MMORPG Tycoon 2

MMORPG Tycoon 2

View Stats:
... Aug 2 @ 1:53pm
game doesn't start
i buy the game today and i cant play.

i need help :(:steamsalty:

here my log.txt

MMORPG Tycoon 2
win64
0.17.128-g1ac8560
Checking supported resolutions...
Available Modes
0: 1366 x 768
1: 1360 x 768
2: 1280 x 1024
3: 1280 x 960
4: 1280 x 720
5: 1152 x 864
6: 1152 x 720
7: 1024 x 768
8: 800 x 600
9: 640 x 480
Init: Initialising fullscreen window
Width before: 1024
Found 1 displays:
Display #0 Generic PnP Monitor (1366x768)
videoFlag added: Fullscreen Desktop
SDL_CreateWindow 1024x768x32 video mode, flags 4099
OpenGL Context:
Vendor: ATI Technologies Inc.
Renderer: ATI Radeon 3000 Graphics
Version: 3.3.11672 Core Profile Context
GLEW: 1.11.0
Shading Language Version: 3.30
== Begin OpenGL limits ==
Max 3D texture size: 8192
Max array texture layers: 8192
Max clip distances: 8
Max samples in a color multisample texture: 4
Maximum atomic counters: 0
Maximum fragment shader uniform components: 262144
Maximum geometry shader uniform components: 262144
Maximum combined texture image units: 32
Maximum combined uniform blocks: 45
Maximum cube map dimensions: 8192
Maximum samples in a multisample depth or depth-stencil texture: 4
Maximum simultaneous draw buffers: 8
Maximum simultaneous draw buffers with dual-source blending: 1
Recommended maximum number of vertex array indices: 16777215
Recommended maximum number of vertex array vertices: 2147483647
Max fragment shader input components: 128
Max fragment shader uniform components: 16384
Maximum texels in the texel array of a texture buffer: 268435456
Maximum supported texture image units in a fragment shader: 16
Maximum texture size (rough estimate): 8192
Maximum uniform buffer binding points: 45
Maximum uniform block size: 65536
Maximum uniform locations: 65536
Maximum varying components: 128
Maximum floating point varying components: 128
Maximum atomic counters in vertex shaders: 0
Maximum vertex attributes in vertex shader: 29
Maximum active shader storage blocks in a vertex shader: 29
Maximum texture image units in vertex shader: 16
Maximum uniform components in vertex shader: 16384
Maximum output components in vertex shader: 128
Maximum uniform blocks per vertex shader: 15
Maximum simultaneous viewports: 16
Maximum MSAA samples: 4
NVidia-only: Currently available video memory: 4
ATI-only: Currently available video memory: 217429
== End OpenGL limits ==
anisotropic texture filters: SUPPORTED
VSync: ENABLED
TextureUnits: 16 from vertex shader, 32 total
Hinted minimise on focus loss: TRUE (as there is only one monitor)
Width after: 1366
Screen Ratio: 1.778646
CPU: AMD Athlon(tm) II X2 260 Processor
Number of hardware cores: 2
System RAM: 3.75 gb
-- Initialising game "MMORPG"
TextInput was enabled by default; turning it off until we need it!
SizeChanged EVENT: 1366, 768
StudioSystemCreate succeeded
Number of audio drivers: 1
Default audio driver is: 0 (Realtek Digital Output (Realtek High Definition Audio))
Audio device 0: "Realtek Digital Output (Realtek High Definition Audio)" SystemRate 48000, SpeakerMode "stereo", SpeakerChannels 2
Done enumerating audio drivers
StudioSystemInit succeeded
STEAM: UserId: 76561198111045949
STEAM: Username: ...
STEAM: Branch: default
STEAM: Found 0 Steam controllers!
STEAM: IsSubscribed: TRUE
STEAM: IsSubscribedFromFreeWeekend: FALSE
STEAM: IsLowViolence: FALSE
STEAM: IsCybercafe: FALSE
STEAM: IsVACBanned: FALSE
STEAM: CurrentGameLanguage: schinese
STEAM: PhoneVerified: FALSE
STEAM: TwoFactorEnabled: FALSE
STEAM: SteamLevel: 3
Found 36 desktop game icon images
0001: #version 330
0002: // filename:
0003:
0004: #if defined(VULKAN) || defined(GL_core_profile) || defined(GL_ES)
0005: #define int4 ivec4
0006: #define uint2 uvec2
0007: #define float2 vec2
0008: #define float4 vec4
0009: #if defined(GL_ES)
0010: precision highp float;
0011: precision highp int;
0012: #endif
0013: #elif defined(__METAL_VERSION__)
0014: #include <metal_geometric>
0015: using namespace metal;
0016: #endif
0017:
0018: #if !defined(__METAL_VERSION__)
0019:
0020: void SlugUnpack(float4 tex, float4 bnd, out float4 vbnd, out int4 vgly)
0021:
0022: #else
0023:
0024: void SlugUnpack(float4 tex, float4 bnd, thread float4& vbnd, thread int4& vgly)
0025:
0026: #endif
0027:
0028: {
0029: #if defined(VULKAN) || defined(GL_core_profile) || defined(GL_ES)
0030:
0031: uint2 g = floatBitsToUint(tex.zw);
0032:
0033: #elif defined(__METAL_VERSION__)
0034:
0035: uint2 g = as_type<uint2>(tex.zw);
0036:
0037: #else
0038:
0039: uint2 g = asuint(tex.zw);
0040:
0041: #endif
0042:
0043: vgly = int4(g.x & 0xFFFFU, g.x >> 16U, g.y & 0xFFFFU, g.y >> 16U);
0044: vbnd = bnd;
0045: }
0046:
0047: #if !defined(__METAL_VERSION__)
0048:
0049: float2 SlugDilate(float4 pos, float4 tex, float4 jac, float4 m0, float4 m1, float4 m3, float2 dim, out float2 vpos)
0050:
0051: #else
0052:
0053: float2 SlugDilate(float4 pos, float4 tex, float4 jac, float4 m0, float4 m1, float4 m3, float2 dim, thread float2& vpos)
0054:
0055: #endif
0056:
0057: {
0058: float2 n = normalize(pos.zw);
0059: float f = dot(m3.xy, pos.xy) + m3.w;
0060: float g = dot(m3.xy, n);
0061: float f2 = f * f;
0062: float g2 = g * g;
0063:
0064: float w = (f * dot(m0.xy, n) - g * (dot(m0.xy, pos.xy) + m0.w)) * dim.x;
0065: float h = (f * dot(m1.xy, n) - g * (dot(m1.xy, pos.xy) + m1.w)) * dim.y;
0066:
0067: float a = w * w + h * h - f2 * g2;
0068: float b = f2 * f * g;
0069: float2 d = pos.zw * ((b + sqrt(b * b + f2 * f2 * a)) / a);
0070:
0071: vpos = pos.xy + d;
0072: return (float2(tex.x + dot(d, jac.xy), tex.y + dot(d, jac.zw)));
0073: }
0074: layout(location = 0) in float4 attrib0;
0075: layout(location = 1) in float4 attrib1;
0076: layout(location = 2) in float4 attrib2;
0077: layout(location = 3) in float4 attrib3;
0078: layout(location = 4) in float4 attrib4;
0079: in mat4 localToWorldAttrib;
0080: uniform mat4 worldToView;
0081: uniform mat4 viewToProjection;
0082: out vec4 worldPosition;
0083: out float4 vresult_color;
0084: out float2 vresult_texcoord;
0085: flat out float4 vresult_banding;
0086: flat out int4 vresult_glyph;
0087: void main(void)
0088: {
0089: vec2 p;
0090: mat4 mvp = viewToProjection * worldToView * localToWorldAttrib;
0091: mat4 trans_mvp = transpose(mvp);
0092: vec2 slug_viewport = vec2(1920,1080);
0093: vresult_texcoord = SlugDilate(attrib0, attrib1, attrib2, trans_mvp[0], trans_mvp[1], trans_mvp[3], slug_viewport, p);
0094: worldPosition = localToWorldAttrib * vec4(p.x, p.y, 0.0, 1.0);
0095: gl_Position = viewToProjection * worldToView * worldPosition;
0096: SlugUnpack(attrib1, attrib3, vresult_banding, vresult_glyph);
0097: vresult_color = attrib4;
0098: }
Vertex shader failed to compile with the following errors:
ERROR: 0:20: error(#132) Syntax error: 'float4' parse error
ERROR: error(#273) 1 compilation errors. No code generated


Failed assertion: Unable to compile vertex shader.

Failed condition: (success || !requireSuccess)
at VS_Renderer_OpenGL3.cpp:2120
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Showing 1-4 of 4 comments
Renderer: ATI Radeon 3000 Graphics
CPU: AMD Athlon(tm) II X2 260 Processor

looks like you just meet the requirements. that ati 3000 gpu does look like it has the opengl 3.3 support. you could try a driver up date...do they still make updates for this gpu I wonder.

they did just update the game so there may have just been an early access error.
VectorStorm  [developer] Aug 2 @ 9:16pm 
Hi! I'm looking into this now.

The game seems to be having trouble compiling a shader for you, and the shader seems to be one from our text rendering system. I'm going to do some investigation, and should be back with more information soon!
VectorStorm  [developer] Aug 2 @ 9:41pm 
Okay, some background. The ATI Radeon 3000 is an integrated graphics chipset which was released in early 2009. Our minimum spec specifies a dedicated graphics card as minimum (Ideally around the GeForce 760 level as minimum performance), and the Radeon 3000 is benchmarked at somewhere slightly less than 1% the performance of the 760.. so if we did get the game to run on that hardware, I suspect you'd be having a bad time in terms of the game's frame rate.

With that said, the error looks like your graphics drivers aren't obeying the OpenGL 3.3 core specifications, where they're supposed to be defining a macro "GL_core_profile" during shader compilation, and this particular shader turns into a DirectX-style shader if that macro isn't provided (and OpenGL can't compile those). Which means that it's likely a simple video driver bug, and hopefully installing updated video drivers will sort out the problem.

But from what I'm reading online, it sounds like this computer (I assume it's an old laptop? 1366x768 sounds like an old laptop resolution) is far beneath the game's minimum spec, and I worry that even if you do get your drivers updated so that the shaders will compile on that computer, the game is likely to run very slowly?

Do you have access to a more modern computer to play on?
... Aug 3 @ 4:35am 
well , thank you replay.
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