Game update: AppID 440 "Team Fortress 2", ProcID 4559, IP 0.0.0.0:0 saving roaming config store to 'sharedconfig.vdf' roaming config store 2 saved successfully SDL video target is 'x11' SDL video target is 'x11' This system supports the OpenGL extension GL_EXT_framebuffer_object. This system supports the OpenGL extension GL_EXT_framebuffer_blit. This system supports the OpenGL extension GL_EXT_framebuffer_multisample. This system DOES NOT support the OpenGL extension GL_APPLE_fence. This system DOES NOT support the OpenGL extension GL_NV_fence. This system supports the OpenGL extension GL_ARB_sync. This system supports the OpenGL extension GL_EXT_draw_buffers2. This system DOES NOT support the OpenGL extension GL_EXT_bindable_uniform. This system DOES NOT support the OpenGL extension GL_APPLE_flush_buffer_range. This system supports the OpenGL extension GL_ARB_map_buffer_range. This system supports the OpenGL extension GL_ARB_vertex_buffer_object. This system supports the OpenGL extension GL_ARB_occlusion_query. This system DOES NOT support the OpenGL extension GL_APPLE_texture_range. This system DOES NOT support the OpenGL extension GL_APPLE_client_storage. This system DOES NOT support the OpenGL extension GL_ARB_uniform_buffer. This system supports the OpenGL extension GL_ARB_vertex_array_bgra. This system supports the OpenGL extension GL_EXT_vertex_array_bgra. This system supports the OpenGL extension GL_ARB_framebuffer_object. This system DOES NOT support the OpenGL extension GL_GREMEDY_string_marker. This system supports the OpenGL extension GL_ARB_debug_output. This system DOES NOT support the OpenGL extension GL_EXT_direct_state_access. This system DOES NOT support the OpenGL extension GL_NV_bindless_texture. This system DOES NOT support the OpenGL extension GL_AMD_pinned_memory. This system DOES NOT support the OpenGL extension GL_EXT_framebuffer_multisample_blit_scaled. This system supports the OpenGL extension GL_EXT_texture_sRGB_decode. This system DOES NOT support the OpenGL extension GL_NVX_gpu_memory_info. This system DOES NOT support the OpenGL extension GL_ATI_meminfo. This system supports the OpenGL extension GL_EXT_texture_compression_s3tc. This system DOES NOT support the OpenGL extension GLX_EXT_swap_control_tear. GL_NV_bindless_texture: DISABLED GL_AMD_pinned_memory: DISABLED GL_EXT_texture_sRGB_decode: AVAILABLE Installing breakpad exception handler for appid(gameoverlayui)/version(20121210172125_client) Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client) Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client) Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client) [1211/235317:WARNING:proxy_service.cc(646)] PAC support disabled because there is no system implementation Using breakpad crash handler Setting breakpad minidump AppID = 440 Forcing breakpad minidump interfaces to load Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Installing breakpad exception handler for appid(440)/version(5140_client) Looking up breakpad interfaces from steamclient Calling BreakpadMiniDumpSystemInit Steam_SetMinidumpSteamID: Caching Steam ID: 76561197996406835 [API loaded yes] Steam_SetMinidumpSteamID: Setting Steam ID: 76561197996406835 ConVarRef m_rawinput doesn't point to an existing ConVar GL_NVX_gpu_memory_info: UNAVAILABLE GL_ATI_meminfo: UNAVAILABLE GL_MAX_SAMPLES_EXT: 1 CShaderDeviceMgrBase::GetRecommendedConfigurationInfo: CPU speed: 2000 MHz, Processor: GenuineIntel GlobalMemoryStatus: 3162505216 CShaderDeviceMgrBase::GetRecommendedConfigurationInfo: CPU speed: 2000 MHz, Processor: GenuineIntel GlobalMemoryStatus: 3162505216 [1211/235320:ERROR:resource_bundle.cc(411)] Failed to load /home/nate/.local/share/Steam/SteamApps/nates130/Team Fortress 2/cef_gtk.pak Some features may not be available. [1211/235320:WARNING:proxy_service.cc(646)] PAC support disabled because there is no system implementation IDirect3DDevice9::Create: BackBufWidth: 1280, BackBufHeight: 800, D3DFMT: 3, BackBufCount: 1, MultisampleType: 0, MultisampleQuality: 0 Compile of "?" Failed: //GLSLfp #version 130 //SAMPLERMASK-0 //SAMPLERTYPES-ffffffff //HIGHWATER-1 uniform vec4 pc[1]; void main() { // trans#0 label:none vec4 pd0 = vec4( 1.0, 0.0, 1.0, 1.0 ); vec4 r0; r0 = pd0; gl_FragData[0] = r0; } Compile of "bik_vs20" Failed: //GLSLvp #version 130 //ATTRIBMAP-00-50-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx attribute vec4 v0; // 80000000 900f0000 attribute vec4 v1; // 80000005 900f0001 //SAMPLERMASK-0 //SAMPLERTYPES-ffffffff //HIGHWATER-17 //HIGHWATERBONE-3 uniform vec4 vc[17]; uniform vec4 vcbones[3]; uniform vec4 vcscreen; varying vec4 oT0; varying vec4 oT1; void main() { // trans#0 label:vs-file bik_vs20 vs-index 0 vs-combo 0 vec4 r0; vec4 r1; vec4 vTempPos; r0 = v0.xyzx * vc[0].yyyx + vc[0].xxxy; vTempPos.x = dot( r0.xyzw, vc[4].xyzw ); vTempPos.y = dot( r0.xyzw, vc[5].xyzw ); oT1.x = dot( r0.xyzw, vcbones[0].xyzw ); oT1.y = dot( r0.xyzw, vcbones[1].xyzw ); oT1.z = dot( r0.xyzw, vcbones[2].xyzw ); r1.w = dot( r0.xyzw, vc[7].xyzw ); r1.z = dot( r0.xyzw, vc[6].xyzw ); vTempPos.zw = r1.zw; r0.w = -r1.z * vc[16].w + vc[16].x; oT1.w = r1.z; r0.x = max( r0.w, vc[16].z ); gl_FogFragCoord = r0.x; gl_FrontSecondaryColor.w = r0.x; oT0.xy = v1.xy; gl_FrontSecondaryColor.xyz = vc[0].xxx; gl_ClipVertex = vTempPos; vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w vTempPos.y = -vTempPos.y; // y' = -y vTempPos.xy += vcscreen.xy * vTempPos.w; gl_Position = vTempPos; } Compile of "bik_vs20" Failed: //GLSLvp #version 130 //ATTRIBMAP-00-50-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx attribute vec4 v0; // 80000000 900f0000 attribute vec4 v1; // 80000005 900f0001 //SAMPLERMASK-0 //SAMPLERTYPES-ffffffff //HIGHWATER-17 //HIGHWATERBONE-3 uniform vec4 vc[17]; uniform vec4 vcbones[3]; uniform vec4 vcscreen; varying vec4 oT0; varying vec4 oT1; void main() { // trans#0 label:vs-file bik_vs20 vs-index 0 vs-combo 1 vec4 r0; vec4 r1; vec4 r2; vec4 r3; vec4 vTempPos; r0 = v0.xyzx * vc[0].yyyx + vc[0].xxxy; vTempPos.x = dot( r0.xyzw, vc[4].xyzw ); vTempPos.y = dot( r0.xyzw, vc[5].xyzw ); r1.z = dot( r0.xyzw, vcbones[2].xyzw ); oT1.x = dot( r0.xyzw, vcbones[0].xyzw ); r1.xy = -r1.zz + vc[2].wz; r2.w = max( r1.x, vc[0].x ); r3.w = 1.0 / r1.y; r1.w = dot( r0.xyzw, vc[6].xyzw ); r2.w = r2.w * r3.w; oT1.y = dot( r0.xyzw, vcbones[1].xyzw ); r2.w = r1.w * r2.w; r1.x = dot( r0.xyzw, vc[7].xyzw ); r0.w = -r2.w * vc[16].w + vc[16].y; vTempPos.zw = r1.wx; r0.x = max( r0.w, vc[16].z ); gl_FogFragCoord = r0.x; gl_FrontSecondaryColor.w = r0.x; oT0.xy = v1.xy; oT1.zw = r1.zw; gl_FrontSecondaryColor.xyz = vc[0].xxx; gl_ClipVertex = vTempPos; vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w vTempPos.y = -vTempPos.y; // y' = -y vTempPos.xy += vcscreen.xy * vTempPos.w; gl_Position = vTempPos; } Compile of "bik_ps20b" Failed: //GLSLfp #version 130 varying vec4 oT0; varying vec4 oT1; //SAMPLERMASK-7 //SAMPLERTYPES-ffffffc0 //HIGHWATER-30 uniform vec4 pc[30]; uniform sampler2D sampler0; uniform sampler2D sampler1; uniform sampler2D sampler2; void main() { // trans#0 label:ps-file bik_ps20b ps-index 0 ps-combo 0 vec4 pd0 = vec4( 1.0, 0.0, 0.0, 0.0 ); vec4 pd1 = vec4( 1.164123535156, 1.595794677734, 0.0, -0.870655059814 ); vec4 pd2 = vec4( 1.164123535156, -0.8134765625, -0.391448974609, 0.529705047607 ); vec4 pd3 = vec4( 1.164123535156, 0.0, 2.017822265625, -1.08166885376 ); vec4 r0; vec4 r1; vec4 r2; r0 = texture2D( sampler0, oT0.xy ); r2 = texture2D( sampler1, oT0.xy ); r1 = texture2D( sampler2, oT0.xy ); r0.y = r2.x; r0.z = r1.x; r0.w = pd0.x; r2.w = oT1.w * pc[12].w + -pc[12].x; r1.x = dot( r0.xyzw, pd1.xyzw ); r1.w = min( r2.w, pc[12].z ); r1.w = clamp( r1.w, 0.0, 1.0 ); r1.y = dot( r0.xyzw, pd2.xyzw ); r1.w = r1.w * r1.w; r1.z = dot( r0.xyzw, pd3.xyzw ); r0.xyz = r1.www * ( pc[29].xyz - r1.xyz ) + r1.xyz; r0.w = pd0.x; gl_FragData[0] = r0; } Compile of "bik_ps20b" Failed: //GLSLfp #version 130 varying vec4 oT0; varying vec4 oT1; //SAMPLERMASK-7 //SAMPLERTYPES-ffffffc0 //HIGHWATER-30 uniform vec4 pc[30]; uniform sampler2D sampler0; uniform sampler2D sampler1; uniform sampler2D sampler2; void main() { // trans#0 label:ps-file bik_ps20b ps-index 0 ps-combo 1 vec4 pd0 = vec4( 1.0, 0.0, 0.0, 0.0 ); vec4 pd1 = vec4( 1.164123535156, 1.595794677734, 0.0, -0.870655059814 ); vec4 pd2 = vec4( 1.164123535156, -0.8134765625, -0.391448974609, 0.529705047607 ); vec4 pd3 = vec4( 1.164123535156, 0.0, 2.017822265625, -1.08166885376 ); vec4 r0; vec4 r1; vec4 r2; r0 = texture2D( sampler0, oT0.xy ); r2 = texture2D( sampler1, oT0.xy ); r1 = texture2D( sampler2, oT0.xy ); r0.w = -oT1.z + pc[11].z; r2.w = 1.0 / r0.w; r1.w = -oT1.z + pc[12].y; r0.y = r2.x; r0.z = r1.x; r0.w = pd0.x; r1.w = r2.w * r1.w; r1.w = clamp( r1.w, 0.0, 1.0 ); r1.x = dot( r0.xyzw, pd1.xyzw ); r1.w = r1.w * oT1.w; r1.y = dot( r0.xyzw, pd2.xyzw ); r1.w = r1.w * pc[12].w; r1.w = clamp( r1.w, 0.0, 1.0 ); r1.z = dot( r0.xyzw, pd3.xyzw ); r0.xyz = r1.www * ( pc[29].xyz - r1.xyz ) + r1.xyz; r0.w = pd0.x; gl_FragData[0] = r0; }