Technical support > Windows

UFO:AI not starting on Win7Ultimate

(1/1)

sandycorp:
Hello/
My Notebook is HP G6
AMD A6/6GB DDR3/AMD Radeon 6520G
Game not starting
Log into Console:

--- Code: ------- endianness initialization -----
found little endian system

---- filesystem initialization -----
Adding game dir: /usr/local/games/ufoai/base
Adding game dir: ./base
Added packfile ./base/0base.pk3 (15 files)
Added packfile ./base/0maps.pk3 (740 files)
Added packfile ./base/0materials.pk3 (57 files)
Added packfile ./base/0media.pk3 (11 files)
Added packfile ./base/0models.pk3 (2346 files)
Added packfile ./base/0music.pk3 (46 files)
Could not load './base/0pics.pk3'
Added packfile ./base/0shaders.pk3 (37 files)
Added packfile ./base/0snd.pk3 (354 files)
Added packfile ./base/0textures.pk3 (1767 files)
Added packfile ./base/0ufos.pk3 (109 files)
Adding game dir: C:\Users\SC\AppData\Roaming\UFOAI/2.5-dev/base
using C:\Users\SC\AppData\Roaming\UFOAI/2.5-dev/base for writing
executing filesystem.cfg
executing default.cfg
couldn't execute config.cfg

----- network initialization -------
libcurl/7.25.0 GnuTLS/3.0.17 zlib/1.2.6 libidn/1.24 libssh2/1.4.0 initialized.

------ server initialization -------
WARNING: cvar 'sv_maxsoldiersperplayer' out of range (0.000000 < 1.000000)
added 8 maps to the mapcycle

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.15
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 1366x768 1360x768 1280x768 1280x720 1024x768 1024x600 800x600 640x480 (8)
I: video driver: windib
I: setting mode -1
I: set multisample buffers to 0
I: set swap control to 0
I: 1024x768 (fullscreen: yes)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 8 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon(TM) HD 6520G
GL_VERSION: 4.1.11156 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_textue_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
found GL_ARB_multitexture
found GL_ARB_texture_compression
found GL_ARB_texture_non_power_of_two
using GL_ARB_texture_non_power_of_two
found GL_EXT_texture_filter_anisotropic
found GL_EXT_texture_lod_bias
found GL_ARB_vertex_buffer_object
using GL_ARB_vertex_buffer_object
max vertex buffer size: 2147483647
found GL_ARB_fragment_shader
found GL_ARB_shading_language_100
GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 4.10
found GL_###_framebuffer_object
using GL_ARB_framebuffer_object
max draw buffers: 8
max render buffer size: 16384
max color attachments: 8
found GL_###_draw_buffers
using GL_ARB_draw_buffers
max supported vertex texture units: 16
max supported lights: 8
max texture units: 8
max texture coords: 16
max vertex attributes: 29
max varying floats: 128
max fragment uniform components: 16384
max vertex uniform components: 16384
max texture size: detected 16384
...but using 2048 as requested
Using low resolution globe textures as requested.
R_LoadShader: world_low_vs.glsl: Vertex shader was successfully compiled to run on hardware.
 R_LoadShader: world_low_fs.glsl: Fragment shader was successfully compiled to run on hardware.
 R_LoadProgram: 'world_low' loaded.
R_LoadShader: model_low_vs.glsl: Vertex shader was successfully compiled to run on hardware.
 R_LoadShader: model_low_fs.glsl: Fragment shader was successfully compiled to run on hardware.
 R_LoadProgram: 'model_low' loaded.
R_LoadShader: warp_vs.glsl: Vertex shader was successfully compiled to run on hardware.
 R_LoadShader: warp_fs.glsl: Fragment shader was successfully compiled to run on hardware.
 R_LoadProgram: 'warp' loaded.
R_LoadShader: geoscape_vs.glsl: Vertex shader was successfully compiled to run on hardware.
 R_LoadShader: geoscape_fs.glsl: Fragment shader was successfully compiled to run on hardware.
 R_LoadProgram: 'geoscape' loaded.
R_LoadShader: combine2_vs.glsl: Vertex shader was successfully compiled to run on hardware.
 R_LoadShader: combine2_fs.glsl: Fragment shader was successfully compiled to run on hardware.
 R_LoadProgram: 'combine2' loaded.
R_LoadShader: convolve3_vs.glsl: Vertex shader was successfully compiled to run on hardware.
 R_LoadShader: convolve3_fs.glsl: Fragment shader was successfully compiled to run on hardware.
 R_LoadProgram: 'convolve3' loaded.
R_LoadShader: atmosphere_vs.glsl: Vertex shader was successfully compiled to run on hardware.
 R_LoadShader: atmosphere_fs.glsl: Fragment shader was successfully compiled to run on hardware.
 R_LoadProgram: 'atmosphere' loaded.
R_LoadShader: simple_glow_vs.glsl: Vertex shader was successfully compiled to run on hardware.
 R_LoadShader: simple_glow_fs.glsl: Fragment shader was successfully compiled to run on hardware.
 R_LoadProgram: 'simple_glow' loaded.
Could not load environment map 0
FS_RemoveFile: remove C:\Users\SC\AppData\Roaming\UFOAI/2.5-dev/base/keys.cfg
There are still 1 opened files

Shutdown

--- End code ---

Help me, please
PS: Version of game 2.4

Mattn:
it looks like ./base/0pics.pk3 is broken - did you compile on your own?

sandycorp:
Im not compile, just download full release
Ok. I'll try reDownload game.

sandycorp:
Thank you!
Problem solved!
 :-[

Navigation

[0] Message Index

Go to full version