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  1. yahoo@beamlee:~$ ./openwolf.x86_64 +set fs_basepath ~/gpp +set fs_homepath . +set fs_game gpp +set in_nograb 1 +set fs_fullscreen 0 +set cl_renderer "GL3"
  2. TremZ 0.9.0 x86_64 Dec 11 2011
  3. +set fs_basepath /home/yahoo/gpp +set fs_homepath . +set fs_game gpp +set in_nograb 1 +set fs_fullscreen 0 +set cl_renderer GL3
  4. Have SSE support
  5. ----- FS_Startup -----
  6. Current search path:
  7. ./gpp/vms-1.1.0.pk3 (4 files)
  8. ./gpp/map-uncreation-1.1.0.pk3 (110 files)
  9. ./gpp/map-tremor-1.1.0.pk3 (45 files)
  10. ./gpp/map-transit-1.1.0.pk3 (135 files)
  11. ./gpp/map-niveus-1.1.0.pk3 (134 files)
  12. ./gpp/map-nexus6-1.1.0.pk3 (151 files)
  13. ./gpp/map-karith-1.1.0.pk3 (118 files)
  14. ./gpp/map-atcs-1.1.0.pk3 (87 files)
  15. ./gpp/map-arachnid2-1.1.0.pk3 (67 files)
  16. ./gpp/data-gppr2223.pk3 (262 files)
  17. ./gpp/data-1.1.0.pk3 (1229 files)
  18. ./gpp
  19. /home/yahoo/gpp/gpp
  20. ./etmain
  21. /home/yahoo/gpp/etmain
  22.  
  23. ----------------------
  24. 2342 files in pk3 files
  25. execing default.cfg
  26. execing language.cfg
  27. couldn't exec language.cfg
  28. execing etconfig.cfg
  29. couldn't exec etconfig.cfg
  30. execing autoexec.cfg
  31. couldn't exec autoexec.cfg
  32. Hunk_Clear: reset the hunk ok
  33. ----- Client Initialization -----
  34. Couldn't read owhistory.
  35. ...IRC: connecting to server
  36. ----- Initializing Renderer ----
  37. Loading "librendererGL3x86_64.so"...done
  38. Calling GetRefAPI...
  39. GetRefAPI()
  40. -------------------------------
  41. OpenWolf key found.
  42. ------ Initializing Database ------
  43. Database Disabled.
  44. -----------------------------------
  45. ------ Creating MySQL Tables ------
  46. -----------------------------------
  47. ----- Client Initialization Complete -----
  48. ----- R_Init -----
  49. SDL_Init( SDL_INIT_VIDEO )... SDL using driver "x11"
  50. Initializing OpenGL display
  51. Estimated display aspect: 1.779
  52. ...setting mode 3: 640 480
  53. Using 8/8/8 Color bits, 24 depth, 8 stencil display.
  54. Using GLEW 1.5.2
  55. Available modes: '1366x768 1360x768 640x480 800x600 1024x768'
  56. GL_RENDERER: Mesa DRI Intel(R) Sandybridge Mobile
  57. Initializing OpenGL extensions
  58. ...using GL_ARB_multitexture
  59. ...using GL_ARB_depth_texture
  60. ...using GL_ARB_texture_cube_map
  61. ...using GL_ARB_vertex_program
  62. ...using GL_ARB_vertex_buffer_object
  63. ...using GL_ARB_occlusion_query
  64. ...using GL_ARB_shader_objects
  65. ...using GL_ARB_vertex_shader
  66. ...using GL_ARB_fragment_shader
  67. ...using GL_ARB_shading_language_100
  68. ...using GL_ARB_texture_non_power_of_two
  69. ...using GL_ARB_draw_buffers
  70. ...using GL_ARB_half_float_pixel
  71. ...GL_ARB_texture_float not found
  72. ...using GL_ARB_texture_compression
  73. ...using GL_ARB_vertex_array_object
  74. ...GL_EXT_texture_compression_s3tc not found
  75. ...using GL_EXT_texture3D
  76. ...using GL_EXT_stencil_wrap
  77. ...using GL_EXT_texture_filter_anisotropic
  78. ...using GL_EXT_stencil_two_side
  79. ...GL_EXT_depth_bounds_test not found
  80. ...using GL_EXT_framebuffer_object
  81. ...GL_EXT_packed_depth_stencil not found
  82. ...using GL_EXT_framebuffer_blit
  83. ...using GL_ATI_separate_stencil
  84. ...using GL_SGIS_generate_mipmap
  85. ...GL_GREMEDY_string_marker not found
  86. ------- GLSL_InitGPUShaders -------
  87. /// -------------------------------------------------
  88. /// creating generic shaders ------------------------
  89. ...loading vertex shader 'glsl/vertexSkinning_vp.glsl'
  90. ...loading vertex shader 'glsl/vertexAnimation_vp.glsl'
  91. ...loading vertex main() shader 'glsl/generic_vp.glsl'
  92. ...loading fragment main() shader 'glsl/generic_fp.glsl'
  93. ...compiling generic shaders
  94. 0% 10 20 30 40 50 60 70 80 90 100%
  95. |----|----|----|----|----|----|----|----|----|----|
  96. *...Connected to IRC server
  97. *******************
  98.  
  99. ...compiled 24 generic shader permutations in 0.51 seconds
  100. /// -------------------------------------------------
  101. /// creating vertexLighting_DBS_entity shaders ------
  102. ...loading vertex shader 'glsl/vertexSkinning_vp.glsl'
  103. ...loading vertex shader 'glsl/vertexAnimation_vp.glsl'
  104. ...loading vertex main() shader 'glsl/vertexLighting_DBS_entity_vp.glsl'
  105. ...loading vertex shader 'glsl/reliefMapping_fp.glsl'
  106. ...loading fragment main() shader 'glsl/vertexLighting_DBS_entity_fp.glsl'
  107. ...compiling vertexLighting_DBS_entity shaders
  108. 0% 10 20 30 40 50 60 70 80 90 100%
  109. |----|----|----|----|----|----|----|----|----|----|
  110. ***********
  111. ...compiled 60 vertexLighting_DBS_entity shader permutations in 3.52 seconds
  112. /// -------------------------------------------------
  113. /// creating vertexLighting_DBS_world shaders -------
  114. ...loading vertex main() shader 'glsl/vertexLighting_DBS_world_vp.glsl'
  115. ...loading vertex shader 'glsl/reliefMapping_fp.glsl'
  116. ...loading fragment main() shader 'glsl/vertexLighting_DBS_world_fp.glsl'
  117. ...compiling vertexLighting_DBS_world shaders
  118. 0% 10 20 30 40 50 60 70 80 90 100%
  119. |----|----|----|----|----|----|----|----|----|----|
  120. *************************
  121. ...compiled 12 vertexLighting_DBS_world shader permutations in 0.32 seconds
  122. /// -------------------------------------------------
  123. /// creating lightMapping shaders -------------------
  124. ...loading vertex main() shader 'glsl/lightMapping_vp.glsl'
  125. ...loading vertex shader 'glsl/reliefMapping_fp.glsl'
  126. ...loading fragment main() shader 'glsl/lightMapping_fp.glsl'
  127. ...compiling lightMapping shaders
  128. 0% 10 20 30 40 50 60 70 80 90 100%
  129. |----|----|----|----|----|----|----|----|----|----|
  130. ***************************
  131.  
  132. ...compiled 12 lightMapping shader permutations in 0.51 seconds
  133. /// -------------------------------------------------
  134. /// creating forwardLighting_omniXYZ shaders --------
  135. ...loading vertex shader 'glsl/vertexSkinning_vp.glsl'
  136. ...loading vertex shader 'glsl/vertexAnimation_vp.glsl'
  137. ...loading vertex main() shader 'glsl/forwardLighting_vp.glsl'
  138. ...loading vertex shader 'glsl/reliefMapping_fp.glsl'
  139. ...loading fragment main() shader 'glsl/forwardLighting_fp.glsl'
  140. ...compiling forwardLighting_omniXYZ shaders
  141. 0% 10 20 30 40 50 60 70 80 90 100%
  142. |----|----|----|----|----|----|----|----|----|----|
  143. ***********
  144. ...compiled 72 forwardLighting_omniXYZ shader permutations in 3.97 seconds
  145. /// -------------------------------------------------
  146. /// creating forwardLighting_projXYZ shaders --------
  147. ...loading vertex shader 'glsl/vertexSkinning_vp.glsl'
  148. ...loading vertex shader 'glsl/vertexAnimation_vp.glsl'
  149. ...loading vertex main() shader 'glsl/forwardLighting_vp.glsl'
  150. ...loading vertex shader 'glsl/reliefMapping_fp.glsl'
  151. ...loading fragment main() shader 'glsl/forwardLighting_fp.glsl'
  152. ...compiling forwardLighting_projXYZ shaders
  153. 0% 10 20 30 40 50 60 70 80 90 100%
  154. |----|----|----|----|----|----|----|----|----|----|
  155. ^1IRC: ^2Joined IRC chat.
  156. ***********
  157. ...compiled 72 forwardLighting_projXYZ shader permutations in 3.90 seconds
  158. /// -------------------------------------------------
  159. /// creating forwardLighting_directionalSun shaders -
  160. ...loading vertex shader 'glsl/vertexSkinning_vp.glsl'
  161. ...loading vertex shader 'glsl/vertexAnimation_vp.glsl'
  162. ...loading vertex main() shader 'glsl/forwardLighting_vp.glsl'
  163. ...loading vertex shader 'glsl/reliefMapping_fp.glsl'
  164. ...loading fragment main() shader 'glsl/forwardLighting_fp.glsl'
  165. ...compiling forwardLighting_directionalSun shaders
  166. 0% 10 20 30 40 50 60 70 80 90 100%
  167. |----|----|----|----|----|----|----|----|----|----|
  168. ***********
  169. ...compiled 72 forwardLighting_directionalSun shader permutations in 3.65 seconds
  170. /// -------------------------------------------------
  171. /// creating shadowFill shaders ---------------------
  172. ...loading vertex shader 'glsl/vertexSkinning_vp.glsl'
  173. ...loading vertex shader 'glsl/vertexAnimation_vp.glsl'
  174. ...loading vertex main() shader 'glsl/shadowFill_vp.glsl'
  175. ...loading fragment main() shader 'glsl/shadowFill_fp.glsl'
  176. ...compiling shadowFill shaders
  177. 0% 10 20 30 40 50 60 70 80 90 100%
  178. |----|----|----|----|----|----|----|----|----|----|
  179. ********************
  180. ...compiled 24 shadowFill shader permutations in 0.32 seconds
  181. /// -------------------------------------------------
  182. /// creating reflection shaders ---------------------
  183. ...loading vertex shader 'glsl/vertexSkinning_vp.glsl'
  184. ...loading vertex shader 'glsl/vertexAnimation_vp.glsl'
  185. ...loading vertex main() shader 'glsl/reflection_CB_vp.glsl'
  186. ...loading fragment main() shader 'glsl/reflection_CB_fp.glsl'
  187. ...compiling reflection shaders
  188. 0% 10 20 30 40 50 60 70 80 90 100%
  189. |----|----|----|----|----|----|----|----|----|----|
  190. *************************
  191.  
  192. ...compiled 12 reflection shader permutations in 0.32 seconds
  193. /// -------------------------------------------------
  194. /// creating skybox shaders -------------------------
  195. ...loading vertex main() shader 'glsl/skybox_vp.glsl'
  196. ...loading fragment main() shader 'glsl/skybox_fp.glsl'
  197. ...compiling skybox shaders
  198. 0% 10 20 30 40 50 60 70 80 90 100%
  199. |----|----|----|----|----|----|----|----|----|----|
  200. ***************************************************
  201. ...compiled 2 skybox shader permutations in 0.00 seconds
  202. /// -------------------------------------------------
  203. /// creating fogQuake3 shaders ------------------------
  204. ...loading vertex shader 'glsl/vertexSkinning_vp.glsl'
  205. ...loading vertex shader 'glsl/vertexAnimation_vp.glsl'
  206. ...loading vertex main() shader 'glsl/fogQuake3_vp.glsl'
  207. ...loading fragment main() shader 'glsl/fogQuake3_fp.glsl'
  208. ...compiling fogQuake3 shaders
  209. 0% 10 20 30 40 50 60 70 80 90 100%
  210. |----|----|----|----|----|----|----|----|----|----|
  211. *************************
  212. ...compiled 12 fogQuake3 shader permutations in 0.19 seconds
  213. /// -------------------------------------------------
  214. /// creating fogGlobal shaders ------------------------
  215. ...loading vertex main() shader 'glsl/fogGlobal_vp.glsl'
  216. ...loading fragment main() shader 'glsl/fogGlobal_fp.glsl'
  217. ...compiling fogGlobal shaders
  218. 0% 10 20 30 40 50 60 70 80 90 100%
  219. |----|----|----|----|----|----|----|----|----|----|
  220. ***************************************************
  221. ...compiled 1 fogQuake3 shader permutations in 0.00 seconds
  222. /// -------------------------------------------------
  223. /// creating heatHaze shaders ------------------------
  224. ...loading vertex shader 'glsl/vertexSkinning_vp.glsl'
  225. ...loading vertex shader 'glsl/vertexAnimation_vp.glsl'
  226. ...loading vertex main() shader 'glsl/heatHaze_vp.glsl'
  227. ...loading fragment main() shader 'glsl/heatHaze_fp.glsl'
  228. ...compiling heatHaze shaders
  229. 0% 10 20 30 40 50 60 70 80 90 100%
  230. |----|----|----|----|----|----|----|----|----|----|
  231. ******************************************
  232.  
  233. ...compiled 6 heatHaze shader permutations in 0.13 seconds
  234. /// -------------------------------------------------
  235. /// creating screen shaders ------------------------
  236. ...loading vertex main() shader 'glsl/screen_vp.glsl'
  237. ...loading fragment main() shader 'glsl/screen_fp.glsl'
  238. ...compiled 1 screen shader permutations in 0.00 seconds
  239. /// -------------------------------------------------
  240. /// creating portal shaders ------------------------
  241. ...loading vertex main() shader 'glsl/portal_vp.glsl'
  242. ...loading fragment main() shader 'glsl/portal_fp.glsl'
  243. ...compiled 1 portal shader permutations in 0.00 seconds
  244. /// -------------------------------------------------
  245. /// creating toneMapping shaders ------------------------
  246. ...loading vertex main() shader 'glsl/toneMapping_vp.glsl'
  247. ...loading fragment main() shader 'glsl/toneMapping_fp.glsl'
  248. ...compiling toneMapping shaders
  249. 0% 10 20 30 40 50 60 70 80 90 100%
  250. |----|----|----|----|----|----|----|----|----|----|
  251. ***************************************************
  252.  
  253. ...compiled 2 toneMapping shader permutations in 0.00 seconds
  254. /// -------------------------------------------------
  255. /// creating contrast shaders ------------------------
  256. ...loading vertex main() shader 'glsl/contrast_vp.glsl'
  257. ...loading fragment main() shader 'glsl/contrast_fp.glsl'
  258. ...compiling contrast shaders
  259. 0% 10 20 30 40 50 60 70 80 90 100%
  260. |----|----|----|----|----|----|----|----|----|----|
  261. ***************************************************
  262.  
  263. ...compiled 1 contrast shader permutations in 0.06 seconds
  264. /// -------------------------------------------------
  265. /// creating cameraEffects shaders ------------------------
  266. ...loading vertex main() shader 'glsl/cameraEffects_vp.glsl'
  267. ...loading fragment main() shader 'glsl/cameraEffects_fp.glsl'
  268. ...compiling cameraEffects shaders
  269. 0% 10 20 30 40 50 60 70 80 90 100%
  270. |----|----|----|----|----|----|----|----|----|----|
  271. ***************************************************
  272.  
  273. ...compiled 1 cameraEffects shader permutations in 0.00 seconds
  274. /// -------------------------------------------------
  275. /// creating blurX shaders ------------------------
  276. ...loading vertex main() shader 'glsl/blurX_vp.glsl'
  277. ...loading fragment main() shader 'glsl/blurX_fp.glsl'
  278. ...compiling blurX shaders
  279. 0% 10 20 30 40 50 60 70 80 90 100%
  280. |----|----|----|----|----|----|----|----|----|----|
  281. ***************************************************
  282.  
  283. ...compiled 1 blurX shader permutations in 0.00 seconds
  284. /// -------------------------------------------------
  285. /// creating blurY shaders ------------------------
  286. ...loading vertex main() shader 'glsl/blurY_vp.glsl'
  287. ...loading fragment main() shader 'glsl/blurY_fp.glsl'
  288. ...compiling blurY shaders
  289. 0% 10 20 30 40 50 60 70 80 90 100%
  290. |----|----|----|----|----|----|----|----|----|----|
  291. ***************************************************
  292.  
  293. ...compiled 1 blurY shader permutations in 0.06 seconds
  294. /// -------------------------------------------------
  295. /// creating debugShadowMap shaders ------------------------
  296. ...loading vertex main() shader 'glsl/debugShadowMap_vp.glsl'
  297. ...loading fragment main() shader 'glsl/debugShadowMap_fp.glsl'
  298. ...compiled 1 debugShadowMap shader permutations in 0.00 seconds
  299. GLSL shaders load time = 17.47 seconds
  300.  
  301. GL_VENDOR: Tungsten Graphics, Inc
  302. GL_RENDERER: Mesa DRI Intel(R) Sandybridge Mobile
  303. GL_VERSION: 2.1 Mesa 7.11
  304. GL_EXTENSIONS: GL_ARB_multisample GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_polygon_offset GL_EXT_subtexture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture GL_EXT_texture3D GL_IBM_rasterpos_clip GL_ARB_point_parameters GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_framebuffer_sRGB GL_ARB_multitexture GL_EXT_framebuffer_sRGB GL_IBM_multimode_draw_arrays GL_IBM_texture_mirrored_repeat GL_3DFX_texture_compression_FXT1 GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_INGR_blend_func_separate GL_NV_blend_square GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_env_combine4 GL_SUN_multi_draw_arrays GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_framebuffer_object GL_EXT_texture_env_dot3 GL_MESA_window_pos GL_NV_packed_depth_stencil GL_NV_texture_rectangle GL_NV_vertex_program GL_ARB_depth_texture GL_ARB_occlusion_query GL_ARB_shadow GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_window_pos GL_ATI_envmap_bumpmap GL_EXT_stencil_two_side GL_EXT_texture_cube_map GL_NV_depth_clamp GL_NV_vertex_program1_1 GL_APPLE_client_storage GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_vertex_program GL_ARB_vertex_shader GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_MESA_pack_invert GL_MESA_ycbcr_texture GL_ARB_depth_clamp GL_ARB_fragment_program_shadow GL_ARB_half_float_pixel GL_ARB_point_sprite GL_ARB_shading_language_100 GL_ARB_sync GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ATI_blend_equation_separate GL_EXT_blend_equation_separate GL_OES_read_format GL_ARB_color_buffer_float GL_ARB_pixel_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_rectangle GL_EXT_pixel_buffer_object GL_EXT_texture_compression_rgtc GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_ARB_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_APPLE_object_purgeable GL_ARB_vertex_array_object GL_ATI_separate_stencil GL_EXT_draw_buffers2 GL_EXT_gpu_program_parameters GL_EXT_texture_env_combine GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_OES_EGL_image GL_ARB_copy_buffer GL_ARB_half_float_vertex GL_ARB_map_buffer_range GL_ARB_texture_rg GL_ARB_texture_swizzle GL_ARB_vertex_array_bgra GL_EXT_separate_shader_objects GL_EXT_texture_swizzle GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_ARB_ES2_compatibility GL_ARB_draw_elements_base_vertex GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_EXT_provoking_vertex GL_EXT_texture_snorm GL_MESA_texture_signed_rgba GL_ARB_robustness
  305. GL_MAX_TEXTURE_SIZE: 8192
  306. GL_MAX_TEXTURE_UNITS_ARB: 8
  307. GL_SHADING_LANGUAGE_VERSION_ARB: 1.20
  308. GL_MAX_VERTEX_UNIFORM_COMPONENTS_ARB 4096
  309. GL_MAX_VERTEX_ATTRIBS_ARB 16
  310. 64 occlusion query bits
  311. GL_MAX_DRAW_BUFFERS_ARB: 8
  312. GL_TEXTURE_MAX_ANISOTROPY_EXT: 16.000000
  313. GL_MAX_RENDERBUFFER_SIZE_EXT: 8192
  314. GL_MAX_COLOR_ATTACHMENTS_EXT: 8
  315.  
  316. PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
  317. MODE: 3, 640 x 480 windowed hz:N/A
  318. GAMMA: hardware w/ 0 overbright bits
  319. texturemode: GL_LINEAR_MIPMAP_NEAREST
  320. picmip: 1
  321. Using GPU vertex skinning with max 128 bones in a single pass
  322. ------- R_InitImages -------
  323. ----- CL_Shutdown -----
  324. RE_Shutdown( destroyWindow = 1 )
  325. ------- GLSL_ShutdownGPUShaders -------
  326. Shutting down OpenGL subsystem
  327. ...IRC: disconnected from server
  328. -----------------------
  329. R_InitImages: could not load 'gfx/2d/consolechars'
  330. R_InitImages: could not load 'gfx/2d/consolechars'
  331. yahoo@beamlee:~$
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