I have done that too it still wont work. hell thats the first thing i tried when i extracted it. It wont work.
Code: Select all
tty console mode disabled
Unvanquished 0.31.0 Mac OS X x86 Nov 6 2014
+set fs_basepath /Users/Tychon/Downloads/unvanquished +set fs_libpath /Users/Tychon/Downloads/unvanquished/Unvanquished.app/Contents/MacOS
Home path: /Users/Tychon/Library/Application Support/Unvanquished
Pak path: /Users/Tychon/Downloads/unvanquished/pkg
Pak path: /Users/Tychon/Library/Application Support/Unvanquished/pkg
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.1.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.32.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.31.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.30.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.29.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.28.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.27.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.26.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.25.0.pk3'...
Loaded 9 languages
execing 'default.cfg'
Set language to English
Couldn't read conhistory.
----- Client Initialization -----
----- Client Initialization Complete -----
Calling GetRefAPI…
SDL_Init( SDL_INIT_VIDEO )...
Using SDL Version 2.0.3
SDL using driver "cocoa"
Initializing OpenGL display
Display aspect: 1.600
...setting mode -2:
The change will take effect after restart.
The change will take effect after restart.
1280 800
Using 24 Color bits, 24 depth, 8 stencil display.
Using GLEW 1.10.0
Using enhanced (GL3) Renderer in GL 2.x mode...
Available modes: '800x500 1024x640 1152x720 1280x800 720x480 640x480 800x600 1024x768 '
GL_RENDERER: Intel HD Graphics 3000 OpenGL Engine
Detected graphics driver class 'integrated'
Detected graphics hardware class 'generic'
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 120
...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_EXT_framebuffer_object
...using GL_EXT_framebuffer_blit
...using GL_ARB_shader_objects
...using GL_ARB_occlusion_query
...using GL_ARB_draw_buffers
...GL_GREMEDY_string_marker not found
...GL_ARB_get_program_binary not found
#version 120
#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 M_PI
#define M_PI 3.141593
#endif
#ifndef MAX_SHADOWMAPS
#define MAX_SHADOWMAPS 5
#endif
#ifndef MAX_SHADER_DEFORM_PARMS
#define MAX_SHADER_DEFORM_PARMS 28
#endif
#ifndef deform_t
#define deform_t
#endif
#ifndef DEFORM_WAVE
#define DEFORM_WAVE 1
#endif
#ifndef DEFORM_BULGE
#define DEFORM_BULGE 3
#endif
#ifndef DEFORM_MOVE
#define DEFORM_MOVE 4
#endif
#ifndef genFunc_t
#define genFunc_t
#endif
#ifndef GF_NONE
#define GF_NONE 0.000000
#endif
#ifndef GF_SIN
#define GF_SIN 1.000000
#endif
#ifndef GF_SQUARE
#define GF_SQUARE 2.000000
#endif
#ifndef GF_TRIANGLE
#define GF_TRIANGLE 3.000000
#endif
#ifndef GF_SAWTOOTH
#define GF_SAWTOOTH 4.000000
#endif
#ifndef GF_INVERSE_SAWTOOTH
#define GF_INVERSE_SAWTOOTH 5.000000
#endif
#ifndef GF_NOISE
#define GF_NOISE 6.000000
#endif
#ifndef r_FBufScale
#define r_FBufScale vec2( 0.000781, 0.001250 )
#endif
#ifndef r_NPOTScale
#define r_NPOTScale vec2( 1.000000, 1.000000 )
#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 128
#endif
#ifndef r_WrapAroundLighting
#define r_WrapAroundLighting 0.700000
#endif
#ifndef r_HalfLambertLighting
#define r_HalfLambertLighting 1
#endif
#line 0
/*
===========================================================================
Copyright (C) 2009-2011 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 WARRAN
TY; 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
===========================================================================
*/
// vertexSkinning_vp.glsl - GPU vertex skinning for skeletal meshes
attribute vec4 attr_BoneFactors;
uniform int u_VertexSkinning;
// even elements are rotation quat, odd elements are translation + scale (in .w)
uniform vec4 u_Bones[ 2 * MAX_GLSL_BONES ];
vec3 QuatTransVec(in vec4 quat, in vec3 vec);
void VertexSkinning_P_N(const vec3 inPosition,
const vec4 inQTangent,
out vec4 position,
out vec3 normal)
{
const float scale = 1.0 / 256.0;
ivec4 idx = 2 * ivec4( floor( attr_BoneFactors * scale ) );
vec4 weights = fract( attr_BoneFactors * scale );
weights.x = 1.
0 - weights.y - weights.z - weights.w;
vec4 quat = u_Bones[ idx.x ];
vec4 trans = u_Bones[ idx.x + 1 ];
vec3 inNormal = QuatTransVec( inQTangent, vec3( 0.0, 0.0, 1.0 ) );
position.xyz = weights.x * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal = weights.x * (QuatTransVec( quat, inNormal ));
quat = u_Bones[ idx.y ];
trans = u_Bones[ idx.y + 1 ];
position.xyz += weights.y * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.y * (QuatTransVec( quat, inNormal ));
quat = u_Bones[ idx.z ];
trans = u_Bones[ idx.z + 1 ];
position.xyz += weights.z * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.z * (QuatTransVec( quat, inNormal ));
quat = u_Bones[ idx.w ];
trans = u_Bones[ idx.w + 1 ];
position.xyz += weights.w * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.w * (QuatTransVec( quat, inNormal ));
position.w = 1.0;
normal = normalize(normal);
}
void VertexSkinning_P_TBN( const vec3 inPos
ition,
const vec4 inQTangent,
out vec4 position,
out vec3 tangent,
out vec3 binormal,
out vec3 normal)
{
const float scale = 1.0 / 256.0;
ivec4 idx = 2 * ivec4( floor( attr_BoneFactors * scale ) );
vec4 weights = fract( attr_BoneFactors * scale );
weights.x = 1.0 - weights.x;
vec4 quat = u_Bones[ idx.x ];
vec4 trans = u_Bones[ idx.x + 1 ];
vec3 inTangent = QuatTransVec( inQTangent, vec3( 1.0, 0.0, 0.0 ) );
vec3 inBinormal = QuatTransVec( inQTangent, vec3( 0.0, 1.0, 0.0 ) );
vec3 inNormal = QuatTransVec( inQTangent, vec3( 0.0, 0.0, 1.0 ) );
inTangent *= sign( inQTangent.w );
position.xyz = weights.x * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal = weights.x * (QuatTransVec( quat, inNormal ));
tangent = weights.x * (QuatTransVec( quat, inTangent ));
binormal = weights.x * (QuatTransVec( quat, inBinormal ));
quat = u_Bones[ idx.y ];
trans = u_Bones[ idx.y + 1 ];
position.xyz += weights.y * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz)
;
normal += weights.y * (QuatTransVec( quat, inNormal ));
tangent += weights.y * (QuatTransVec( quat, inTangent ));
binormal += weights.y * (QuatTransVec( quat, inBinormal ));
quat = u_Bones[ idx.z ];
trans = u_Bones[ idx.z + 1 ];
position.xyz += weights.z * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.z * (QuatTransVec( quat, inNormal ));
tangent += weights.z * (QuatTransVec( quat, inTangent ));
binormal += weights.z * (QuatTransVec( quat, inBinormal ));
quat = u_Bones[ idx.w ];
trans = u_Bones[ idx.w + 1 ];
position.xyz += weights.w * (QuatTransVec( quat, inPosition ) * trans.w + trans.xyz);
normal += weights.w * (QuatTransVec( quat, inNormal ));
tangent += weights.w * (QuatTransVec( quat, inTangent ));
binormal += weights.w * (QuatTransVec( quat, inBinormal ));
position.w = 1.0;
normal = normalize(normal);
tangent = normalize(tangent);
binormal = normalize(binormal);
}
/*
===========================================================================
Copy
right (C) 2010 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
===========================================================================
*/
// vertexAnimation_vp.glsl - interpolates .md3/.mdc vertex animations
void VertexAnimation_P_N( vec3 fromPosition, vec3 toPosition,
vec4 fro
mQTangent, vec4 toQTangent,
float frac,
inout vec4 position, inout vec3 normal)
{
vec3 fromNormal = QuatTransVec( fromQTangent, vec3( 0.0, 0.0, 1.0 ) );
vec3 toNormal = QuatTransVec( toQTangent, vec3( 0.0, 0.0, 1.0 ) );
position.xyz = 512.0 * mix(fromPosition, toPosition, frac);
position.w = 1;
normal = normalize(mix(fromNormal, toNormal, frac));
}
void VertexAnimation_P_TBN( vec3 fromPosition, vec3 toPosition,
vec4 fromQTangent, vec4 toQTangent,
float frac,
inout vec4 position, inout vec3 tangent,
inout vec3 binormal, inout vec3 normal)
{
vec3 fromTangent = QuatTransVec( fromQTangent, vec3( 1.0, 0.0, 0.0 ) );
vec3 toTangent = QuatTransVec( toQTangent, vec3( 1.0, 0.0, 0.0 ) );
vec3 fromBinormal = QuatTransVec( fromQTangent, vec3( 0.0, 1.0, 0.0 ) );
vec3 toBinormal = QuatTransVec( toQTangent, vec3( 0.0, 1.0, 0.0 ) );
vec3 fromNormal = QuatTransVec( fromQTangent, vec3( 0.0, 0.0, 1.0 ) );
vec3 toNormal = QuatTransVec( toQTangent, vec3( 0.0, 0.0, 1.0 ) );
fromTangent *= si
gn( fromQTangent.w );
toTangent *= sign( toQTangent.w );
position.xyz = 512.0 * mix(fromPosition, toPosition, frac);
position.w = 1;
tangent = normalize(mix(fromTangent, toTangent, frac));
binormal = normalize(mix(fromBinormal, toBinormal, frac));
normal = normalize(mix(fromNormal, toNormal, frac));
}
/*
===========================================================================
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 cop
y 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
===========================================================================
*/
/* generic_vp.glsl */
attribute vec3 attr_Position;
attribute vec4 attr_TexCoord0;
attribute vec4 attr_QTangent;
attribute vec4 attr_Color;
attribute vec3 attr_Position2;
attribute vec4 attr_QTangent2;
uniform float u_VertexInterpolation;
uniform mat4 u_ColorTextureMatrix;
uniform vec3 u_ViewOrigin;
uniform float u_Time;
uniform vec4 u_ColorModulate;
uniform vec4 u_Color;
uniform mat4 u_ModelMatrix;
uniform mat4 u_ModelViewProjectionMatrix;
#if defined(USE_DEPTH_FADE)
uniform float u_DepthScale;
varying vec2 var_FadeDepth;
uniform mat4 u_ProjectionMatrixTranspose;
#endif
varying vec2 var_Tex;
varying vec4 var_Color;
vec3 QuatTransVec(in vec4 quat, in vec3 vec) {
vec3 tmp = 2.0 * cross( quat.xyz, vec );
ret
urn vec + quat.w * tmp + cross( quat.xyz, tmp );
}
void main()
{
vec4 position;
vec3 normal;
vec4 texCoord;
#if defined(USE_VERTEX_SKINNING)
VertexSkinning_P_N( attr_Position, attr_QTangent,
position, normal);
#elif defined(USE_VERTEX_ANIMATION)
VertexAnimation_P_N(attr_Position, attr_Position2,
attr_QTangent, attr_QTangent2,
u_VertexInterpolation,
position, normal);
#else
position = vec4(attr_Position, 1.0);
normal = QuatTransVec( attr_QTangent, vec3( 0.0, 0.0, 1.0 ) );
#endif
texCoord = attr_TexCoord0;
DeformVertex( position,
normal,
texCoord.xy,
u_Time);
// transform vertex position into homogenous clip-space
gl_Position = u_ModelViewProjectionMatrix * position;
// transform texcoords
#if defined(USE_TCGEN_ENVIRONMENT)
{
// TODO: Explain why only the rotational part of u_ModelMatrix is relevant
position.xyz = mat3(u_ModelMatrix) * position.xyz;
vec3 viewer = normalize(u_ViewOrigin - position.xyz);
float d = dot(normal, view
er);
vec3 reflected = normal * 2.0 * d - viewer;
texCoord.x = 0.5 + reflected.y * 0.5;
texCoord.y = 0.5 - reflected.z * 0.5;
texCoord.z = 0;
texCoord.w = 1;
}
#elif defined(USE_TCGEN_LIGHTMAP)
texCoord = vec4(texCoord.zw, 0.0, 1.0);
#else
texCoord = vec4(texCoord.xy, 0.0, 1.0);
#endif
#if defined(USE_DEPTH_FADE)
// compute z of end of fading effect
vec4 fadeDepth = vec4(0.0, 0.0, -u_DepthScale, 0.0) * u_ProjectionMatrixTranspose;
fadeDepth += gl_Position;
var_FadeDepth = fadeDepth.zw;
#endif
var_Tex = (u_ColorTextureMatrix * texCoord).st;
var_Color = attr_Color * u_ColorModulate + u_Color;
}
compile log:
ERROR: 0:273: Invalid call of undeclared identifier 'DeformVertex'
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.1.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.32.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.31.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.30.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.29.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.28.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.27.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.26.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.25.0.pk3'...
^8Couldn't compile vertex shader generic
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.1.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.32.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.31.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.30.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.29.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.28.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.27.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.26.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.25.0.pk3'...
Calling GetRefAPI…
GL_VENDOR: Intel Inc.
GL_RENDERER: Intel HD Graphics 3000 OpenGL Engine
GL_VERSION: 2.1 INTEL-10.0.19
GL_SHADING_LANGUAGE_VERSION: 1.20
GL_MAX_VERTEX_UNIFORM_COMPONENTS 4096
Using GPU vertex skinning with max 128 bones in a single pass
INFO: Loaded font face Roboto Bold (from fonts/Roboto-Bold.ttf).
INFO: Loaded font face Roboto Bold Italic (from fonts/Roboto-BoldItalic.ttf).
INFO: Loaded font face Roboto Italic (from fonts/Roboto-Italic.ttf).
INFO: Loaded font face Roboto Regular (from fonts/Roboto-Regular.ttf).
INFO: Loaded font face FontAwesome Regular (from fonts/fontawesome-webfont.ttf).
INFO: Loaded font face DejaVu Sans Condensed (from fonts/DejaVuSansCondensed.ttf).
^3libpng warning: iCCP: Not recognizing known sRGB profile that has been edited
^3libpng warning: iCCP: Not recognizing known sRGB profile that has been edited
Error during initialization
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.1.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.33.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.32.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.31.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.30.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.29.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.28.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.27.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.26.0.pk3'...
Loading pak '/Users/Tychon/Downloads/unvanquished/pkg/unvanquished_0.25.0.pk3'...
Error during initialization