Well, I can not find any log file under my game. How to enable it, there's no ini/cfg file ?
Others:
I've tried to make a 'shortcut' for dameon.exe, adding -set r_ssao 0 and still KO.
Same with 'Run as administrator' and 'XP compatibility', the only tips I know lol
EDIT: ok, found the log :
Code: Select all
Unvanquished 0.41 Windows x86 Jul 5 2015
cmdline:
^3Warn: Ignoring path C:\Users\smart\Documents\My Games\Unvanquished/pkg: Le fichier spécifié est introuvable
Home path: C:\Users\smart\Documents\My Games\Unvanquished
Pak search path: C:\Program Files\Unvanquished\pkg
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.41.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.40.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.39.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.38.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.37.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.36.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.35.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.34.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.33.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.32.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.31.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.30.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.29.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.28.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.27.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.26.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.25.0.pk3'...
execing 'default.cfg'
Couldn't read conhistory.
Loaded 9 languages
Set language to French
----- Client Initialization -----
^5Loading RSA keys from pubkey
Daemon RSA public-key found.
----- Client Initialization Complete -----
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )...
Using SDL Version 2.0.3
SDL using driver "windows"
Initializing OpenGL display
Display aspect: 1.778
...setting mode -2:
1920 1080
The change will take effect after restart.
The change will take effect after restart.
Using 24 Color bits, 24 depth, 8 stencil display.
Using GLEW 1.12.0
Using enhanced (GL3) Renderer in GL 3.x mode...
Available modes: '1366x768 1600x900 1920x1080 1776x1000 1360x768 1440x900 1680x1050 640x480 1400x1050 1360x1024 '
GL_RENDERER: ATI Radeon HD 4800 Series
Detected graphics driver class 'OpenGL 3+'
Detected graphics hardware class 'AMD Radeon DX10-class'
Initializing OpenGL extensions
...GL_ARB_debug_output not found
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_shader
...using GL_ARB_shading_language_100
...found shading language version 330
...using GL_ARB_depth_texture
...using GL_ARB_texture_cube_map
...using GL_ARB_half_float_pixel
...using GL_ARB_texture_float
...using GL_ARB_texture_rg
...using GL_EXT_packed_depth_stencil
...ignoring GL_ARB_texture_compression
...ignoring GL_EXT_texture_compression_s3tc
...using GL_ARB_texture_non_power_of_two
...using GL_SGIS_generate_mipmap
...using GL_EXT_texture_filter_anisotropic
...using GL_ARB_vertex_buffer_object
...using GL_ARB_half_float_vertex
...using GL_ARB_framebuffer_object
...using GL_ARB_shader_objects
...using GL_ARB_occlusion_query
...using GL_ARB_draw_buffers
...GL_GREMEDY_string_marker not found
...using GL_ARB_get_program_binary
...GL_ARB_buffer_storage not found
...using GL_ARB_map_buffer_range
...using GL_ARB_sync
^3Warn: Source for shader program ssao:
#version 130
#define varying in
#define textureCube texture
#define texture2D texture
#define texture2DProj textureProj
#ifndef TEXTURE_RG
#define TEXTURE_RG 1
#endif
#ifndef r_AmbientScale
#define r_AmbientScale 1.000000
#endif
#ifndef r_SpecularScale
#define r_SpecularScale 1.000000
#endif
#ifndef r_NormalScale
#define r_NormalScale 1.000000
#endif
#ifndef r_zNear
#define r_zNear 3.000000
#endif
#ifndef M_PI
#define M_PI 3.141593
#endif
#ifndef MAX_SHADOWMAPS
#define MAX_SHADOWMAPS 5
#endif
#ifndef r_FBufScale
#define r_FBufScale vec2(0.000521, 0.000926)
#endif
#ifndef r_NPOTScale
#define r_NPOTScale vec2(1.000000, 1.000000)
#endif
#ifndef GLHW_ATI_DX10
#define GLHW_ATI_DX10 1
#endif
#ifndef r_precomputedLighting
#define r_precomputedLighting 1
#endif
#ifndef r_VertexSkinning
#define r_VertexSkinning 1
#endif
#ifndef MAX_GLSL_BONES
#define MAX_GLSL_BONES 256
#endif
#ifndef r_WrapAroundLighting
#define r_WrapAroundLighting 0.700000
#endif
#ifndef r_HalfLambertLighting
#define r_HalfLambertLighting 1
#endif
#line 0
/*
===========================================================================
Copyright (C) 2006-2011 Robert Beckebans <trebor_7@users.sourceforge.net>
This file is part of XreaL source code.
XreaL source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
XreaL source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with XreaL source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
/* ssao_fp.glsl */
#extension GL_ARB_texture_gather : require
uniform sampler2D u_DepthMap;
varying vec3 unprojectionParams;
uniform vec3 u_zFar;
const vec2 pixelScale = r_FBufScale * r_NPOTScale;
const float haloCutoff = 15.0;
float depthToZ(float depth) {
return unprojectionParams.x / ( unprojectionParams.y * depth - unprojectionParams.z );
}
vec4 depthToZ(vec4 depth) {
return unprojectionParams.x / ( unprojectionParams.y * depth - unprojectionParams.z );
}
vec4 rangeTest(vec4 diff1, vec4 diff2, vec4 deltaX, vec4 deltaY) {
vec4 mask = step( 0.0, diff1 + diff2 )
* step( -haloCutoff, -diff1 )
* step( -haloCutoff, -diff2 );
vec4 deltaXY = deltaX * deltaX + deltaY * deltaY;
vec4 scale = inversesqrt( diff1 * diff1 + deltaXY );
scale *= inversesqrt( diff2 * diff2 + deltaXY );
vec4 cosAngle = scale * ( diff1 * diff2 - deltaXY );
return mask * ( 0.5 * cosAngle + 0.5 );
}
// Based on AMD HDAO, adapted for lack of normals
void computeOcclusionForQuad( in vec2 centerTC, in float centerDepth,
in vec2 quadOffset,
inout vec4 occlusion, inout vec4 total ) {
vec2 tc1 = centerTC + quadOffset * pixelScale;
vec2 tc2 = centerTC - quadOffset * pixelScale;
vec4 x = vec4( -0.5, 0.5, 0.5, -0.5 ) + quadOffset.x;
vec4 y = vec4( 0.5, 0.5, -0.5, -0.5 ) + quadOffset.y;
vec4 weights = inversesqrt( x * x + y * y );
// depths1 and depth2 pixels are swizzled to be in opposite position
vec4 depths1 = depthToZ( textureGather( u_DepthMap, tc1 ) ).xyzw;
vec4 depths2 = depthToZ( textureGather( u_DepthMap, tc2 ) ).zwxy;
depths1 = centerDepth - depths1;
depths2 = centerDepth - depths2;
total += weights;
occlusion += weights * rangeTest( depths1, depths2,
centerDepth * x * u_zFar.x,
centerDepth * y * u_zFar.y );
}
vec4 offsets[] = vec4[6](
vec4( 0.5, 1.5, 1.5, -0.5 ),
vec4( 0.5, 4.5, 3.5, 2.5 ),
vec4( 4.5, -0.5, 2.5, -3.5 ),
vec4( 0.5, 7.5, 3.5, 5.5 ),
vec4( 6.5, 2.5, 7.5, -0.5 ),
vec4( 5.5, -3.5, 2.5, -6.5 )
);
void main()
{
vec2 st = gl_FragCoord.st * pixelScale;
vec4 color = vec4( 0.0 );
vec4 occlusion = vec4( 0.0 );
vec4 total = vec4( 0.0 );
float center = texture2D( u_DepthMap, st ).r;
if( center >= 1.0 ) {
// no SSAO on the skybox !
discard;
return;
}
center = depthToZ( center );
float spread = max( 1.0, 100.0 / center );
for(int i = 0; i < offsets.length(); i++) {
vec2 of;
if ( (int(gl_FragCoord.x - gl_FragCoord.y) & 1) != 0 )
of = offsets[i].xy;
else
of = offsets[i].zw;
computeOcclusionForQuad( st, center, spread * of,
occlusion, total );
}
float summedOcclusion = dot( occlusion, vec4( 1.0 ) );
float summedTotal = dot( total, vec4( 1.0 ) );
if ( summedTotal > 0.0 ) {
summedOcclusion /= summedTotal;
}
gl_FragColor = vec4( clamp(1.0 - summedOcclusion, 0.0, 1.0) );
}
^3Warn: Compile log:
Fragment shader failed to compile with the following errors:
ERROR: 0:24: error(#61) Required extension isn't found, extension 'GL_ARB_texture_gather' is not supported
ERROR: error(#273) 1 compilation errors. No code generated
^1 Error: Built-in shaders failed: Couldn't compile fragment shader: ssao
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.41.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.40.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.39.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.38.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.37.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.36.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.35.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.34.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.33.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.32.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.31.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.30.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.29.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.28.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.27.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.26.0.pk3'...
Loading pak 'C:\Program Files\Unvanquished\pkg/unvanquished_0.25.0.pk3'...