Using script Commanders Map: Mars.smf Mod: "Complete Annihilation r762" from ca-r762.sdz Created server on port 8452 Created local client with number 0 Listening to local client on connection 0 TransportHover: 0 Opening map file Loading Map Loading detail textures Creating overhead texture Creating ground shading Loading tile file Reading tiles Reading tile map Creating projectile texture Number of damage types: 38 Loading units and weapons Warning to many unit categories 33 missed notstructure Warning to many unit categories 33 missed notstructure Warning to many unit categories 33 missed air Warning to many unit categories 33 missed notstructure Initializing map features Generating trees Parsing unit icons Creating unit textures Reading estimate path costs Creating sky LUACOB-MAIN (GADGETS) LUACOB-DRAW (GADGETS) LUARULES-MAIN (GADGETS) LUARULES-DRAW (GADGETS) Spring 0.75b2 Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt Failed to load: cmd_factory_repeat.lua (Include() could not load 'LuaUI/Headers/spring.h.lua' ) Halo widget: hblur shader error: Fragment info ------------- (12) : warning C7011: implicit cast from "int" to "float" (20) : warning C7011: implicit cast from "int" to "float" Internal error: assembly compile error for fragment shader at offset 1315: -- error message -- line 44, column 23: error: variable not valid as a source register -- internal assembly text -- !!ARBfp1.0 OPTION NV_fragment_program2; # cgc version 1.5.0000, build date Nov 11 2005 14:12:07 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile fp40 #program main #semantic tex0 #semantic screenY #var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1 #var float4 gl_TexCoord[1] : : : -1 : 0 #var float4 gl_TexCoord[2] : : : -1 : 0 #var float4 gl_TexCoord[3] : : : -1 : 0 #var float4 gl_TexCoord[4] : : : -1 : 0 #var float4 gl_TexCoord[5] : : : -1 : 0 #var float4 gl_TexCoord[6] : : : -1 : 0 #var float4 gl_TexCoord[7] : : : -1 : 0 #var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1 #var sampler2D tex0 : : texunit 0 : -1 : 1 #var int screenY : : c[0] : -1 : 1 #const c[1] = 0.372 -2 0.301 -3 #const c[2] = 0.212 -4 0.129 -5 #const c[3] = 0.069 -6 0.054 -7 #const c[4] = 0.013 0.4 7 6 #const c[5] = 5 4 3 2 PARAM c[6] = { program.local[0], { 0.37200001, -2, 0.301, -3 }, { 0.212, -4, 0.12899999, -5 }, { 0.068999998, -6, 0.054000001, -7 }, { 0.013, 0.40000001, 7, 6 }, { 5, 4, 3, 2 } }; TEMP R0; TEMP R1; TEMP R2; TEMP RC; TEMP HC; OUTPUT oCol = result.color; RCPR R2.w, c[0].x; MADR R2.xyz, R2.w, c[5].zyww, fragment.texcoord[0].y; ADDR R0.y, fragment.texcoord[0], R2.w; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[1].x, oCol; MOVR R0.y, R2.z; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[1].z, R1; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[2].x, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[2].z, R1; MADR R2.xy, R2.w, c[4].wzzw, fragment.texcoord[0].y; MADR R0.y, R2.w, c[5].x, fragment.texcoord[0]; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[3].x, R1; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[3].z, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[4].x, R1; TEX R0, fragment.texcoord[0], texture[0], 2D; MADR R1, R0, c[4].y, R1; MADR R2.xy, R2.w, c[3].wyzw, fragment.texcoord[0].y; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[4].x, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[3].z, R1; MADR R2.xy, R2.w, c[2].wyzw, fragment.texcoord[0].y; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[3].x, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[2].z, R1; MADR R2.xy, R2.w, c[1].wyzw, fragment.texcoord[0].y; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[2].x, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[1].z, R1; ADDR R0.y, fragment.texcoord[0], -R2.w; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR oCol, R0, c[1].x, R1; END # 64 instructions, 3 R-regs, 0 H-regs Halo widget: hblur shader error: Fragment info ------------- (12) : warning C7011: implicit cast from "int" to "float" (20) : warning C7011: implicit cast from "int" to "float" Internal error: assembly compile error for fragment shader at offset 1587: -- error message -- line 47, column 23: error: variable not valid as a source register -- internal assembly text -- !!ARBfp1.0 OPTION NV_fragment_program2; # cgc version 1.5.0000, build date Nov 11 2005 14:12:07 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile fp40 #program main #semantic gl_TextureMatrix #semantic tex0 #semantic screenY #var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1 #var float4 gl_TexCoord[1] : : : -1 : 0 #var float4 gl_TexCoord[2] : : : -1 : 0 #var float4 gl_TexCoord[3] : : : -1 : 0 #var float4 gl_TexCoord[4] : : : -1 : 0 #var float4 gl_TexCoord[5] : : : -1 : 0 #var float4 gl_TexCoord[6] : : : -1 : 0 #var float4 gl_TexCoord[7] : : : -1 : 0 #var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1 #var float4x4 gl_TextureMatrix[0] : : c[0], 4 : -1 : 1 #var float4x4 gl_TextureMatrix[1] : : , 4 : -1 : 0 #var float4x4 gl_TextureMatrix[2] : : , 4 : -1 : 0 #var float4x4 gl_TextureMatrix[3] : : , 4 : -1 : 0 #var float4x4 gl_TextureMatrix[4] : : , 4 : -1 : 0 #var float4x4 gl_TextureMatrix[5] : : , 4 : -1 : 0 #var float4x4 gl_TextureMatrix[6] : : , 4 : -1 : 0 #var float4x4 gl_TextureMatrix[7] : : , 4 : -1 : 0 #var sampler2D tex0 : : texunit 0 : -1 : 1 #var int screenY : : c[4] : -1 : 1 #const c[5] = 0.7 -2 0.6 PARAM c[6] = { program.local[0..4], { 0.69999999, -2, 0.60000002 } }; TEMP R0; TEMP R1; TEMP R2; TEMP R3; TEMP RC; TEMP HC; OUTPUT oCol = result.color; MULR R0.xy, fragment.texcoord[0].y, c[1]; MADR R0.xy, fragment.texcoord[0].x, c[0], R0; MADR R0.xy, fragment.texcoord[0].z, c[2], R0; MADR R3.xy, fragment.texcoord[0].w, c[3], R0; RCPR R3.z, c[4].x; TEX R1, R3, texture[0], 2D; MADR R2, R1, c[5].x, oCol; ADDR R0.y, R3, R3.z; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R0, R0, c[5].z, R2; ADDR R1, R0, R1; MADR R0.y, R3.z, c[5], R3; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R0, R0, c[5].z, R1; ADDR R1.y, R3, -R3.z; MOVR R1.x, R3; TEX R1, R1, texture[0], 2D; MADR oCol, R1, c[5].x, R0; END # 20 instructions, 4 R-regs, 0 H-regs LuaUI v0.2 Player no name joined as 0 GroundExtremes are: 30 - 319 Windmill altitude bonus coefficient is: 0.22 Halo widget: hblur shader error: Fragment info ------------- (12) : warning C7011: implicit cast from "int" to "float" (20) : warning C7011: implicit cast from "int" to "float" Internal error: assembly compile error for fragment shader at offset 1315: -- error message -- line 44, column 23: error: variable not valid as a source register -- internal assembly text -- !!ARBfp1.0 OPTION NV_fragment_program2; # cgc version 1.5.0000, build date Nov 11 2005 14:12:07 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile fp40 #program main #semantic tex0 #semantic screenY #var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1 #var float4 gl_TexCoord[1] : : : -1 : 0 #var float4 gl_TexCoord[2] : : : -1 : 0 #var float4 gl_TexCoord[3] : : : -1 : 0 #var float4 gl_TexCoord[4] : : : -1 : 0 #var float4 gl_TexCoord[5] : : : -1 : 0 #var float4 gl_TexCoord[6] : : : -1 : 0 #var float4 gl_TexCoord[7] : : : -1 : 0 #var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1 #var sampler2D tex0 : : texunit 0 : -1 : 1 #var int screenY : : c[0] : -1 : 1 #const c[1] = 0.372 -2 0.301 -3 #const c[2] = 0.212 -4 0.129 -5 #const c[3] = 0.069 -6 0.054 -7 #const c[4] = 0.013 0.4 7 6 #const c[5] = 5 4 3 2 PARAM c[6] = { program.local[0], { 0.37200001, -2, 0.301, -3 }, { 0.212, -4, 0.12899999, -5 }, { 0.068999998, -6, 0.054000001, -7 }, { 0.013, 0.40000001, 7, 6 }, { 5, 4, 3, 2 } }; TEMP R0; TEMP R1; TEMP R2; TEMP RC; TEMP HC; OUTPUT oCol = result.color; RCPR R2.w, c[0].x; MADR R2.xyz, R2.w, c[5].zyww, fragment.texcoord[0].y; ADDR R0.y, fragment.texcoord[0], R2.w; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[1].x, oCol; MOVR R0.y, R2.z; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[1].z, R1; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[2].x, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[2].z, R1; MADR R2.xy, R2.w, c[4].wzzw, fragment.texcoord[0].y; MADR R0.y, R2.w, c[5].x, fragment.texcoord[0]; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[3].x, R1; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[3].z, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[4].x, R1; TEX R0, fragment.texcoord[0], texture[0], 2D; MADR R1, R0, c[4].y, R1; MADR R2.xy, R2.w, c[3].wyzw, fragment.texcoord[0].y; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[4].x, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[3].z, R1; MADR R2.xy, R2.w, c[2].wyzw, fragment.texcoord[0].y; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[3].x, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[2].z, R1; MADR R2.xy, R2.w, c[1].wyzw, fragment.texcoord[0].y; MOVR R0.y, R2.x; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[2].x, R1; MOVR R0.y, R2; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[1].z, R1; ADDR R0.y, fragment.texcoord[0], -R2.w; MOVR R0.x, fragment.texcoord[0]; TEX R0, R0, texture[0], 2D; MADR oCol, R0, c[1].x, R1; END # 64 instructions, 3 R-regs, 0 H-regs Network statistics for local Connection Bytes send/recieved: 1108/2907 (Overhead: 0/0) Deleting 0 bytes unhandled data Path cache hits 0 0% Path cache hits 0 0% Network statistics for local Connection Bytes send/recieved: 2908/1092 (Overhead: 0/0) Deleting 16 bytes unhandled data