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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.

  • 8 years later...
Posted

If you're encountering a Crash on startup with the error Couldn't compile shader, it's likely due to outdated graphics drivers or incompatible GPU hardware. Make sure your video drivers are fully up to date. Also, check if your system meets the game's minimum requirements. Disabling mods or adjusting the graphics settings manually in the config file might help. Reinstalling the game can sometimes resolve shader compilation issues.

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