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debug run

I ran it with +seh and got the following:


fixme:advapi:SetEntriesInAclW unhandled access mode 4
fixme:advapi:SetSecurityInfo stub
fixme:advapi:SetEntriesInAclW unhandled access mode 4
fixme:advapi:SetSecurityInfo stub
fixme:advapi:SetSecurityInfo stub
fixme:exec:SHELL_execute flags ignored: 0x00000100
fixme:heap:HeapSetInformation 0x0 1 0x0 0
fixme:ole:CoInitializeSecurity (0x0,-1,0x0,0x0,0,3,0x0,0,0x0) - stub!
fixme:file:MoveFileWithProgressW MOVEFILE_WRITE_THROUGH unimplemented
fixme:heap:HeapSetInformation 0x0 1 0x0 0
fixme:ole:CoInitializeSecurity (0x0,-1,0x0,0x0,0,3,0x0,0,0x0) - stub!
trace:seh:raise_exception code=406d1388 flags=0 addr=0x7b82d872 ip=7b82d872 tid=002d
trace:seh:raise_exception  info[0]=00001000
trace:seh:raise_exception  info[1]=00c389c0
trace:seh:raise_exception  info[2]=ffffffff
trace:seh:raise_exception  info[3]=00000000
trace:seh:raise_exception  eax=7b819335 ebx=7b82d7fe ecx=00000000 edx=00000000 esi=00000004 edi=00c389c0
trace:seh:raise_exception  ebp=02edf498 esp=02edf424 cs=001b ds=0023 es=0023 fs=100f gs=000f flags=00000246
trace:seh:call_stack_handlers calling handler at 0x4f4370 code=406d1388 flags=0
trace:seh:call_stack_handlers handler at 0x4f4370 returned 0
trace:seh:raise_exception code=406d1388 flags=0 addr=0x7b82d872 ip=7b82d872 tid=002e
trace:seh:raise_exception  info[0]=00001000
trace:seh:raise_exception  info[1]=00c38750
trace:seh:raise_exception  info[2]=ffffffff
trace:seh:raise_exception  info[3]=00000000
trace:seh:raise_exception  eax=7b819335 ebx=7b82d7fe ecx=00000000 edx=00000000 esi=00000004 edi=00c38750
trace:seh:raise_exception  ebp=02fdf498 esp=02fdf424 cs=001b ds=0023 es=0023 fs=1017 gs=000f flags=00000246
trace:seh:call_stack_handlers calling handler at 0x4f4370 code=406d1388 flags=0
trace:seh:call_stack_handlers handler at 0x4f4370 returned 0
fixme:file:MoveFileWithProgressW MOVEFILE_WRITE_THROUGH unimplemented
trace:seh:raise_exception code=406d1388 flags=0 addr=0x7b82d872 ip=7b82d872 tid=002f
trace:seh:raise_exception  info[0]=00001000
trace:seh:raise_exception  info[1]=00b7d3cc
trace:seh:raise_exception  info[2]=ffffffff
trace:seh:raise_exception  info[3]=00000000
trace:seh:raise_exception  eax=7b819335 ebx=7b82d7fe ecx=00000000 edx=00000000 esi=00000004 edi=00b7d3b8
trace:seh:raise_exception  ebp=030dee98 esp=030dee24 cs=001b ds=0023 es=0023 fs=101f gs=000f flags=00000246
trace:seh:call_stack_handlers calling handler at 0x4f4370 code=406d1388 flags=0
trace:seh:call_stack_handlers handler at 0x4f4370 returned 0
trace:seh:raise_exception code=406d1388 flags=0 addr=0x7b82d872 ip=7b82d872 tid=0030
trace:seh:raise_exception  info[0]=00001000
trace:seh:raise_exception  info[1]=00c45e48
trace:seh:raise_exception  info[2]=ffffffff
trace:seh:raise_exception  info[3]=00000000
trace:seh:raise_exception  eax=7b819335 ebx=7b82d7fe ecx=00000000 edx=00000000 esi=00000004 edi=00c56ef0
trace:seh:raise_exception  ebp=031df5c8 esp=031df554 cs=001b ds=0023 es=0023 fs=1027 gs=000f flags=00000246
trace:seh:call_stack_handlers calling handler at 0x4f4370 code=406d1388 flags=0
trace:seh:call_stack_handlers handler at 0x4f4370 returned 0
err:service:service_send_command service protocol error - failed to read pipe r = 0  count = 0!
fixme:win:EnumDisplayDevicesW ((null),0,0x33ef2c,0x00000000), stub!
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d9:Direct3DShaderValidatorCreate9 stub
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:resource_check_usage Unhandled usage flags 0x8.
fixme:d3d:state_zenable Z buffer disabled, but ARB_depth_clamp isn't supported.
err:winediag:shader_generate_glsl_declarations The hardware does not support enough uniform components to run this shader, it may not render correctly.
fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #3:
fixme:d3d_shader:print_glsl_info_log     ERROR: 0:16: '[' :  array index out of range '241'
fixme:d3d_shader:print_glsl_info_log     ERROR: 0:27: '[' :  array index out of range '241'
fixme:d3d_shader:print_glsl_info_log     ERROR: 0:27: '[' :  array index out of range '241'
fixme:d3d_shader:shader_glsl_validate_link Program 1 link status invalid.
fixme:d3d_shader:shader_glsl_dump_program_source Object 2:
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_SUBTYPE_ARB: GL_FRAGMENT_SHADER_ARB.
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_COMPILE_STATUS_ARB: 1.
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source     #version 120
fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_texture_lod : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_EXT_gpu_shader4 : enable
fixme:d3d_shader:shader_glsl_dump_program_source     uniform vec4 PC[32];
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 T2 = gl_TexCoord[2];
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 T3 = gl_TexCoord[3];
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 T4 = gl_TexCoord[4];
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R1;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp1;
fixme:d3d_shader:shader_glsl_dump_program_source     void main() {
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = (gl_Color.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyzw = (T3.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = ((R0.xyzw * R1.xyzw) + T4.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.w = (R0.w * T2.w);
fixme:d3d_shader:shader_glsl_dump_program_source     gl_FragData[0].xyzw = (R0.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     }
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source Object 4:
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB.
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_COMPILE_STATUS_ARB: 1.
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source     #version 120
fixme:d3d_shader:shader_glsl_dump_program_source     void order_ps_input(in vec4 OUT[12]) {
fixme:d3d_shader:shader_glsl_dump_program_source     gl_TexCoord[2].xyzw = OUT[2].xyzw;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_TexCoord[3].xyzw = OUT[3].xyzw;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_TexCoord[4].xyzw = OUT[4].xyzw;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_FrontColor.xyzw = OUT[8].xyzw;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_Position.xyzw = OUT[10].xyzw;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_TexCoord[7] = vec4(1.0);
fixme:d3d_shader:shader_glsl_dump_program_source     }
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source Object 3:
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB.
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_COMPILE_STATUS_ARB: 0.
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source     #version 120
fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_EXT_gpu_shader4 : enable
fixme:d3d_shader:shader_glsl_dump_program_source     uniform vec4 VC[241];
fixme:d3d_shader:shader_glsl_dump_program_source     uniform vec4 posFixup;
fixme:d3d_shader:shader_glsl_dump_program_source     void order_ps_input(in vec4[12]);
fixme:d3d_shader:shader_glsl_dump_program_source     ivec4 A0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 OUT[12];
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R1;
fixme:d3d_shader:shader_glsl_dump_program_source     attribute vec4 attrib0;
fixme:d3d_shader:shader_glsl_dump_program_source     attribute vec4 attrib1;
fixme:d3d_shader:shader_glsl_dump_program_source     attribute vec4 attrib2;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp1;
fixme:d3d_shader:shader_glsl_dump_program_source     void main() {
fixme:d3d_shader:shader_glsl_dump_program_source     R0.y = (VC[241].y);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = ((attrib2.zzzz * R0.yyyy) + VC[0].xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyzw = (fract(R0.xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = (R0.xyzw + -R1.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     A0.xyzw = (ivec4(round(R0.xyzw)));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[10].x = (dot(attrib0.xyzw, VC[A0.x + 1].xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[10].y = (dot(attrib0.xyzw, VC[A0.y + 1].xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[10].z = (dot(attrib0.xyzw, VC[A0.z + 1].xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[10].w = (dot(attrib0.xyzw, VC[A0.w + 1].xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[8].xyzw = (attrib1.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[2].xyzw = (attrib2.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xy = ((attrib2.zz * VC[241].yy) + VC[241].zw);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.zw = (fract(R0.xy));
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xy = (R0.xy + -R0.zw);
fixme:d3d_shader:shader_glsl_dump_program_source     A0.xy = (ivec2(round(R0.xy)));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[3].xyzw = (VC[A0.x + 1].xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[4].xyzw = (VC[A0.y + 1].xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     order_ps_input(OUT);
fixme:d3d_shader:shader_glsl_dump_program_source     gl_FogFragCoord = 0.0;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_Position.y = gl_Position.y * posFixup.y;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_Position.xy += posFixup.zw * gl_Position.ww;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;
fixme:d3d_shader:shader_glsl_dump_program_source     }
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #1:
fixme:d3d_shader:print_glsl_info_log     ERROR: One or more attached shaders not successfully compiled
err:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Find glsl program uniform locations @ glsl_shader.c / 4596
err:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB(programId) @ glsl_shader.c / 4609
err:d3d_shader:hardcode_local_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Hardcoding local constants @ glsl_shader.c / 4087
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
trace:seh:raise_exception code=406d1388 flags=0 addr=0x7b82d872 ip=7b82d872 tid=0034
trace:seh:raise_exception  info[0]=00001000
trace:seh:raise_exception  info[1]=06a2cc30
trace:seh:raise_exception  info[2]=ffffffff
trace:seh:raise_exception  info[3]=00000000
trace:seh:raise_exception  eax=7b819335 ebx=7b82d7fe ecx=00000000 edx=00000000 esi=00000004 edi=06a2cc30
trace:seh:raise_exception  ebp=0773ef08 esp=0773ee94 cs=001b ds=0023 es=0023 fs=102f gs=000f flags=00000246
trace:seh:call_stack_handlers calling handler at 0x4f4370 code=406d1388 flags=0
trace:seh:call_stack_handlers handler at 0x4f4370 returned 0
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #27:
fixme:d3d_shader:print_glsl_info_log     ERROR: 0:15: '[' :  array index out of range '241'
fixme:d3d_shader:print_glsl_info_log     ERROR: 0:25: '[' :  array index out of range '241'
fixme:d3d_shader:print_glsl_info_log     ERROR: 0:25: '[' :  array index out of range '241'
fixme:d3d_shader:shader_glsl_validate_link Program 25 link status invalid.
fixme:d3d_shader:shader_glsl_dump_program_source Object 26:
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_SUBTYPE_ARB: GL_FRAGMENT_SHADER_ARB.
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_COMPILE_STATUS_ARB: 1.
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source     #version 120
fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_ARB_shader_texture_lod : enable
fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_EXT_gpu_shader4 : enable
fixme:d3d_shader:shader_glsl_dump_program_source     uniform vec4 PC[32];
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp1;
fixme:d3d_shader:shader_glsl_dump_program_source     uniform vec4 PLC0;
fixme:d3d_shader:shader_glsl_dump_program_source     void main() {
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = (PLC0.xxxx);
fixme:d3d_shader:shader_glsl_dump_program_source     gl_FragData[0].xyzw = (R0.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     }
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source Object 28:
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB.
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_COMPILE_STATUS_ARB: 1.
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source     #version 120
fixme:d3d_shader:shader_glsl_dump_program_source     void order_ps_input(in vec4 OUT[12]) {
fixme:d3d_shader:shader_glsl_dump_program_source     gl_TexCoord[2].xyzw = OUT[2].xyzw;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_TexCoord[3].xyzw = OUT[3].xyzw;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_TexCoord[4].xyzw = OUT[4].xyzw;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_Position.xyzw = OUT[10].xyzw;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_TexCoord[7] = vec4(1.0);
fixme:d3d_shader:shader_glsl_dump_program_source     }
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source Object 27:
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_SUBTYPE_ARB: GL_VERTEX_SHADER_ARB.
fixme:d3d_shader:shader_glsl_dump_program_source     GL_OBJECT_COMPILE_STATUS_ARB: 0.
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:shader_glsl_dump_program_source     #version 120
fixme:d3d_shader:shader_glsl_dump_program_source     #extension GL_EXT_gpu_shader4 : enable
fixme:d3d_shader:shader_glsl_dump_program_source     uniform vec4 VC[241];
fixme:d3d_shader:shader_glsl_dump_program_source     uniform vec4 posFixup;
fixme:d3d_shader:shader_glsl_dump_program_source     void order_ps_input(in vec4[12]);
fixme:d3d_shader:shader_glsl_dump_program_source     ivec4 A0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 OUT[12];
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 R1;
fixme:d3d_shader:shader_glsl_dump_program_source     attribute vec4 attrib0;
fixme:d3d_shader:shader_glsl_dump_program_source     attribute vec4 attrib1;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp0;
fixme:d3d_shader:shader_glsl_dump_program_source     vec4 tmp1;
fixme:d3d_shader:shader_glsl_dump_program_source     void main() {
fixme:d3d_shader:shader_glsl_dump_program_source     R0.y = (VC[241].y);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = ((attrib1.zzzz * R0.yyyy) + VC[0].xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     R1.xyzw = (fract(R0.xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xyzw = (R0.xyzw + -R1.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     A0.xyzw = (ivec4(round(R0.xyzw)));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[10].x = (dot(attrib0.xyzw, VC[A0.x + 1].xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[10].y = (dot(attrib0.xyzw, VC[A0.y + 1].xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[10].z = (dot(attrib0.xyzw, VC[A0.z + 1].xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[10].w = (dot(attrib0.xyzw, VC[A0.w + 1].xyzw));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[2].xyzw = (attrib1.xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xy = ((attrib1.zz * VC[241].yy) + VC[241].zw);
fixme:d3d_shader:shader_glsl_dump_program_source     R0.zw = (fract(R0.xy));
fixme:d3d_shader:shader_glsl_dump_program_source     R0.xy = (R0.xy + -R0.zw);
fixme:d3d_shader:shader_glsl_dump_program_source     A0.xy = (ivec2(round(R0.xy)));
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[3].xyzw = (VC[A0.x + 1].xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     OUT[4].xyzw = (VC[A0.y + 1].xyzw);
fixme:d3d_shader:shader_glsl_dump_program_source     order_ps_input(OUT);
fixme:d3d_shader:shader_glsl_dump_program_source     gl_FogFragCoord = 0.0;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_Position.y = gl_Position.y * posFixup.y;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_Position.xy += posFixup.zw * gl_Position.ww;
fixme:d3d_shader:shader_glsl_dump_program_source     gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;
fixme:d3d_shader:shader_glsl_dump_program_source     }
fixme:d3d_shader:shader_glsl_dump_program_source 
fixme:d3d_shader:print_glsl_info_log Info log received from GLSL shader #25:
fixme:d3d_shader:print_glsl_info_log     ERROR: One or more attached shaders not successfully compiled
err:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Find glsl program uniform locations @ glsl_shader.c / 4596
err:d3d_shader:set_glsl_shader_program >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB(programId) @ glsl_shader.c / 4609
err:d3d_shader:hardcode_local_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from Hardcoding local constants @ glsl_shader.c / 4087
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774
err:d3d_shader:shader_glsl_select >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUseProgramObjectARB @ glsl_shader.c / 4774

from here on it keeps repeating the shader error (last 2 lines).

Any suggestions I could try here?

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