb bug. I've already seen something like this in a CAD lib...
You can't. That's the point of the limited beta. Only those 1000 people can report bugs. Don't worry, they have found this one already.