Rage startup crash

Post » Wed May 16, 2012 1:38 am

Hi.


I have brougt Rage few days ago



And i havn't been able to get into the game yet.



when im entering the game then after the IDcommercial intro it gives me this long message:


Spoiler

Rage.1683.2 win-x86 Release Oct 7 2011 12:22:19


------ Initializing File System ------


Current search path:


C:/Users/JonasGlerup/Saved Games/id Software/Rage/base/


c:/program files (x86)/steam/steamapps/common/rage/base/


file system initialized.


BenchmarkGameData: ofs 0 and 0x1208090624x


33 microseconds


19 microseconds


17 microseconds


17 microseconds


17 microseconds


17 microseconds


16 microseconds


17 microseconds


16 microseconds


17 microseconds


Average seek time without outliers: 17 microseconds


fileBenchmarkImpliesGameIsOnHD: true


---------------------------


1 CPU package, 4 cores, 8 total logical processors


1995 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT & EM64T


32768 kB 1st level cache, 262144 kB 2nd level cache, 6291456 kB 3rd level cache


8144 MB System Memory


Winsock Initialized


Found interface: {41A6055B-F088-4693-9B7E-6794C6A1B356} Microsoft Virtual WiFi Miniport Adapter #2 - 0.0.0.0 NULL netmask - skipped


Found interface: {7AAF0FBB-A614-45B2-A24A-4A9BBBD8236B} Microsoft Virtual WiFi Miniport Adapter - 0.0.0.0 NULL netmask - skipped


Found interface: {3B06BC9C-16B1-4266-B83F-ACB99C576412} Intel? Centrino? Wireless-N 1030 - 192.168.1.11/255.255.255.0


Found interface: {105C3BCE-F6BC-4487-82E5-F30B43D4A3BA} Realtek PCIe GBE Family Controller - 0.0.0.0 NULL netmask - skipped


Found interface: {CBC11145-ED62-4080-87C5-7921B2BC24C7} Bluetooth Device (Personal Area Network) - 0.0.0.0 NULL netmask - skipped


Sys_InitNetworking: adding loopback interface


execing default.cfg


execing joystick.cfg


execing default.cfg


execing joystick.cfg


execing default.cfg


execing joystick.cfg


execing default.cfg


execing joystick.cfg


idLib::SetProduction( PROD_PRODUCTION )


couldn't exec rageConfig.cfg


Resetting cheat cvar: aas2_showFloorTrace


Resetting cheat cvar: ai_alignToPointDist


Resetting cheat cvar: ai_minCornerCircleRadius


Resetting cheat cvar: ai_cornerCircleRadius


Resetting cheat cvar: ai_turningCircleAlignmentTolerance


Resetting cheat cvar: ai_pointTolerance


Resetting cheat cvar: atv_bumpForwardScale


Resetting cheat cvar: aa_ZoomSnapScale


Resetting cheat cvar: poi_playerScaleMinimum


Resetting cheat cvar: poi_scaleMinimum


Resetting cheat cvar: poi_ScreenPercentage


Resetting cheat cvar: poi_IconSizeSplitscreen


Resetting cheat cvar: poi_IconSize


Resetting cheat cvar: poi_GoalHeightOffset


Resetting cheat cvar: swf_minimap_scale_foot


Resetting cheat cvar: swf_minimap_scale_vehicle


Resetting cheat cvar: blendTree_scale


Resetting cheat cvar: swf_jobnav_mindist


Resetting cheat cvar: swf_minimap_ant_first_step_foot


Resetting cheat cvar: swf_minimap_ant_step_foot


Resetting cheat cvar: swf_minimap_ant_first_step


Resetting cheat cvar: swf_minimap_ant_step


Resetting cheat cvar: swf_scopeZoomDistance


Resetting cheat cvar: gc_fictionBlurAmount


Resetting cheat cvar: swf_invFadeTime


Resetting cheat cvar: cine_cameraAccel


Resetting cheat cvar: rcbomb_initialOffset


Resetting cheat cvar: cam_deathCamblurTime


Resetting cheat cvar: cam_deathCamblurAmount


Resetting cheat cvar: revivecam_HeightEnd


Resetting cheat cvar: revivecam_HeightStart


Resetting cheat cvar: spl_qn_pathbonus


Resetting cheat cvar: spl_qn_zpenelty


Resetting cheat cvar: ai_NonPlayerOneShotChance


Resetting cheat cvar: ai_droppedLootDistance


Resetting cheat cvar: pm_ct_jump_dist


Resetting cheat cvar: pm_ct_push_dist


Resetting cheat cvar: pm_ct_push_decayIn


Resetting cheat cvar: pm_ct_push_decayOut


Resetting cheat cvar: pm_ct_checkDist


Resetting cheat cvar: g_playerDamageThreshold


Resetting cheat cvar: swf_combatSubtitleRange


Resetting cheat cvar: swf_subtitleRange


Resetting cheat cvar: vehicle_clientImpactDmg_MaxDmg


Resetting cheat cvar: vehicle_clientImpactDmg_MinDmg


Resetting cheat cvar: vehicle_clientImpactDmg_MaxVel


Resetting cheat cvar: vehicle_clientImpactDmg_MinVel


Resetting cheat cvar: v_steerControlClamp


Resetting cheat cvar: v_steerControlInfluence


Resetting cheat cvar: v_compressiontime


Resetting cheat cvar: v_dusttime


Resetting cheat cvar: pm_clientZoomInDelay


Resetting cheat cvar: pm_clientAuthoritative_warnDist


Resetting cheat cvar: pm_clientAuthoritative_minDistZ


Resetting cheat cvar: pm_clientAuthoritative_Lerp


Resetting cheat cvar: pm_clientAuthoritative_minDist


Resetting cheat cvar: net_voiceVolume


Resetting cheat cvar: net_peer_throttle_bps_decay


Resetting cheat cvar: net_debughud3_bps_max


------- Initializing renderSystem --------


Initializing OpenGL subsystem


...registered window class


...registered fake window class


...using WGL_EXT_swap_control


X..WGL_EXT_swap_control_tear not found


created OpenGL 3.1 context on Intel


----- GL_Init -----


OpenGL version 3.1


GL_EXT_blend_minmax GL_EXT_blend_subtract


GL_EXT_blend_color GL_EXT_abgr


GL_EXT_texture3D GL_EXT_clip_volume_hint


GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp


GL_SGIS_generate_mipmap GL_EXT_draw_range_elements


GL_SGIS_texture_lod GL_EXT_rescale_normal


GL_EXT_packed_pixels GL_EXT_texture_edge_clamp


GL_EXT_separate_specular_color GL_ARB_multitexture


GL_EXT_texture_env_combine GL_EXT_bgra


GL_EXT_blend_func_separate GL_EXT_secondary_color


GL_EXT_fog_coord GL_EXT_texture_env_add


GL_ARB_texture_cube_map GL_ARB_transpose_matrix


GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat


GL_EXT_multi_draw_arrays GL_NV_blend_square


GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1


GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp


GL_ARB_point_parameters GL_ARB_texture_env_combine


GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar


GL_EXT_texture_compression_s3tc GL_ARB_shadow


GL_ARB_window_pos GL_EXT_shadow_funcs


GL_EXT_stencil_wrap GL_ARB_vertex_program


GL_EXT_texture_rectangle GL_ARB_fragment_program


GL_EXT_stencil_two_side GL_ATI_separate_stencil


GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias


GL_ARB_occlusion_query GL_ARB_fragment_shader


GL_ARB_shader_objects GL_ARB_shading_language_100


GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader


GL_NV_texgen_reflection GL_ARB_point_sprite


GL_EXT_blend_equation_separate GL_ARB_depth_texture


GL_ARB_texture_rectangle GL_ARB_draw_buffers


GL_ARB_color_buffer_float GL_ARB_half_float_pixel


GL_ARB_texture_float GL_ARB_pixel_buffer_object


GL_EXT_framebuffer_object GL_ARB_draw_instanced


GL_ARB_half_float_vertex GL_EXT_draw_buffers2


GL_WIN_swap_hint GL_EXT_texture_sRGB


GL_ARB_multisample GL_EXT_packed_float


GL_EXT_texture_shared_exponent GL_ARB_texture_rg


GL_ARB_texture_compression_rgtc GL_NV_conditional_render


GL_EXT_texture_swizzle GL_ARB_sync


GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil


GL_ARB_depth_buffer_float GL_EXT_transform_feedback


GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample


GL_ARB_framebuffer_object GL_EXT_texture_array


GL_EXT_texture_integer GL_ARB_map_buffer_range


GL_EXT_texture_snorm GL_INTEL_performance_queries


GL_ARB_copy_buffer GL_ARB_sampler_objects


GL_NV_primitive_restart GL_ARB_seamless_cube_map


GL_ARB_uniform_buffer_object GL_ARB_depth_clamp


GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex


GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters


GL_ARB_compatibility GL_ARB_vertex_array_object


WGL_EXT_depth_float WGL_ARB_buffer_region


WGL_ARB_extensions_string WGL_ARB_make_current_read


WGL_ARB_pixel_format WGL_ARB_pbuffer


WGL_EXT_extensions_string WGL_EXT_swap_control


WGL_ARB_multisample WGL_ARB_pixel_format_float


WGL_ARB_framebuffer_sRGB WGL_ARB_create_context


WGL_EXT_pixel_format_packed_float


...using GL_ARB_multitexture


...using GL_ARB_texture_non_power_of_two


...using GL_ARB_texture_compression


...using GL_EXT_texture_compression_s3tc


...using GL_EXT_texture_filter_anisotropic


...using GL_ARB_vertex_buffer_object


...using GL_ARB_pixel_buffer_object


X..GL_EXT_pixel_buffer_object not found


...using GL_ARB_vertex_program


...using GL_ARB_fragment_program


Couldn't find proc address for: glProgramParameteri


...using GL_ARB_occlusion_query


X..GL_EXT_timer_query not found


...using GL_EXT_framebuffer_object


...using GL_EXT_framebuffer_blit


X..GL_ARB_texture_multisample not found


X..GL_EXT_depth_bounds_test not found


...using GL_ARB_draw_elements_base_vertex


...using GL_ARB_map_buffer_range


...using GL_ARB_sync


X..GL_EXT_direct_state_access not found


Couldn't find proc address for: glTexMultiSubImage2DAMD


Couldn't find proc address for: glCompressedTexMultiSubImage2DAMD


Couldn't find proc address for: glGetMultiQueryObjectuivAMD


X..GL_ARB_debug_output not found


ShowGameWindow: (0, 0) 1366 x 768, full screen


9 milliseconds to open 44 pages files


OpenCachedPagesFile: c:\program files (x86)\steam\steamapps\common\rage\virtualtextures\_vmtr.pages


OpenInstalledCachedPagesFile: c:\program files (x86)\steam\steamapps\common\rage\virtualtextures\_vmtr.pages


21 pages locked in c:\program files (x86)\steam\steamapps\common\rage\virtualtextures\_vmtr.pages


0.1 seconds for FinishFeedback()


PHYSICAL_PAGES_POOL_UNIQUE


------------------------


total : 1


locked : 0


current: 0


free : 1


100 % empty hash table entries


0 % pages 0 steps down the hash chain


0 % pages 1 step down the hash chain


0 % pages 2 steps down the hash chain


0 % pages > 2 steps down the hash chain


------------------------


PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY


------------------------


total : 1


locked : 0


current: 0


free : 1


100 % empty hash table entries


0 % pages 0 steps down the hash chain


0 % pages 1 step down the hash chain


0 % pages 2 steps down the hash chain


0 % pages > 2 steps down the hash chain


------------------------


PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY2


------------------------


total : 1


locked : 0


current: 0


free : 1


100 % empty hash table entries


0 % pages 0 steps down the hash chain


0 % pages 1 step down the hash chain


0 % pages 2 steps down the hash chain


0 % pages > 2 steps down the hash chain


------------------------


0.1 seconds to load and lock 0 pages


S 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages1


S 4096 4096 1 linr DXT1 clmp 8192k 0k _physicalvmtrpages0


S 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages2


S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquepages1


S 128 128 1 linr DXT1 clmp 8k 0k _physicaluniquepages0


S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquepages2


S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquediffuseonlypages1


S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquediffuseonly2pages1


vmtr path: c:\program files (x86)\steam\steamapps\common\rage/virtualtextures/_vmtr.vmtr


num vmtrs: 0



virtual texture 1:


S 512 512 10 nmn RG clmp 682k 0k _vmtrpagetable


Page file: c:\program files (x86)\steam\steamapps\common\rage\virtualtextures\_vmtr.pages


header.magic: 0x77339904


header.pagesWide: 512


header.numLevels: 10


header.layoutVersion: 0


header.diskOffsetScale: 2


cacheLineForPage table not loaded


Pages resident per level: 0 0 0 0 0 0 0 14 4 1


Pages resident: 19


Pages locked: 19


0.7 total megs of page table images


----- Initializing Sound System ------


0: Speakers and Headphones (IDT High Definition Audio CODEC)


2 channels, 48000 Hz


Front Left and Front Right


Default Console Device, Multimedia Device, and Game Device


1: Communications Headphones (IDT High Definition Audio CODEC)


2 channels, 48000 Hz


Front Left and Front Right


Default Communications Device


Using device 0


sound system initialized.


--------------------------------------


----- Initializing Decls -----


117 types, 0 declSource


------------------------------


Initializing class hierarchy


PATCH: strings/english.lang


Reading strings/english.lang as UTF-8


7843 strings read



------- Input Initialization -------


Initializing DirectInput...


mouse: DirectInput initialized.


keyboard: DirectInput initialized.


------------------------------------


0.0 seconds to read 13304k table header


Resources skipped by layer tests: 0


Load 481 resources using 492 of 74696 total resource files, 0 streamed


LoadNamedResourceBlock: Num network resources: 481, checksum: 1659497286


--------- EndBackgroundLoads() ----------


IO: 6 seeks, 9 reads, 1MB, 59.0MB/s


Read sleep msec: 0


Decompress sleep msec: 0


Foreground sleep msec: 0


Total msec: 253


0.4 seconds to preload resources


Start time of bink logo video in ms: 1795


Couldn't create FileCacheHeader.bin


16.8 seconds to read 13304k table header


Resources skipped by layer tests: 0


Load 7828 resources using 7604 of 74696 total resource files, 0 streamed


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_03_a.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_03_a.bmvtr


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_04.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_04.bmvtr


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_01.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_01.bmvtr


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_01_a.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_01_a.bmvtr


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_02.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_02.bmvtr


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_03.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_03.bmvtr


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_01_a.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_01_a.bmvtr


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_02_a.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_02_a.bmvtr


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_02.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_02.bmvtr


PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_03.idmsa


PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_03.bmvtr


PATCH: compressed/sound/vo/english/ai/jackals/enemy_sighted_03_a.idmsa


PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_01.idmsa


PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_02.idmsa


PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_03.idmsa


PATCH: generated/models/vehicles/class2/gibs/buggy_gib.dmodel


PATCH: generated/decls/entityDef/projectile_ent/vehicle/stickybomb.decl


PATCH: generated/decls/material/textures/guis/default/guicursor_arrow.decl


PATCH: generated/decls/material/textures/guis/default/guicursor_hand.decl


PATCH: generated/decls/entityDef/projectile_ent/vehicle/ai/stickybomb.decl


PATCH: generated/decls/credits/credits.decl


PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher5.decl


PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher6.decl


PATCH: generated/decls/job/jobs/wasteland1/wellspring/talk_to_sally.decl


PATCH: generated/decls/job/jobs/wasteland2/subwaytown/talk_to_brick.decl


PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead.idmsa


PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead_a.idmsa


PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead.idmsa


PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_a.idmsa


PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_b.idmsa


PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead.idmsa


PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead_a.idmsa


PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead.bmvtr


PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead_a.bmvtr


PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead.bmvtr


PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_b.bmvtr


PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_a.bmvtr


PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead.bmvtr


PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead_a.bmvtr


LoadNamedResourceBlock: Num network resources: 7828, checksum: -1634345313


--------- EndBackgroundLoads() ----------


IO: 0 seeks, 407 reads, 27MB, 65.4MB/s


Read sleep msec: 0


Decompress sleep msec: 0


Foreground sleep msec: 40


Total msec: 7996


25.0 seconds to preload resources


PATCH: generated/decls/renderProg/feedbackresolve.decl


PATCH: generated/decls/renderParm/feedbackcolormap.decl


While compiling fragment program feedbackresolve from feedbackresolve


-----------------


1: #version 150


2:


3: void clip( float v ) { if ( v < 0.0 ) { discard; } }


4: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }


5: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }


6: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }


7:


8: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }


9: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }


10: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }


11: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }


12:


13: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }


14: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }


15:


16: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }


17: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }


18:


19: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }


20: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }


21:


22: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }


23: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }


24: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }


25:


26: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }


27: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }


28: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }


29: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }


30:


31: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }


32: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }


33: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }


34: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }


35:


36: uniform vec4 _fa_ [1];


37: uniform sampler2DMS samp_feedbackcolormap;


38:


39: in vec4 vofi_TexCoord0;


40:


41: out vec4 out_FragColor;


42:


43: void main() {


44: vec2 texcoord = vofi_TexCoord0.xy * vec2( 1.0 / _fa_[0 ].z, 1.0 / _fa_[0 ].w );


45: ivec2 texcoordi = ivec2( texcoord.x, texcoord.y );


46: out_FragColor = texelFetch( samp_feedbackcolormap, texcoordi.xy, 0 );


47: }


-----------------


ERROR: 0:37: 'samp_feedbackcolormap' : syntax error parse error




rage.exe @ 0x00699ad4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x00699c4c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x0057cd77( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x0057cdbb( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x0053ab9e( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x0061fce1( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x0047f9a4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x0047fb81( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x00484754( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x00439f0a( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x005e0af0( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


rage.exe @ 0x00bbb92c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )


kernel32.dll @ 0x76f1339a( ) + bytes () : BaseThreadInitThunk( )


ntdll.dll @ 0x779b9ed2( ) + bytes () : RtlInitializeExceptionChain( )


ntdll.dll @ 0x779b9ea5( ) + bytes () : RtlInitializeExceptionChain( )


ERROR: Failed to compile render prog feedbackresolve from feedbackresolve


Dumped console text to C:\Users\JonasGlerup\Saved Games\id Software\Rage\base\ErrorLog_12-27-2011__02-59-53pm.txt.



idRenderSystem::Shutdown()


Shutting down OpenGL subsystem


...releasing DC


...destroying window



***************************


Failed to compile render prog feedbackresolve from feedbackresolve


***************************


i have seach around in steams support forums and i haven't find anything simular.

User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Wed May 16, 2012 6:31 am

I haven't heard of that crash o_0

Do you meet the min requirements? What are your specs?
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Tue May 15, 2012 9:50 pm

Same as this thread: http://www.gamesas.com/topic/1324303-failed-to-compile-render-prog-feedbackresolve-from-feedbackresolve/

Disable switchable graphics.
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Wed May 16, 2012 5:31 am

But how?

yea yea i BOIS, but here is the thing im not a genius on a computer so could you please tell me how i do it in BIOS?
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Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Tue May 15, 2012 10:43 pm

This helped me:

http://support.amd.com/us/kbarticles/Pages/GPU121AMDCatRagePerfDriver.aspx
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kirsty joanne hines
 
Posts: 3361
Joined: Fri Aug 18, 2006 10:06 am


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