Ranking
still nothin happins D:

failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
OpenGL 2.0 not supportedfailed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
OpenGL 2.0 not supportedUnable to open data/script/customise/single.dat

Stilf (and other people working on fixes):

Just wanna say thanks for workin so hard just so that all of us can play a game. Can't wait for the ppc mac patch so I can go online and toss some fools offa buildings and such, or maybe just do some good ole judo.
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
OpenGL 2.0 not supportedOpenGL 2.0 not supported

4th line A.K.A I need a new graphics card?
Originally Posted by Pirate View Post
I don't have anything named toribash directory. i'm looking everywhere.

Is it called toribash directory?

or can someone post something along the lines of C:documents>Prog. files... etc.?


heres
CProgram Files\Toribash-3.0
well i dont have the problem with the black background anymore on my ati radeon xpress 1150.

now it just does normal graphics an shaders goes back to 0.

stderr (i removed the failed to load textures as you requested)

Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shaders loading errorrotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
rotate statement out of context
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shaders loading error
Alright i dont know much about this, but it didnt say open gl 2.0 not supported. woot?

EDIT:// just realised i was using a mod. its different if i dont.

Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shader linking: Fragment shader(s) linked, vertex shader(s) linked.
Shaders loading error
Last edited by Jam0864; Oct 31, 2007 at 09:36 PM.
I've just updated the 'Shaders loading error' to show exactly what shader is causing the problems.

Could you try again ? Thanks.

www.toribash.com/tb303_update2.zip
3.03 Update 2 did not work either.

Here's the new error file, skipping the "cannot find" errors in the beginning:


Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying texturekoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying camerapos is written to in the vertex shader but not read in the fragment shader.
Warning: varying texcoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Fatal signal: Segmentation Fault (SDL Parachute Deployed)
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shaders loading error - sh_diff
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
Shader linking: Fragment shader(s) failed to link,  vertex shader(s) linked.
Shaders loading error - sh_diff
my stderr on new update.
failed to load texture data/textures/cursor/cb
failed to load texture data/textures/buttons/ready
failed to load texture data/textures//indicator
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying texturekoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying camerapos is written to in the vertex shader but not read in the fragment shader.
Warning: varying texcoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Fatal signal: Segmentation Fault (SDL Parachute Deployed)




the same with the patch
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying texturekoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in software due to the GLSL fragment shader running in software. The GLSL fragment shader will run in software - available number of texture instructions exceeded.
Shader linking: Warning: varying color is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying normal is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying cameragpos is written to in the vertex shader but not read in the fragment shader.
Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying globalpos is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.
Shader linking: Warning: varying camerapos is written to in the vertex shader but not read in the fragment shader.
Warning: varying texcoord is written to in the vertex shader but not read in the fragment shader.
Link successful. The GLSL vertex shader will run in hardware. The GLSL fragment shader will run in hardware.