kemur alltaf error ivdeo memory is full or something lesið þetta og hjálpið mér pliz


999 MHz AMD CPU with MMX & 3DNow! & SSE
512 MB System Memory
64 MB Video Memory
Winsock Initialized
Hostname: hansi
IP: 192.168.2.2
doom using MMX & SSE for SIMD processing
enabled Flush-To-Zero mode
—— Initializing File System ——
Current search path:
F:\burn blah coal/base
F:\burn blah coal\base\pak005.pk4 (63 files)
F:\burn blah coal\base\pak004.pk4 (5137 files)
F:\burn blah coal\base\pak003.pk4 (4676 files)
F:\burn blah coal\base\pak002.pk4 (6120 files)
F:\burn blah coal\base\pak001.pk4 (8972 files)
F:\burn blah coal\base\pak000.pk4 (2698 files)
F:\burn blah coal\base\game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
file system initialized.
————————————–
—– Initializing Decls —–
——————————
——- Initializing renderSystem ——–
using ARB renderSystem
renderSystem initialized.
————————————–
5151 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
execing DoomConfig.cfg
couldn't exec autoexec.cfg
5151 strings read from strings/english.lang
—– Initializing Sound System ——
sound system initialized.
————————————–
—– R_InitOpenGL —–
Initializing OpenGL subsystem
…registered window class
…registered fake window class
…initializing QGL
…calling LoadLibrary( ‘opengl32’ ): succeeded
…calling CDS: ok
…created window @ 0,0 (640x480)
Initializing OpenGL driver
…getting DC: succeeded
…attempting to use stereo
…PIXELFORMAT 14 selected
…creating GL context: succeeded
…making context current: succeeded

——- Input Initialization ——-
Initializing DirectInput…
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
————————————
sound: hardware reported unable to use multisound, defaulted to stereo
sound: STEREO
…using GL_ARB_multitexture
…using GL_ARB_texture_env_combine
…using GL_ARB_texture_cube_map
…using GL_ARB_texture_env_dot3
…using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
…using GL_ARB_texture_compression
…using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 2.000000
…using GL_1.4_texture_lod_bias
…using GL_EXT_shared_texture_palette
X..GL_EXT_texture3D not found
…using GL_EXT_stencil_wrap
…using GL_NV_register_combiners
X..GL_EXT_stencil_two_side not found
X..GL_ATI_separate_stencil not found
X..GL_ATI_fragment_shader not found
…using GL_ARB_vertex_buffer_object
…using GL_ARB_vertex_program
X..GL_ARB_fragment_program not found
X..EXT_depth_bounds_test not found
———- R_NV20_Init ———-
Not available.
—– R200_Init —–
Not available.
———- R_ARB2_Init ———-
Not available.
———- R_Exp_Init ———-
Not available.
—– R_ReloadARBPrograms —–
glprogs/test.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 57, column 22: error: invalid texture coordinate reference
line 58, column 22: error: invalid texture coordinate reference
line 61, column 22: error: invalid texture coordinate reference
line 62, column 22: error: invalid texture coordinate reference
line 63, column 22: error: invalid texture coordinate reference
line 66, column 22: error: invalid texture coordinate reference
line 67, column 22: error: invalid texture coordinate reference
line 68, column 22: error: invalid texture coordinate reference
line 71, column 22: error: invalid texture coordinate reference
line 72, column 22: error: invalid texture coordinate reference
line 73, column 22: error: invalid texture coordinate reference
line 79, column 22: error: invalid texture coordinate reference
line 80, column 22: error: invalid texture coordinate reference
line 81, column 22: error: invalid texture coordinate reference

error at 1514:
2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.position, program.env[9];


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


# textures 4 takes the base coordinates by the texture matrix

MOV result.texcoord[4], defaultTexCoord;

DP4 result.texcoord[4].x, vertex.attrib[8], program.env[12];

DP4 result.texcoord[4].y, vertex.attrib[8], program.env[13];


# textures 5 takes the base coordinates by the texture matrix

MOV result.texcoord[5], defaultTexCoord;

DP4 result.texcoord[5].x, vertex.attrib[8], program.env[14];

DP4 result.texcoord[5].y, vertex.attrib[8], program.env[15];


# calculate vector to viewer in R0

SUB R0, program.env[5], vertex.position;


# put into texture space for TEX6

DP3 result.texcoord[6].x, vertex.attrib[9], R0;

DP3 result.texcoord[6].y, vertex.attrib[10], R0;

DP3 result.texcoord[6].z, vertex.attrib[11], R0;


# generate the vertex color, which can be 1.0, color, or 1.0 - color

# for 1.0 : env[16] = 0, env[17] = 1

# for color : env[16] = 1, env[17] = 0

# for 1.0-color : env[16] = -1, env[17] = 1

MAD result.color, vertex.color, program.env[16], program.env[17];

#SWZ result.color, R0, 1, 1, 1, 1;


ENDglprogs/test.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/interaction.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 57, column 22: error: invalid texture coordinate reference
line 58, column 22: error: invalid texture coordinate reference
line 61, column 22: error: invalid texture coordinate reference
line 62, column 22: error: invalid texture coordinate reference
line 63, column 22: error: invalid texture coordinate reference
line 66, column 22: error: invalid texture coordinate reference
line 67, column 22: error: invalid texture coordinate reference
line 68, column 22: error: invalid texture coordinate reference
line 71, column 22: error: invalid texture coordinate reference
line 72, column 22: error: invalid texture coordinate reference
line 73, column 22: error: invalid texture coordinate reference
line 93, column 22: error: invalid texture coordinate reference
line 94, column 22: error: invalid texture coordinate reference
line 95, column 22: error: invalid texture coordinate reference

error at 1514:
2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.position, program.env[9];


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


# textures 4 takes the base coordinates by the texture matrix

MOV result.texcoord[4], defaultTexCoord;

DP4 result.texcoord[4].x, vertex.attrib[8], program.env[12];

DP4 result.texcoord[4].y, vertex.attrib[8], program.env[13];


# textures 5 takes the base coordinates by the texture matrix

MOV result.texcoord[5], defaultTexCoord;

DP4 result.texcoord[5].x, vertex.attrib[8], program.env[14];

DP4 result.texcoord[5].y, vertex.attrib[8], program.env[15];


# texture 6's texcoords will be the halfangle in texture space


# calculate normalized vector to light in R0

SUB R0, program.env[4], vertex.position;

DP3 R1, R0, R0;

RSQ R1, R1.x;

MUL R0, R0, R1.x;


# calculate normalized vector to viewer in R1

SUB R1, program.env[5], vertex.position;

DP3 R2, R1, R1;

RSQ R2, R2.x;

MUL R1, R1, R2.x;


# add together to become the half angle vector in object space (non-normalized)

ADD R0, R0, R1;


# put into texture space

DP3 result.texcoord[6].x, vertex.attrib[9], R0;

DP3 result.texcoord[6].y, vertex.attrib[10], R0;

DP3 result.texcoord[6].z, vertex.attrib[11], R0;


# generate the vertex color, which can be 1.0, color, or 1.0 - color

# for 1.0 : env[16] = 0, env[17] = 1

# for color : env[16] = 1, env[17] = 0

# for 1.0-color : env[16] = -1, env[17] = 1

MAD result.color, vertex.color, program.env[16], program.env[17];


ENDglprogs/interaction.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/bumpyEnvironment.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 38, column 22: error: invalid texture coordinate reference
line 39, column 22: error: invalid texture coordinate reference
line 40, column 22: error: invalid texture coordinate reference
line 43, column 22: error: invalid texture coordinate reference
line 44, column 22: error: invalid texture coordinate reference
line 45, column 22: error: invalid texture coordinate reference
line 48, column 22: error: invalid texture coordinate reference
line 49, column 22: error: invalid texture coordinate reference
line 50, column 22: error: invalid texture coordinate reference

error at 1078:
2].x, vertex.attrib[9], program.env[6];

DP3 result.texcoord[3].x, vertex.attrib[9], program.env[7];

DP3 result.texcoord[4].x, vertex.attrib[9], program.env[8];


# texture 3 gets the transformed tangent

DP3 result.texcoord[2].y, vertex.attrib[10], program.env[6];

DP3 result.texcoord[3].y, vertex.attrib[10], program.env[7];

DP3 result.texcoord[4].y, vertex.attrib[10], program.env[8];


# texture 4 gets the transformed tangent

DP3 result.texcoord[2].z, vertex.normal, program.env[6];

DP3 result.texcoord[3].z, vertex.normal, program.env[7];

DP3 result.texcoord[4].z, vertex.normal,program.env[8];


MOV result.color, vertex.color;


ENDglprogs/bumpyEnvironment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/ambientLight.vfp
GL_PROGRAM_ERROR_STRING_ARB: line 65, column 22: error: invalid texture coordinate reference
line 66, column 22: error: invalid texture coordinate reference
line 69, column 22: error: invalid texture coordinate reference
line 70, column 22: error: invalid texture coordinate reference
line 71, column 22: error: invalid texture coordinate reference
line 74, column 22: error: invalid texture coordinate reference
line 75, column 22: error: invalid texture coordinate reference
line 76, column 22: error: invalid texture coordinate reference
line 79, column 22: error: invalid texture coordinate reference
line 80, column 22: error: invalid texture coordinate reference
line 81, column 22: error: invalid texture coordinate reference
line 84, column 22: error: invalid texture coordinate reference
line 85, column 22: error: invalid texture coordinate reference
line 86, column 22: error: invalid texture coordinate reference

error at 1963:
2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.position, program.env[9];


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


# put into texture space

DP3 result.texcoord[4].x, vertex.attrib[9], program.env[20];

DP3 result.texcoord[4].y, vertex.attrib[10], program.env[20];

DP3 result.texcoord[4].z, vertex.attrib[11], program.env[20];


# put into texture space

DP3 result.texcoord[5].x, vertex.attrib[9], program.env[21];

DP3 result.texcoord[5].y, vertex.attrib[10], program.env[21];

DP3 result.texcoord[5].z, vertex.attrib[11], program.env[21];


# put into texture space

DP3 result.texcoord[6].x, vertex.attrib[9], program.env[22];

DP3 result.texcoord[6].y, vertex.attrib[10], program.env[22];

DP3 result.texcoord[6].z, vertex.attrib[11], program.env[22];


# generate the vertex color, which can be 1.0, color, or 1.0 - color

# for 1.0 : env[16] = 0, env[17] = 1

# for color : env[16] = 1, env[17] = 0

# for 1.0-color : env[16] = -1, env[17] = 1

MAD result.color, vertex.color, program.env[16], program.env[17];


ENDglprogs/ambientLight.vfp: GL_FRAGMENT_PROGRAM_ARB not available
glprogs/shadow.vp
glprogs/R200_interaction.vp
GL_PROGRAM_ERROR_STRING_ARB: line 56, column 22: error: invalid texture coordinate reference
line 57, column 22: error: invalid texture coordinate reference
line 58, column 22: error: invalid texture coordinate reference
line 61, column 22: error: invalid texture coordinate reference
line 62, column 22: error: invalid texture coordinate reference
line 63, column 22: error: invalid texture coordinate reference
line 83, column 22: error: invalid texture coordinate reference
line 84, column 22: error: invalid texture coordinate reference
line 85, column 22: error: invalid texture coordinate reference
line 88, column 22: error: invalid texture coordinate reference
line 89, column 22: error: invalid texture coordinate reference
line 90, column 22: error: invalid texture coordinate reference

error at 1658:
2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.texcoord[0], program.env[10];

DP4 result.texcoord[2].y, vertex.texcoord[0], program.env[11];


# textures 3 takes the base coordinates by the texture matrix

MOV result.texcoord[3], defaultTexCoord;

DP4 result.texcoord[3].x, vertex.texcoord[0], program.env[12];

DP4 result.texcoord[3].y, vertex.texcoord[0], program.env[13];


# texture 4's texcoords will be the halfangle in tangent space


# calculate normalized vector to light in R0

SUB lightDir, program.env[4], vertex.position;

DP3 R1, lightDir, lightDir;

RSQ R1, R1.x;

MUL R0, lightDir, R1.x;


# calculate normalized vector to viewer in R1

SUB R1, program.env[5], vertex.position;

DP3 R2, R1, R1;

RSQ R2, R2.x;

MUL R1, R1, R2.x;


# add together to become the half angle vector in object space (non-normalized)

ADD R0, R0, R1;


# put into texture space

DP3 result.texcoord[4].x, vertex.texcoord[1], R0;

DP3 result.texcoord[4].y, vertex.texcoord[2], R0;

DP3 result.texcoord[4].z, vertex.texcoord[3], R0;


# texture 5's texcoords will be the unnormalized lightDir in tangent space

DP3 result.texcoord[5].x, vertex.texcoord[1], lightDir;

DP3 result.texcoord[5].y, vertex.texcoord[2], lightDir;

DP3 result.texcoord[5].z, vertex.texcoord[3], lightDir;


# generate the vertex color, which can be 1.0, color, or 1.0 - color

# for 1.0 : env[16] = 0, env[17] = 1

# for color : env[16] = 1, env[17] = 0

# for 1.0-color : env[16] = -1, env[17] = 1

MAD result.color, vertex.color, program.env[16], program.env[17];


ENDglprogs/nv20_bumpAndLight.vp
GL_PROGRAM_ERROR_STRING_ARB: line 30, column 43: error: invalid texture coordinate reference
line 31, column 43: error: invalid texture coordinate reference
line 38, column 21: error: invalid texture coordinate reference
line 39, column 21: error: invalid texture coordinate reference
line 42, column 21: error: invalid texture coordinate reference
line 43, column 21: error: invalid texture coordinate reference
line 44, column 21: error: invalid texture coordinate reference

error at 690:
2], R0;

DP3 result.texcoord[0].z, vertex.texcoord[3], R0;


# textures 1 takes the base coordinates by the texture matrix

DP4 result.texcoord[1].x, vertex.texcoord[0], program.env[10];

DP4 result.texcoord[1].y, vertex.texcoord[0], program.env[11];


# texture 2 has one texgen and a constant

MOV result.texcoord[2], defaultTexCoord;

DP4 result.texcoord[2].x, vertex.position, program.env[9];


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


ENDglprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
GL_PROGRAM_ERROR_STRING_ARB: line 29, column 21: error: invalid texture coordinate reference
line 30, column 21: error: invalid texture coordinate reference
line 51, column 44: error: invalid texture coordinate reference
line 52, column 44: error: invalid texture coordinate reference
line 55, column 21: error: invalid texture coordinate reference
line 56, column 21: error: invalid texture coordinate reference
line 57, column 21: error: invalid texture coordinate reference

error at 789:
2].x, vertex.texcoord[0], program.env[14];

DP4 result.texcoord[2].y, vertex.texcoord[0], program.env[15];


# texture 0's texcoords will be the halfangle in texture space


# calculate normalized vector to light in R0

ADD R0, -vertex.position, program.env[4];

DP3 R1, R0, R0;

RSQ R1, R1.x;

MUL R0, R0, R1.x;


# calculate normalized vector to viewer in R1

ADD R1, -vertex.position, program.env[5];

DP3 R2, R1, R1;

RSQ R2, R2.x;

MUL R1, R1, R2.x;


# add together to become the half angle vector in object space (non-normalized)

ADD R0, R0, R1;


# put into texture space

DP3 result.texcoord[0].x, vertex.texcoord[1], R0;

DP3 result.texcoord[0].y, vertex.texcoord[2], R0;

DP3 result.texcoord[0].z, vertex.texcoord[3], R0;


# texture 3 has three texgens

DP4 result.texcoord[3].x, vertex.position, program.env[6];

DP4 result.texcoord[3].y, vertex.position, program.env[7];

DP4 result.texcoord[3].w, vertex.position, program.env[8];


# copy color

MOV result.color, vertex.color;


ENDglprogs/nv20_diffuseAndSpecularColor.vp
GL_PROGRAM_ERROR_STRING_ARB: line 27, column 21: error: invalid texture coordinate reference
line 28, column 21: error: invalid texture coordinate reference
line 30, column 21: error: invalid texture coordinate reference
line 31, column 21: error: invalid texture coordinate reference
line 52, column 44: error: invalid texture coordinate reference
line 53, column 44: error: invalid texture coordinate reference

error at 670:
2].x, vertex.texcoord[0], program.env[12];

DP4 result.texcoord[2].y, vertex.texcoord[0], program.env[13];


DP4 result.texcoord[3].x, vertex.texcoord[0], program.env[14];

DP4 result.texcoord[3].y, vertex.texcoord[0], program.env[15];


# texture 0's texcoords will be the halfangle in texture space


# calculate normalized vector to light in R0

ADD R0, -vertex.position, program.env[4];

DP3 R1, R0, R0;

RSQ R1, R1.x;

MUL R0, R0, R1.x;


# calculate normalized vector to viewer in R1

ADD R1, -vertex.position, program.env[5];

DP3 R2, R1, R1;

RSQ R2, R2.x;

MUL R1, R1, R2.x;


# add together to become the half angle vector in object space (non-normalized)

ADD R0, R0, R1;


# put into texture space

DP3 result.texcoord[0].x, vertex.texcoord[1], R0;

DP3 result.texcoord[0].y, vertex.texcoord[2], R0;

DP3 result.texcoord[0].z, vertex.texcoord[3], R0;


# copy color

MOV result.color, vertex.color;


ENDglprogs/environment.vfp
glprogs/environment.vfp: GL_FRAGMENT_PROGRAM_ARB not available
——————————-
using ARB_vertex_buffer_object memory
using NV10 renderSystem
found DLL in pak file: F:\burn blah coal\base\game00.pk4/gamex86.dll
copy gamex86.dll to F:\burn blah coal\base\gamex86.dll
********************
ERROR: wrong game DLL API version
********************
Error during initialization
Shutting down OpenGL subsystem
…wglMakeCurrent( NULL, NULL ): success
…deleting GL context: success
…releasing DC: success
…destroying window
…resetting display
…shutting down QGL
…unloading OpenGL DLL
……