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Crash on startup, "Couldn't compile shader"


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Posted

I'm pretty sure I installed the current test build correctly, I followed the installation instructions correctly and everything is where it should be to my knowledge... However, when I try running the game it opens for a few seconds then crashes with this error:

fQCEW0a.png

Is there something missing?

Posted

plz tell us what spec you are using on u pc m8 and what u are doing when u started up the game, how your folder looks like and so on

Posted

Getting the same error. PC ,followed the installation tutorial. 

 

compile log:
Fragment shader failed to compile with the following errors:
ERROR: 0:175: error(#223) Vector component fields not from the same set: xzya
ERROR: 0:175: error(#160) Cannot convert from: "float" to: "highp 4-component vector of vec4"
ERROR: 0:183: error(#223) Vector component fields not from the same set: xzya
ERROR: 0:183: error(#247) Function return does not match type
ERROR: 0:193: error(#223) Vector component fields not from the same set: xzya
ERROR: 0:193: error(#247) Function return does not match type
ERROR: error(#273) 6 compilation errors.  No code generated
Posted

Hmm I really should update the test build copy. Those errors are fixed, but if you only have intel graphics it may not help.

 

Anyway I just woke up, but I will update the test build version in a few hours.

Posted

Now it just crashes on startup without any errors in the console for some odd reason

 

 

My processor's an Intel Core i5-3570 CPU @ 3.40 GHz-3.80 GHz, I have 4 gigs of RAM, and my graphics card is an AMD Radeon HD 6670

Posted

Try adding "+set logfile 2" to your desktop shortcut's command line. Then the problem should hopefully be logged in Documents\My Games\warzone\warzone\qconsole.log

Posted

Here's the logfile

logfile opened on Wed Feb  1 12:47:20 2017
 
 
------- Input Initialization -------
Skipping check for DirectInput
Joystick is not active.
------------------------------------
----- Initializing Renderer ----
Trying to load "rd-warzone_x86.dll" from "I:\SteamLibrary\steamapps\common\Jedi Academy\GameData"...
QKEY found.
----- R_Init -----
...initializing QGL
succeeded
...setting mode 4: 800 600 W
...created window@0,0 (816x638)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...215 PFDs found
...hardware acceleration found
...PIXELFORMAT 11 selected
...creating GL context: succeeded
...OpenGL Version: Major 4. Minor 5.
...making context current: succeeded
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...GL_NV_register_combiners not found
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc available
...no tc preference specified
.....using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_env_add
...GL_EXT_texture_filter_anisotropic available
...ignoring GL_EXT_texture_filter_anisotropic
...using GL_EXT_texture_edge_clamp
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...GL_NV_register_combiners not found
...using GLSL version 4.40
...using GL_EXT_texture_compression_latc
...using GL_ARB_texture_compression_bptc
...using GL_ARB_texture_storage
------- FBO_Init -------
------- GLSL_InitGPUShaders -------
^3GLSL shader version set to highest available version: #version 400 core
------- R_InitVBOs -------
Initializing Shaders
#version 400 core
#define varying in
out vec4 out_Color;
#define gl_FragColor out_Color
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#ifndef deformGen_t
#define deformGen_t
#define DGEN_WAVE_SIN 1
#define DGEN_WAVE_SQUARE 2
#define DGEN_WAVE_TRIANGLE 3
#define DGEN_WAVE_SAWTOOTH 4
#define DGEN_WAVE_INVERSE_SAWTOOTH 5
#define DGEN_BULGE 7
#define DGEN_MOVE 8
#endif
#ifndef tcGen_t
#define tcGen_t
#define TCGEN_LIGHTMAP 2
#define TCGEN_LIGHTMAP1 3
#define TCGEN_LIGHTMAP2 4
#define TCGEN_LIGHTMAP3 5
#define TCGEN_TEXTURE 6
#define TCGEN_ENVIRONMENT_MAPPED 7
#define TCGEN_FOG 8
#define TCGEN_VECTOR 9
#endif
#ifndef colorGen_t
#define colorGen_t
#define CGEN_LIGHTING_DIFFUSE 11
#endif
#ifndef alphaGen_t
#define alphaGen_t
#define AGEN_LIGHTING_SPECULAR 6
#define AGEN_PORTAL 8
#endif
#ifndef texenv_t
#define texenv_t
#define TEXENV_MODULATE 8448
#define TEXENV_ADD 260
#define TEXENV_REPLACE 7681
#endif
#ifndef r_FBufScale
#define r_FBufScale vec2(0.001250, 0.001667)
#endif
#ifndef MATERIAL_LAST
#define 
ATERIAL_LAST 32.000000
#endif
#line 0
uniform sampler2D u_NormalMap;
 
varying vec2 var_TexCoords;
 
void main(void)
{
vec4 norm = texture2D(u_NormalMap, var_TexCoords);
gl_FragColor = vec4(norm.rgb, 1.0);
}
 
compile log:
Fragment shader failed to compile with the following errors:
ERROR: error(#60) Unknown char: ""
ERROR: error(#273) 1 compilation errors.  No code generated
 
Posted

It seems Intel and ATI don't like GLSL shaders in UTF-8 text format.

 

The test build has been updated. Should fix your problem I hope.

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