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Linux TF2 Startup

By: a guest on Dec 11th, 2012  |  syntax: None  |  size: 9.23 KB  |  views: 57  |  expires: Never
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  1. Game update: AppID 440 "Team Fortress 2", ProcID 4559, IP 0.0.0.0:0
  2. saving roaming config store to 'sharedconfig.vdf'
  3. roaming config store 2 saved successfully
  4. SDL video target is 'x11'
  5. SDL video target is 'x11'
  6. This system supports the OpenGL extension GL_EXT_framebuffer_object.
  7. This system supports the OpenGL extension GL_EXT_framebuffer_blit.
  8. This system supports the OpenGL extension GL_EXT_framebuffer_multisample.
  9. This system DOES NOT support the OpenGL extension GL_APPLE_fence.
  10. This system DOES NOT support the OpenGL extension GL_NV_fence.
  11. This system supports the OpenGL extension GL_ARB_sync.
  12. This system supports the OpenGL extension GL_EXT_draw_buffers2.
  13. This system DOES NOT support the OpenGL extension GL_EXT_bindable_uniform.
  14. This system DOES NOT support the OpenGL extension GL_APPLE_flush_buffer_range.
  15. This system supports the OpenGL extension GL_ARB_map_buffer_range.
  16. This system supports the OpenGL extension GL_ARB_vertex_buffer_object.
  17. This system supports the OpenGL extension GL_ARB_occlusion_query.
  18. This system DOES NOT support the OpenGL extension GL_APPLE_texture_range.
  19. This system DOES NOT support the OpenGL extension GL_APPLE_client_storage.
  20. This system DOES NOT support the OpenGL extension GL_ARB_uniform_buffer.
  21. This system supports the OpenGL extension GL_ARB_vertex_array_bgra.
  22. This system supports the OpenGL extension GL_EXT_vertex_array_bgra.
  23. This system supports the OpenGL extension GL_ARB_framebuffer_object.
  24. This system DOES NOT support the OpenGL extension GL_GREMEDY_string_marker.
  25. This system supports the OpenGL extension GL_ARB_debug_output.
  26. This system DOES NOT support the OpenGL extension GL_EXT_direct_state_access.
  27. This system DOES NOT support the OpenGL extension GL_NV_bindless_texture.
  28. This system DOES NOT support the OpenGL extension GL_AMD_pinned_memory.
  29. This system DOES NOT support the OpenGL extension GL_EXT_framebuffer_multisample_blit_scaled.
  30. This system supports the OpenGL extension GL_EXT_texture_sRGB_decode.
  31. This system DOES NOT support the OpenGL extension GL_NVX_gpu_memory_info.
  32. This system DOES NOT support the OpenGL extension GL_ATI_meminfo.
  33. This system supports the OpenGL extension GL_EXT_texture_compression_s3tc.
  34. This system DOES NOT support the OpenGL extension GLX_EXT_swap_control_tear.
  35. GL_NV_bindless_texture: DISABLED
  36. GL_AMD_pinned_memory: DISABLED
  37. GL_EXT_texture_sRGB_decode: AVAILABLE
  38. Installing breakpad exception handler for appid(gameoverlayui)/version(20121210172125_client)
  39. Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
  40. Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
  41. Installing breakpad exception handler for appid(gameoverlayui)/version(1.0_client)
  42. [1211/235317:WARNING:proxy_service.cc(646)] PAC support disabled because there is no system implementation
  43. Using breakpad crash handler
  44. Setting breakpad minidump AppID = 440
  45. Forcing breakpad minidump interfaces to load
  46. Looking up breakpad interfaces from steamclient
  47. Calling BreakpadMiniDumpSystemInit
  48. Installing breakpad exception handler for appid(440)/version(5140_client)
  49. Looking up breakpad interfaces from steamclient
  50. Calling BreakpadMiniDumpSystemInit
  51. Steam_SetMinidumpSteamID:  Caching Steam ID:  76561197996406835 [API loaded yes]
  52. Steam_SetMinidumpSteamID:  Setting Steam ID:  76561197996406835
  53. ConVarRef m_rawinput doesn't point to an existing ConVar
  54. GL_NVX_gpu_memory_info: UNAVAILABLE
  55. GL_ATI_meminfo: UNAVAILABLE
  56. GL_MAX_SAMPLES_EXT: 1
  57. CShaderDeviceMgrBase::GetRecommendedConfigurationInfo: CPU speed: 2000 MHz, Processor: GenuineIntel
  58. GlobalMemoryStatus: 3162505216
  59. CShaderDeviceMgrBase::GetRecommendedConfigurationInfo: CPU speed: 2000 MHz, Processor: GenuineIntel
  60. GlobalMemoryStatus: 3162505216
  61. [1211/235320:ERROR:resource_bundle.cc(411)] Failed to load /home/nate/.local/share/Steam/SteamApps/nates130/Team Fortress 2/cef_gtk.pak
  62. Some features may not be available.
  63. [1211/235320:WARNING:proxy_service.cc(646)] PAC support disabled because there is no system implementation
  64. IDirect3DDevice9::Create: BackBufWidth: 1280, BackBufHeight: 800, D3DFMT: 3, BackBufCount: 1, MultisampleType: 0, MultisampleQuality: 0
  65. Compile of "?" Failed:
  66. //GLSLfp
  67. #version 130
  68. //SAMPLERMASK-0
  69. //SAMPLERTYPES-ffffffff
  70. //HIGHWATER-1
  71.  
  72. uniform vec4 pc[1];
  73.  
  74.  
  75. void main()
  76. {
  77. // trans#0 label:none
  78. vec4 pd0 = vec4( 1.0, 0.0, 1.0, 1.0 );
  79. vec4 r0;
  80. r0 = pd0;
  81. gl_FragData[0] = r0;
  82.  
  83. }
  84.  
  85.  
  86. Compile of "bik_vs20" Failed:
  87. //GLSLvp
  88. #version 130
  89. //ATTRIBMAP-00-50-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
  90. attribute vec4 v0; // 80000000 900f0000
  91. attribute vec4 v1; // 80000005 900f0001
  92. //SAMPLERMASK-0
  93. //SAMPLERTYPES-ffffffff
  94. //HIGHWATER-17
  95. //HIGHWATERBONE-3
  96.  
  97. uniform vec4 vc[17];
  98.  
  99. uniform vec4 vcbones[3];
  100.  
  101. uniform vec4 vcscreen;
  102.  
  103. varying vec4 oT0;
  104. varying vec4 oT1;
  105.  
  106. void main()
  107. {
  108. // trans#0 label:vs-file bik_vs20 vs-index 0 vs-combo 0
  109. vec4 r0;
  110. vec4 r1;
  111. vec4 vTempPos;
  112. r0 = v0.xyzx * vc[0].yyyx + vc[0].xxxy;
  113. vTempPos.x = dot( r0.xyzw, vc[4].xyzw );
  114. vTempPos.y = dot( r0.xyzw, vc[5].xyzw );
  115. oT1.x = dot( r0.xyzw, vcbones[0].xyzw );
  116. oT1.y = dot( r0.xyzw, vcbones[1].xyzw );
  117. oT1.z = dot( r0.xyzw, vcbones[2].xyzw );
  118. r1.w = dot( r0.xyzw, vc[7].xyzw );
  119. r1.z = dot( r0.xyzw, vc[6].xyzw );
  120. vTempPos.zw = r1.zw;
  121. r0.w = -r1.z * vc[16].w + vc[16].x;
  122. oT1.w = r1.z;
  123. r0.x = max( r0.w, vc[16].z );
  124. gl_FogFragCoord = r0.x;
  125. gl_FrontSecondaryColor.w = r0.x;
  126. oT0.xy = v1.xy;
  127. gl_FrontSecondaryColor.xyz = vc[0].xxx;
  128. gl_ClipVertex = vTempPos;
  129. vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
  130. vTempPos.y = -vTempPos.y; // y' = -y
  131. vTempPos.xy += vcscreen.xy * vTempPos.w;
  132. gl_Position = vTempPos;
  133.  
  134. }
  135.  
  136.  
  137. Compile of "bik_vs20" Failed:
  138. //GLSLvp
  139. #version 130
  140. //ATTRIBMAP-00-50-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx-xx
  141. attribute vec4 v0; // 80000000 900f0000
  142. attribute vec4 v1; // 80000005 900f0001
  143. //SAMPLERMASK-0
  144. //SAMPLERTYPES-ffffffff
  145. //HIGHWATER-17
  146. //HIGHWATERBONE-3
  147.  
  148. uniform vec4 vc[17];
  149.  
  150. uniform vec4 vcbones[3];
  151.  
  152. uniform vec4 vcscreen;
  153.  
  154. varying vec4 oT0;
  155. varying vec4 oT1;
  156.  
  157. void main()
  158. {
  159. // trans#0 label:vs-file bik_vs20 vs-index 0 vs-combo 1
  160. vec4 r0;
  161. vec4 r1;
  162. vec4 r2;
  163. vec4 r3;
  164. vec4 vTempPos;
  165. r0 = v0.xyzx * vc[0].yyyx + vc[0].xxxy;
  166. vTempPos.x = dot( r0.xyzw, vc[4].xyzw );
  167. vTempPos.y = dot( r0.xyzw, vc[5].xyzw );
  168. r1.z = dot( r0.xyzw, vcbones[2].xyzw );
  169. oT1.x = dot( r0.xyzw, vcbones[0].xyzw );
  170. r1.xy = -r1.zz + vc[2].wz;
  171. r2.w = max( r1.x, vc[0].x );
  172. r3.w = 1.0 / r1.y;
  173. r1.w = dot( r0.xyzw, vc[6].xyzw );
  174. r2.w = r2.w * r3.w;
  175. oT1.y = dot( r0.xyzw, vcbones[1].xyzw );
  176. r2.w = r1.w * r2.w;
  177. r1.x = dot( r0.xyzw, vc[7].xyzw );
  178. r0.w = -r2.w * vc[16].w + vc[16].y;
  179. vTempPos.zw = r1.wx;
  180. r0.x = max( r0.w, vc[16].z );
  181. gl_FogFragCoord = r0.x;
  182. gl_FrontSecondaryColor.w = r0.x;
  183. oT0.xy = v1.xy;
  184. oT1.zw = r1.zw;
  185. gl_FrontSecondaryColor.xyz = vc[0].xxx;
  186. gl_ClipVertex = vTempPos;
  187. vTempPos.z = vTempPos.z * vc[0].z - vTempPos.w; // z' = (2*z)-w
  188. vTempPos.y = -vTempPos.y; // y' = -y
  189. vTempPos.xy += vcscreen.xy * vTempPos.w;
  190. gl_Position = vTempPos;
  191.  
  192. }
  193.  
  194.  
  195. Compile of "bik_ps20b" Failed:
  196. //GLSLfp
  197. #version 130
  198. varying vec4 oT0;
  199. varying vec4 oT1;
  200. //SAMPLERMASK-7
  201. //SAMPLERTYPES-ffffffc0
  202. //HIGHWATER-30
  203.  
  204. uniform vec4 pc[30];
  205.  
  206. uniform sampler2D sampler0;
  207. uniform sampler2D sampler1;
  208. uniform sampler2D sampler2;
  209.  
  210.  
  211.  
  212. void main()
  213. {
  214. // trans#0 label:ps-file bik_ps20b ps-index 0 ps-combo 0
  215. vec4 pd0 = vec4( 1.0, 0.0, 0.0, 0.0 );
  216. vec4 pd1 = vec4( 1.164123535156, 1.595794677734, 0.0, -0.870655059814 );
  217. vec4 pd2 = vec4( 1.164123535156, -0.8134765625, -0.391448974609, 0.529705047607 );
  218. vec4 pd3 = vec4( 1.164123535156, 0.0, 2.017822265625, -1.08166885376 );
  219. vec4 r0;
  220. vec4 r1;
  221. vec4 r2;
  222. r0 = texture2D( sampler0, oT0.xy );
  223. r2 = texture2D( sampler1, oT0.xy );
  224. r1 = texture2D( sampler2, oT0.xy );
  225. r0.y = r2.x;
  226. r0.z = r1.x;
  227. r0.w = pd0.x;
  228. r2.w = oT1.w * pc[12].w + -pc[12].x;
  229. r1.x = dot( r0.xyzw, pd1.xyzw );
  230. r1.w = min( r2.w, pc[12].z );
  231. r1.w = clamp( r1.w, 0.0, 1.0 );
  232. r1.y = dot( r0.xyzw, pd2.xyzw );
  233. r1.w = r1.w * r1.w;
  234. r1.z = dot( r0.xyzw, pd3.xyzw );
  235. r0.xyz = r1.www * ( pc[29].xyz - r1.xyz ) + r1.xyz;
  236. r0.w = pd0.x;
  237. gl_FragData[0] = r0;
  238.  
  239. }
  240.  
  241.  
  242. Compile of "bik_ps20b" Failed:
  243. //GLSLfp
  244. #version 130
  245. varying vec4 oT0;
  246. varying vec4 oT1;
  247. //SAMPLERMASK-7
  248. //SAMPLERTYPES-ffffffc0
  249. //HIGHWATER-30
  250.  
  251. uniform vec4 pc[30];
  252.  
  253. uniform sampler2D sampler0;
  254. uniform sampler2D sampler1;
  255. uniform sampler2D sampler2;
  256.  
  257.  
  258.  
  259. void main()
  260. {
  261. // trans#0 label:ps-file bik_ps20b ps-index 0 ps-combo 1
  262. vec4 pd0 = vec4( 1.0, 0.0, 0.0, 0.0 );
  263. vec4 pd1 = vec4( 1.164123535156, 1.595794677734, 0.0, -0.870655059814 );
  264. vec4 pd2 = vec4( 1.164123535156, -0.8134765625, -0.391448974609, 0.529705047607 );
  265. vec4 pd3 = vec4( 1.164123535156, 0.0, 2.017822265625, -1.08166885376 );
  266. vec4 r0;
  267. vec4 r1;
  268. vec4 r2;
  269. r0 = texture2D( sampler0, oT0.xy );
  270. r2 = texture2D( sampler1, oT0.xy );
  271. r1 = texture2D( sampler2, oT0.xy );
  272. r0.w = -oT1.z + pc[11].z;
  273. r2.w = 1.0 / r0.w;
  274. r1.w = -oT1.z + pc[12].y;
  275. r0.y = r2.x;
  276. r0.z = r1.x;
  277. r0.w = pd0.x;
  278. r1.w = r2.w * r1.w;
  279. r1.w = clamp( r1.w, 0.0, 1.0 );
  280. r1.x = dot( r0.xyzw, pd1.xyzw );
  281. r1.w = r1.w * oT1.w;
  282. r1.y = dot( r0.xyzw, pd2.xyzw );
  283. r1.w = r1.w * pc[12].w;
  284. r1.w = clamp( r1.w, 0.0, 1.0 );
  285. r1.z = dot( r0.xyzw, pd3.xyzw );
  286. r0.xyz = r1.www * ( pc[29].xyz - r1.xyz ) + r1.xyz;
  287. r0.w = pd0.x;
  288. gl_FragData[0] = r0;
  289.  
  290. }
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