Using script script.txt SDL: 1.2.10 GL: 2.0.1 GL: NVIDIA Corporation GL: GeForce Go 7400/PCI/SSE2 GLEW: 1.4.0 Section game\mapoptions missing in file buffer Using script Commanders Map: Geyser_Plains_TNM04-V3.smf Mod: "Complete Annihilation r1404" from ca-r1404.sdz Became player 0 Client connected on slot 0 Connecting to server . could not load sound data: missing file WARNING: removed corgol_flame unitDef, missing model file (CORGOL.s3o) Loading all definitions: 0.980000 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: 9 Loading weapon definitions Loading unit definitions Loading feature definitions Generating trees Parsing unit icons Creating unit textures Initializing map features Reading estimate path costs Bad keysym: fakemeta Bind: could not parse key: fakemeta Loading LuaCOB LUACOB-MAIN (GADGETS) LUACOB-DRAW (GADGETS) Loading LuaRules LUARULES-DRAW (GADGETS) LUPS->ShockWave: criticle shader error: Fragment info ------------- Internal error: assembly compile error for fragment shader at offset 2021: -- error message -- line 67, column 15: error: variable not valid as a source register line 91, column 13: error: invalid operand variable -- internal assembly text -- !!ARBfp1.0 OPTION NV_fragment_program2; # cgc version 1.5.0000, build date Jun 20 2006 18:05:12 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile fp40 #program main #semantic gl_ProjectionMatrix #semantic center #semantic radius #semantic life #semantic screenInverse #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_FragCoord : $vin.WPOS : WPOS : -1 : 1 #var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1 #var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1 #var float4x4 gl_ProjectionMatrix : : c[0], 4 : -1 : 1 #var float2 center : : c[8] : -1 : 1 #var float radius : : : -1 : 0 #var float life : : c[10] : -1 : 1 #var float2 screenInverse : : c[9] : -1 : 1 #var $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[4] = 0.6 2.5 1 0.5 #const c[5] = 2 0 -0.0187293 0.074261 #const c[6] = 0.2121144 1.570729 1.570796 30 #const c[7] = 2.718282 8 4 -0.5 #const c[11] = 0.15 PARAM c[12] = { program.local[0..3], { 0.60000002, 2.5, 1, 0.5 }, { 2, 0, -0.018729299, 0.074261002 }, { 0.21211439, 1.5707288, 1.5707964, 30 }, { 2.7182817, 8, 4, -0.5 }, program.local[8..10], { 0.15000001 } }; TEMP R0; TEMP R1; SHORT TEMP H0; TEMP RC; TEMP HC; OUTPUT oCol = result.color; MULR R0.xy, fragment.texcoord[0], fragment.texcoord[0]; ADDR R0.x, R0, R0.y; RSQR R0.x, R0.x; RCPR R0.x, R0.x; ADDR R0.x, R0, -c[4]; MULR R0.w, R0.x, c[4].y; SGTRC HC.x, R0.w, c[4].z; MADR R0.x, -R0.w, c[7].y, c[7].z; MULR R0.z, R0.x, R0.x; MULR R0.z, R0, c[7].w; RCPR R1.x, R0.w; ADDR R0.xy, fragment.position, -c[8]; MULR R0.xy, R0, R1.x; POWR R0.z, c[7].x, R0.z; MULR R0.xy, R0, c[9]; MULR R0.xy, R0.z, R0; MULR R0.xy, R0, c[10].x; MULR R1.xy, R0, c[11].x; MOVR R0.xyz, oCol.xyww; MOVR R1.z, c[4]; MOVR R0.xyz(EQ.x), R1; MADR R1.y, |R0.w|, c[5].z, c[5].w; ADDR R1.x, -|R0.w|, c[4].z; MADR R1.y, |R0.w|, R1, -c[6].x; RSQR R1.x, R1.x; MADR R1.y, |R0.w|, R1, c[6]; SLTR H0.x, R0.w, c[5].y; RCPR R1.x, R1.x; MADR R1.x, -R1, R1.y, c[6].z; MULR R1.y, H0.x, R1.x; MADR R1.x, -R1.y, c[5], R1; MOVR R0.w, c[2].z; MADR R0.w, fragment.position.z, c[5].x, R0; COSR R1.x, R1.x; ADDR R0.w, R0, -c[4].z; MULR R1.x, R1, c[6].w; RCPR R0.w, R0.w; MADR R0.w, R0, c[2], -R1.x; MULR R0.w, R0, c[5].x; RCPR R0.w, R0.w; MULR R1.y, R0.w, c[2].w; MOVR R1.x, c[4].w; MOVR R0.w, result.depth.z; MADR R1.x, R1, -c[2].z, R1.y; ADDR R0.w(EQ.x), R1.x, c[4]; KIL GT.x; MOVR oCol.xyw, R0.xyzz; MOVR result.depth.z, R0.w; END # 48 instructions, 2 R-regs, 1 H-regs LUPS->UnitJitter: criticle shader error: Fragment info ------------- Internal error: assembly compile error for fragment shader at offset 1070: -- error message -- line 36, column 30: error: variable not valid as a source register -- internal assembly text -- !!ARBfp1.0 OPTION NV_fragment_program2; # cgc version 1.5.0000, build date Jun 20 2006 18:05:12 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile fp40 #program main #semantic noiseMap #semantic life #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 noiseMap : : texunit 0 : -1 : 1 #var float life : : c[1] : -1 : 1 #const c[0] = 0.04 0.5 1 PARAM c[2] = { { 0.039999999, 0.5, 1 }, program.local[1] }; TEMP R0; TEMP RC; TEMP HC; OUTPUT oCol = result.color; TEX R0.xy, fragment.texcoord[0], texture[0], 2D; ADDR R0.xy, R0, -c[0].y; MULR R0.xy, R0, c[1].x; MOVR R0.w, c[0].x; MULR R0.xy, R0, c[0].x; MOVR R0.z, c[0]; MOVR oCol.xyw, R0.xyzz; MADR oCol.z, R0.w, -c[1].x, oCol; END # 8 instructions, 1 R-regs, 0 H-regs LUPS->airjet: shader error: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 2126: -- error message -- line 66, column 14: error: invalid operand variable -- internal assembly text -- !!ARBvp1.0 OPTION NV_vertex_program3; # cgc version 1.5.0000, build date Jun 20 2006 18:05:12 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile vp40 #program main #semantic gl_ModelViewMatrix #semantic gl_ProjectionMatrix #semantic timer #var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1 #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : TEXCOORD0 : -1 : 1 #var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : TEXCOORD1 : -1 : 1 #var float4 gl_MultiTexCoord2 : $vin.TEXCOORD2 : TEXCOORD2 : -1 : 1 #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1 #var float4 gl_TexCoord[0] : $vout.TEX0 : TEX0 : -1 : 1 #var float4 gl_TexCoord[1] : $vout.TEX1 : TEX1 : -1 : 1 #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 float4x4 gl_ModelViewMatrix : : c[0], 4 : -1 : 1 #var float4x4 gl_ProjectionMatrix : : c[4], 4 : -1 : 1 #var float timer : : c[8] : -1 : 1 #var float distortion : $vout.TEX2 : TEX2 : -1 : 1 #const c[9] = 0.2 0.8 PARAM c[10] = { program.local[0..8], { 0.2, 0.80000001 } }; TEMP R0; TEMP R1; TEMP R2; TEMP CC; BB1: MUL R0.xyz, vertex.texcoord[1].y, c[1]; MAD R0.xyz, vertex.texcoord[1].x, c[0], R0; MAD R0.xyz, vertex.texcoord[1].z, c[2], R0; MAD R0.xyz, vertex.texcoord[1].w, c[3], R0; ADD R0.xyz, R0, -c[3]; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; DP3 R1.x, c[3], c[3]; RSQ R1.x, R1.x; MUL R0.xyz, R0.w, R0; MUL R1.xyz, R1.x, c[3]; MUL R2.xyz, R0.yzxw, R1.zxyw; MAD R1.xyz, R0.zxyw, R1.yzxw, -R2; DP3 R0.w, R1, R1; RSQ R0.w, R0.w; MOV R2.xy, vertex.texcoord[0]; MUL R2.xy, vertex.position.yxzw, R2.yxzw; MUL R1.xyz, R0.w, R1; MUL R1.xyz, R2.x, R1; MAD R0.xyz, R0, R2.y, R1; ADD R0.xyz, R0, c[3]; MUL R1, R0.y, c[5]; MAD R1, R0.x, c[4], R1; MAD R1, R0.z, c[6], R1; MOV R0, c[7]; MAD result.position, R0, c[3].w, R1; MUL R2.xy, vertex.position.zwzw, c[9].y; MUL R0.x, R2, vertex.texcoord[0].z; MOV R0.y, R2; MOV R0.zw, result.texcoord[1]; MUL R1.x, vertex.texcoord[2].w, c[8]; MAD result.texcoord[1], R1.x, c[9].x, R0; MOV result.texcoord[0].xy, vertex.position.zwzw; MOV result.texcoord[2].x, vertex.texcoord[0].w; END # 34 instructions, 3 R-regs LUPS->SphereDistortion: criticle shader error: Fragment info ------------- Internal error: assembly compile error for fragment shader at offset 1792: -- error message -- line 59, column 15: error: variable not valid as a source register line 84, column 13: error: invalid operand variable -- internal assembly text -- !!ARBfp1.0 OPTION NV_fragment_program2; # cgc version 1.5.0000, build date Jun 20 2006 18:05:12 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile fp40 #program main #semantic gl_ProjectionMatrix #semantic center #semantic strength #semantic screenInverse #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_FragCoord : $vin.WPOS : WPOS : -1 : 1 #var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1 #var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1 #var float4x4 gl_ProjectionMatrix : : c[0], 4 : -1 : 1 #var float2 center : : c[7] : -1 : 1 #var float strength : : c[9] : -1 : 1 #var float2 screenInverse : : c[8] : -1 : 1 #var $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[4] = 1 0.5 2 0 #const c[5] = -0.0187293 0.074261 0.2121144 1.570729 #const c[6] = 1.570796 30 3 PARAM c[10] = { program.local[0..3], { 1, 0.5, 2, 0 }, { -0.018729299, 0.074261002, 0.21211439, 1.5707288 }, { 1.5707964, 30, 3 }, program.local[7..9] }; TEMP R0; TEMP R1; SHORT TEMP H0; TEMP RC; TEMP HC; OUTPUT oCol = result.color; MULR R0.xy, fragment.texcoord[0], fragment.texcoord[0]; ADDR R0.x, R0, R0.y; RSQR R0.z, R0.x; RCPR R0.w, R0.z; SGTRC HC.x, R0.w, c[4]; ADDR R1.x, R0.w, -c[4]; ADDR R0.xy, fragment.position, -c[7]; MULR R0.xy, R0.z, R0; MOVR_SAT R1.x, -R1; MOVR R1.y, c[6].z; MADR R1.y, -R1.x, c[4].z, R1; MULR R1.x, R1, R1; MULR R1.x, R1, R1.y; MULR R0.z, R1.x, c[9].x; MULR R0.xy, R0, c[8]; MULR R1.xy, R0, R0.z; MOVR R0.xyz, oCol.xyww; MOVR R1.z, c[4].x; MOVR R0.xyz(EQ.x), R1; MOVR R1.x, c[5].y; MADR R1.y, |R0.w|, c[5].x, R1.x; ADDR R1.x, -|R0.w|, c[4]; MADR R1.y, |R0.w|, R1, -c[5].z; RSQR R1.x, R1.x; MADR R1.y, |R0.w|, R1, c[5].w; SLTR H0.x, R0.w, c[4].w; RCPR R1.x, R1.x; MADR R1.x, -R1, R1.y, c[6]; MULR R1.y, H0.x, R1.x; MADR R1.x, -R1.y, c[4].z, R1; MOVR R0.w, c[2].z; MADR R0.w, fragment.position.z, c[4].z, R0; COSR R1.x, R1.x; ADDR R0.w, R0, -c[4].x; MULR R1.x, R1, c[6].y; RCPR R0.w, R0.w; MADR R0.w, R0, c[2], -R1.x; MULR R0.w, R0, c[4].z; RCPR R0.w, R0.w; MULR R1.y, R0.w, c[2].w; MOVR R1.x, c[4].y; MOVR R0.w, result.depth.z; MADR R1.x, R1, -c[2].z, R1.y; ADDR R0.w(EQ.x), R1.x, c[4].y; KIL GT.x; MOVR oCol.xyw, R0.xyzz; MOVR result.depth.z, R0.w; END # 47 instructions, 2 R-regs, 1 H-regs LUPS->UnitPieceLights: Critical Shader Error: HBlurShader: Fragment info ------------- Internal error: assembly compile error for fragment shader at offset 1905: -- error message -- line 58, 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 Jun 20 2006 18:05:12 # 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] = 0.372 -2 0.301 -3 #const c[6] = 0.212 -4 0.129 -5 #const c[7] = 0.069 -6 0.054 -7 #const c[8] = 0.013 0.4 7 6 #const c[9] = 5 4 3 2 PARAM c[10] = { program.local[0..4], { 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 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 R2.w, c[4].x; MADR R2.xyz, R2.w, c[9].zyww, R3.y; ADDR R0.y, R3, R2.w; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[5].x, oCol; MOVR R0.y, R2.z; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[5].z, R1; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[6].x, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[6].z, R1; MADR R2.xy, R2.w, c[8].wzzw, R3.y; MADR R0.y, R2.w, c[9].x, R3; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[7].x, R1; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[7].z, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[8].x, R1; TEX R0, R3, texture[0], 2D; MADR R1, R0, c[8].y, R1; MADR R2.xy, R2.w, c[7].wyzw, R3.y; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[8].x, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[7].z, R1; MADR R2.xy, R2.w, c[6].wyzw, R3.y; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[7].x, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[6].z, R1; MADR R2.xy, R2.w, c[5].wyzw, R3.y; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[6].x, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R0, R0, c[5].z, R1; ADDR R1.y, R3, -R2.w; MOVR R1.x, R3; TEX R1, R1, texture[0], 2D; MADR oCol, R1, c[5].x, R0; END # 68 instructions, 4 R-regs, 0 H-regs LUPS->UnitCloaker: criticle shader error: (22) : error C1115: unable to find compatible overloaded function "mix" LUARULES-DRAW (GADGETS) Loading LuaGaia Finalizing... Spring 0.76b1 Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt LuaUI: bound F11 to the widget selector LuaUI: bound CTRL+F11 to tweak mode Failed to load: echoevents.lua ([string "LuaUI\Widgets\echoevents.lua"]:8: '}' expected (to close '{' at line 5) near 'author') Failed to load: simple_clock.lua (duplicate name) Failed to load: gui_idle_builders_new.lua (duplicate name) Failed to load: gui_unitgroups5_1.lua (duplicate name) Failed to load: unit_auto_group.lua (duplicate name) Failed to load: unit_customformations.lua (duplicate name) Failed to load: updater_widgethandler.lua ([string "LuaUI/Widgets/updater_widgethandler.lua"]:12: attempt to index local 'f' (a nil value)) Loaded widget: Voices Loaded widget: HealthBars Loaded widget: DGunLimit Loaded widget: Don't Shoot Loaded widget: IdleBuildersNEW Loaded widget: UnitGroups v5.1 Loaded widget: UnitMarker Loaded widget: Tooltip Loaded widget: FactoryGuard Loaded widget: CircleFormation Loaded widget: ImmobileBuilder Loaded widget: DontMove Loaded widget: Stockpiler Loaded widget: Feature Calculator Loaded widget: MinimapEvents Loaded widget: InsertCommands Loaded widget: Transporting Loaded widget: HoldFire Loaded widget: Defense Range v3.4 Loaded widget: Improved MetalMakers Loaded widget: Transport AI Loaded widget: Auto group Loaded widget: Darkening Loaded widget: Start Point Remover Loaded widget: HighlightUnit Reloaded cmdcolors with: cmdcolors.tmp Loaded widget: TeamPlatter Loaded widget: Rank Icons Reloaded cmdcolors with: cmdcolors.tmp Loaded widget: SelectionCircle Loaded widget: Select n Center! Loaded widget: LupsManager LUPS->ShockWave: criticle shader error: Fragment info ------------- Internal error: assembly compile error for fragment shader at offset 2021: -- error message -- line 67, column 15: error: variable not valid as a source register line 91, column 13: error: invalid operand variable -- internal assembly text -- !!ARBfp1.0 OPTION NV_fragment_program2; # cgc version 1.5.0000, build date Jun 20 2006 18:05:12 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile fp40 #program main #semantic gl_ProjectionMatrix #semantic center #semantic radius #semantic life #semantic screenInverse #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_FragCoord : $vin.WPOS : WPOS : -1 : 1 #var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1 #var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1 #var float4x4 gl_ProjectionMatrix : : c[0], 4 : -1 : 1 #var float2 center : : c[8] : -1 : 1 #var float radius : : : -1 : 0 #var float life : : c[10] : -1 : 1 #var float2 screenInverse : : c[9] : -1 : 1 #var $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[4] = 0.6 2.5 1 0.5 #const c[5] = 2 0 -0.0187293 0.074261 #const c[6] = 0.2121144 1.570729 1.570796 30 #const c[7] = 2.718282 8 4 -0.5 #const c[11] = 0.15 PARAM c[12] = { program.local[0..3], { 0.60000002, 2.5, 1, 0.5 }, { 2, 0, -0.018729299, 0.074261002 }, { 0.21211439, 1.5707288, 1.5707964, 30 }, { 2.7182817, 8, 4, -0.5 }, program.local[8..10], { 0.15000001 } }; TEMP R0; TEMP R1; SHORT TEMP H0; TEMP RC; TEMP HC; OUTPUT oCol = result.color; MULR R0.xy, fragment.texcoord[0], fragment.texcoord[0]; ADDR R0.x, R0, R0.y; RSQR R0.x, R0.x; RCPR R0.x, R0.x; ADDR R0.x, R0, -c[4]; MULR R0.w, R0.x, c[4].y; SGTRC HC.x, R0.w, c[4].z; MADR R0.x, -R0.w, c[7].y, c[7].z; MULR R0.z, R0.x, R0.x; MULR R0.z, R0, c[7].w; RCPR R1.x, R0.w; ADDR R0.xy, fragment.position, -c[8]; MULR R0.xy, R0, R1.x; POWR R0.z, c[7].x, R0.z; MULR R0.xy, R0, c[9]; MULR R0.xy, R0.z, R0; MULR R0.xy, R0, c[10].x; MULR R1.xy, R0, c[11].x; MOVR R0.xyz, oCol.xyww; MOVR R1.z, c[4]; MOVR R0.xyz(EQ.x), R1; MADR R1.y, |R0.w|, c[5].z, c[5].w; ADDR R1.x, -|R0.w|, c[4].z; MADR R1.y, |R0.w|, R1, -c[6].x; RSQR R1.x, R1.x; MADR R1.y, |R0.w|, R1, c[6]; SLTR H0.x, R0.w, c[5].y; RCPR R1.x, R1.x; MADR R1.x, -R1, R1.y, c[6].z; MULR R1.y, H0.x, R1.x; MADR R1.x, -R1.y, c[5], R1; MOVR R0.w, c[2].z; MADR R0.w, fragment.position.z, c[5].x, R0; COSR R1.x, R1.x; ADDR R0.w, R0, -c[4].z; MULR R1.x, R1, c[6].w; RCPR R0.w, R0.w; MADR R0.w, R0, c[2], -R1.x; MULR R0.w, R0, c[5].x; RCPR R0.w, R0.w; MULR R1.y, R0.w, c[2].w; MOVR R1.x, c[4].w; MOVR R0.w, result.depth.z; MADR R1.x, R1, -c[2].z, R1.y; ADDR R0.w(EQ.x), R1.x, c[4]; KIL GT.x; MOVR oCol.xyw, R0.xyzz; MOVR result.depth.z, R0.w; END # 48 instructions, 2 R-regs, 1 H-regs LUPS->UnitJitter: criticle shader error: Fragment info ------------- Internal error: assembly compile error for fragment shader at offset 1070: -- error message -- line 36, column 30: error: variable not valid as a source register -- internal assembly text -- !!ARBfp1.0 OPTION NV_fragment_program2; # cgc version 1.5.0000, build date Jun 20 2006 18:05:12 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile fp40 #program main #semantic noiseMap #semantic life #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 noiseMap : : texunit 0 : -1 : 1 #var float life : : c[1] : -1 : 1 #const c[0] = 0.04 0.5 1 PARAM c[2] = { { 0.039999999, 0.5, 1 }, program.local[1] }; TEMP R0; TEMP RC; TEMP HC; OUTPUT oCol = result.color; TEX R0.xy, fragment.texcoord[0], texture[0], 2D; ADDR R0.xy, R0, -c[0].y; MULR R0.xy, R0, c[1].x; MOVR R0.w, c[0].x; MULR R0.xy, R0, c[0].x; MOVR R0.z, c[0]; MOVR oCol.xyw, R0.xyzz; MADR oCol.z, R0.w, -c[1].x, oCol; END # 8 instructions, 1 R-regs, 0 H-regs LUPS->airjet: shader error: Vertex info ----------- Internal error: assembly compile error for vertex shader at offset 2126: -- error message -- line 66, column 14: error: invalid operand variable -- internal assembly text -- !!ARBvp1.0 OPTION NV_vertex_program3; # cgc version 1.5.0000, build date Jun 20 2006 18:05:12 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile vp40 #program main #semantic gl_ModelViewMatrix #semantic gl_ProjectionMatrix #semantic timer #var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1 #var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : TEXCOORD0 : -1 : 1 #var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : TEXCOORD1 : -1 : 1 #var float4 gl_MultiTexCoord2 : $vin.TEXCOORD2 : TEXCOORD2 : -1 : 1 #var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1 #var float4 gl_TexCoord[0] : $vout.TEX0 : TEX0 : -1 : 1 #var float4 gl_TexCoord[1] : $vout.TEX1 : TEX1 : -1 : 1 #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 float4x4 gl_ModelViewMatrix : : c[0], 4 : -1 : 1 #var float4x4 gl_ProjectionMatrix : : c[4], 4 : -1 : 1 #var float timer : : c[8] : -1 : 1 #var float distortion : $vout.TEX2 : TEX2 : -1 : 1 #const c[9] = 0.2 0.8 PARAM c[10] = { program.local[0..8], { 0.2, 0.80000001 } }; TEMP R0; TEMP R1; TEMP R2; TEMP CC; BB1: MUL R0.xyz, vertex.texcoord[1].y, c[1]; MAD R0.xyz, vertex.texcoord[1].x, c[0], R0; MAD R0.xyz, vertex.texcoord[1].z, c[2], R0; MAD R0.xyz, vertex.texcoord[1].w, c[3], R0; ADD R0.xyz, R0, -c[3]; DP3 R0.w, R0, R0; RSQ R0.w, R0.w; DP3 R1.x, c[3], c[3]; RSQ R1.x, R1.x; MUL R0.xyz, R0.w, R0; MUL R1.xyz, R1.x, c[3]; MUL R2.xyz, R0.yzxw, R1.zxyw; MAD R1.xyz, R0.zxyw, R1.yzxw, -R2; DP3 R0.w, R1, R1; RSQ R0.w, R0.w; MOV R2.xy, vertex.texcoord[0]; MUL R2.xy, vertex.position.yxzw, R2.yxzw; MUL R1.xyz, R0.w, R1; MUL R1.xyz, R2.x, R1; MAD R0.xyz, R0, R2.y, R1; ADD R0.xyz, R0, c[3]; MUL R1, R0.y, c[5]; MAD R1, R0.x, c[4], R1; MAD R1, R0.z, c[6], R1; MOV R0, c[7]; MAD result.position, R0, c[3].w, R1; MUL R2.xy, vertex.position.zwzw, c[9].y; MUL R0.x, R2, vertex.texcoord[0].z; MOV R0.y, R2; MOV R0.zw, result.texcoord[1]; MUL R1.x, vertex.texcoord[2].w, c[8]; MAD result.texcoord[1], R1.x, c[9].x, R0; MOV result.texcoord[0].xy, vertex.position.zwzw; MOV result.texcoord[2].x, vertex.texcoord[0].w; END # 34 instructions, 3 R-regs LUPS->SphereDistortion: criticle shader error: Fragment info ------------- Internal error: assembly compile error for fragment shader at offset 1792: -- error message -- line 59, column 15: error: variable not valid as a source register line 84, column 13: error: invalid operand variable -- internal assembly text -- !!ARBfp1.0 OPTION NV_fragment_program2; # cgc version 1.5.0000, build date Jun 20 2006 18:05:12 # command line args: #vendor NVIDIA Corporation #version 1.0.02 #profile fp40 #program main #semantic gl_ProjectionMatrix #semantic center #semantic strength #semantic screenInverse #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_FragCoord : $vin.WPOS : WPOS : -1 : 1 #var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1 #var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1 #var float4x4 gl_ProjectionMatrix : : c[0], 4 : -1 : 1 #var float2 center : : c[7] : -1 : 1 #var float strength : : c[9] : -1 : 1 #var float2 screenInverse : : c[8] : -1 : 1 #var $kill_0000 : $vout.$kill : $kill : -1 : 0 #const c[4] = 1 0.5 2 0 #const c[5] = -0.0187293 0.074261 0.2121144 1.570729 #const c[6] = 1.570796 30 3 PARAM c[10] = { program.local[0..3], { 1, 0.5, 2, 0 }, { -0.018729299, 0.074261002, 0.21211439, 1.5707288 }, { 1.5707964, 30, 3 }, program.local[7..9] }; TEMP R0; TEMP R1; SHORT TEMP H0; TEMP RC; TEMP HC; OUTPUT oCol = result.color; MULR R0.xy, fragment.texcoord[0], fragment.texcoord[0]; ADDR R0.x, R0, R0.y; RSQR R0.z, R0.x; RCPR R0.w, R0.z; SGTRC HC.x, R0.w, c[4]; ADDR R1.x, R0.w, -c[4]; ADDR R0.xy, fragment.position, -c[7]; MULR R0.xy, R0.z, R0; MOVR_SAT R1.x, -R1; MOVR R1.y, c[6].z; MADR R1.y, -R1.x, c[4].z, R1; MULR R1.x, R1, R1; MULR R1.x, R1, R1.y; MULR R0.z, R1.x, c[9].x; MULR R0.xy, R0, c[8]; MULR R1.xy, R0, R0.z; MOVR R0.xyz, oCol.xyww; MOVR R1.z, c[4].x; MOVR R0.xyz(EQ.x), R1; MOVR R1.x, c[5].y; MADR R1.y, |R0.w|, c[5].x, R1.x; ADDR R1.x, -|R0.w|, c[4]; MADR R1.y, |R0.w|, R1, -c[5].z; RSQR R1.x, R1.x; MADR R1.y, |R0.w|, R1, c[5].w; SLTR H0.x, R0.w, c[4].w; RCPR R1.x, R1.x; MADR R1.x, -R1, R1.y, c[6]; MULR R1.y, H0.x, R1.x; MADR R1.x, -R1.y, c[4].z, R1; MOVR R0.w, c[2].z; MADR R0.w, fragment.position.z, c[4].z, R0; COSR R1.x, R1.x; ADDR R0.w, R0, -c[4].x; MULR R1.x, R1, c[6].y; RCPR R0.w, R0.w; MADR R0.w, R0, c[2], -R1.x; MULR R0.w, R0, c[4].z; RCPR R0.w, R0.w; MULR R1.y, R0.w, c[2].w; MOVR R1.x, c[4].y; MOVR R0.w, result.depth.z; MADR R1.x, R1, -c[2].z, R1.y; ADDR R0.w(EQ.x), R1.x, c[4].y; KIL GT.x; MOVR oCol.xyw, R0.xyzz; MOVR result.depth.z, R0.w; END # 47 instructions, 2 R-regs, 1 H-regs LUPS->UnitPieceLights: Critical Shader Error: HBlurShader: Fragment info ------------- Internal error: assembly compile error for fragment shader at offset 1905: -- error message -- line 58, 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 Jun 20 2006 18:05:12 # 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] = 0.372 -2 0.301 -3 #const c[6] = 0.212 -4 0.129 -5 #const c[7] = 0.069 -6 0.054 -7 #const c[8] = 0.013 0.4 7 6 #const c[9] = 5 4 3 2 PARAM c[10] = { program.local[0..4], { 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 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 R2.w, c[4].x; MADR R2.xyz, R2.w, c[9].zyww, R3.y; ADDR R0.y, R3, R2.w; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[5].x, oCol; MOVR R0.y, R2.z; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[5].z, R1; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[6].x, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[6].z, R1; MADR R2.xy, R2.w, c[8].wzzw, R3.y; MADR R0.y, R2.w, c[9].x, R3; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[7].x, R1; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[7].z, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[8].x, R1; TEX R0, R3, texture[0], 2D; MADR R1, R0, c[8].y, R1; MADR R2.xy, R2.w, c[7].wyzw, R3.y; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[8].x, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[7].z, R1; MADR R2.xy, R2.w, c[6].wyzw, R3.y; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[7].x, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[6].z, R1; MADR R2.xy, R2.w, c[5].wyzw, R3.y; MOVR R0.y, R2.x; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R1, R0, c[6].x, R1; MOVR R0.y, R2; MOVR R0.x, R3; TEX R0, R0, texture[0], 2D; MADR R0, R0, c[5].z, R1; ADDR R1.y, R3, -R2.w; MOVR R1.x, R3; TEX R1, R1, texture[0], 2D; MADR oCol, R1, c[5].x, R0; END # 68 instructions, 4 R-regs, 0 H-regs LUPS->UnitCloaker: criticle shader error: (22) : error C1115: unable to find compatible overloaded function "mix" Loaded widget: Lups Loaded widget: CustomFormations LuaUI v0.2 Client connected on slot 2 Client connected on slot 1 Client connected on slot 3 Player gunblob[CA] joined as 0 Player Edible[CA] joined as 2 Player [LCC]jK joined as 1 Player SteveZissou joined as 3 GameID: 8b5dc24705b4a7ce04becf94bba49098 ------------------------------------------------------ LUPS: jK is here! Sending error log (so he can fix your problems): LUPS: "ShockWave" part. class removed (class requested it during initialization) LUPS: "UnitJitter" part. class removed (class requested it during initialization) LUPS: "AirJet" part. class removed (class requested it during initialization) LUPS: "SphereDistortion" part. class removed (class requested it during initialization) LUPS: "UnitPieceLight" part. class removed (class requested it during initialization) LUPS: "UnitCloaker" part. class removed (class requested it during initialization) ------------------------------------------------------ Max Windmill altitude bonus is: 8% I get lups error with unit cloaker Speed set to 0.8 [[LCC]jK] Speed set to 1.0 [[LCC]jK] <[LCC]jK> oh says something about mix Commander: Build pos blocked <[LCC]jK> k I'll give you error message later Clogger is being attacked Clogger is being attacked Clogger is being attacked A.K. is being attacked A.K. is being attacked Clogger is being attacked Team0 (gunblob[CA]) is pushing up daisies Game over Reloaded cmdcolors with: cmdcolors.tmp Reloaded cmdcolors with: cmdcolors.tmp Path cache hits 14 18% Path cache hits 41 9%