эт единственный файл который там был с таким названием...
Code:
Thu Nov 12 12:42:42 2009
Loaded Archive: 'Homeworld2.big'
Loaded Archive: 'english.big'
Uing ..profiles\ for profiles folder
GAME -- Using player profile Ti
Changing from a 32 bit colour depth in winNT (5.1 build 2600), Service Pack 2
Using Intel's 2.0.0 - Build 7.15.10.4990 Intel 965/963 Graphics Media Accelerator renderer (Suspected driver is ialmgicd.dll 0)
Loaded Archive: 'englishSpeech.big'
Loaded Archive: 'Music.big'
SOUND -- created destination [ fdaudio ], handle [ 4 ] with [ 48 ] channels created
SOUND -- created destination [ fda streamer ], handle [ 5 ] with [ 8 ] channels created
Build name: The Dust Wars - AutoBuild3569 - Ordered by smmatte
Built by : mrbuild
Data path : D:\Games\HOMEWO~1\data
Program "!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
#########################################################
# Modified by CnlPepper to implement per-pixel lighting #
#########################################################
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE SHIP.FP SHADER HAS FAILED TO LOAD
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
### NOTE: All shader operations calculated in EYE SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB rawNormal = fragment.texcoord[4]; # interpolated eye space normal
ATTRIB rawVertex = fragment.texcoord[5]; # interpolated eye space vertex position
ATTRIB lightTypeA = fragment.texcoord[6]; # flags the type of light for lights 0-3 (0=directional, 1=point)
ATTRIB lightTypeB = fragment.texcoord[7]; # flags the type of light for lights 4-7 (0=directional, 1=point)
OUTPUT outColour = result.color;
TEMP temp;
TEMP normal, vertexАт
Program Info:Error, line 382: parameter binding limit exceeded (max = 32, used = 36).
Error, line 382: temporaries binding limit exceeded (max = 16, used = 19).
Error, line 382: instruction limit exceeded (max = 96, used = 203).
Could not load !!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
#########################################################
# Modified by CnlPepper to implement per-pixel lighting #
#########################################################
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE SHIP.FP SHADER HAS FAILED TO LOAD
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
### NOTE: All shader operations calculated in EYE SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB rawNormal = fragment.texcoord[4]; # interpolated eye space normal
ATTRIB rawVertex = fragment.texcoord[5]; # interpolated eye space vertex position
ATTRIB lightTypeA = fragment.texcoord[6]; # flags the type of light for lights 0-3 (0=directional, 1=point)
ATTRIB lightTypeB = fragment.texcoord[7]; # flags the type of light for lights 4-7 (0=directional, 1=point)
OUTPUT outColour = result.color;
TEMP temp;
TEMP normal, Ат
Program "!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
###############################################################################
# Modified by CnlPepper to implement per-pixel lighting with parallax mapping #
###############################################################################
### NOTE: All shader operations calculated in TANGENT SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB lightDir = fragment.texcoord[2]; # texture coordinates
ATTRIB eyeVec = fragment.texcoord[3]; # texture coordinates
PARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file)
PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file)
PARAM materialSpecExp = state.material.shininess; # material shininess defined in .st file
PARAM misc = { 0, 0.5, 1.0, 2.0 };
OUTPUT outCАт
Program Info:Error, line 127: temporaries binding limit exceeded (max = 16, used = 19).
Could not load !!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
###############################################################################
# Modified by CnlPepper to implement per-pixel lighting with parallax mapping #
###############################################################################
### NOTE: All shader operations calculated in TANGENT SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB lightDir = fragment.texcoord[2]; # texture coordinates
ATTRIB eyeVec = fragment.texcoord[3]; # texture coordinates
PARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file)
PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file)
PARAM materialSpecExp = state.material.shininess; # material shininess defined in .st file
PARAM misc = { 0, 0.5, 1.0, 2.0 };
OUTPUАт
Program "!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
##################################################################
# Modified by CnlPepper to implement bright specular reflections #
##################################################################
ATTRIB texPos = fragment.texcoord[0]; # texture coordinate
ATTRIB iDiff = fragment.color.primary; # texDiff interpolated color
ATTRIB iSpec = fragment.color.secondary; # specular interpolated color
PARAM misc = { 0, 0.5, 1, 2 };
OUTPUT outColour = result.color;
TEMP temp;
TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow;
TEMP normal;
TEMP diffuse, specular;
TEMP colBase, colStripe, nBase, nStripe, colour, final;
TEMP fogColour;
### SAMPLE TEXTURES
TEX texDiffOn, texPos, texture[0], 2D;
TEX texDiffOff, texPos, texture[1], 2D;
TEX texGlowOn, texPos, texture[2], 2D;
TEX texGlowOff, texPos, texture[3], 2D;
### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTURES
MАт
Program Info:Error, line 77: temporaries binding limit exceeded (max = 16, used = 18).
Could not load !!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
##################################################################
# Modified by CnlPepper to implement bright specular reflections #
##################################################################
ATTRIB texPos = fragment.texcoord[0]; # texture coordinate
ATTRIB iDiff = fragment.color.primary; # texDiff interpolated color
ATTRIB iSpec = fragment.color.secondary; # specular interpolated color
PARAM misc = { 0, 0.5, 1, 2 };
OUTPUT outColour = result.color;
TEMP temp;
TEMP weight, texDiffOn, texGlowOn, texDiffOff, texGlowOff, texDiff, texGlow;
TEMP normal;
TEMP diffuse, specular;
TEMP colBase, colStripe, nBase, nStripe, colour, final;
TEMP fogColour;
### SAMPLE TEXTURES
TEX texDiffOn, texPos, texture[0], 2D;
TEX texDiffOff, texPos, texture[1], 2D;
TEX texGlowOn, texPos, texture[2], 2D;
TEX texGlowOff, texPos, texture[3], 2D;
### WEIGHTED AVERAGE THE DIFFUSE AND GLOW TEXTUREАт
Program "!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
#########################################################
# Modified by CnlPepper to implement per-pixel lighting #
#########################################################
### NOTE: All shader operations calculated in EYE SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB iNormal = fragment.texcoord[4]; # interpolated eye space surface normal from vertex shader
ATTRIB iVertPos = fragment.texcoord[5]; # interpolated eye space vertex position from vertex shader
PARAM lightDir = state.light[0].position; # main light position
PARAM lightHalf = state.light[0].half; # main light half vector
PARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file)
PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st file)
PAАт
Program Info:Error, line 123: temporaries binding limit exceeded (max = 16, used = 18).
Could not load !!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
#########################################################
# Modified by CnlPepper to implement per-pixel lighting #
#########################################################
### NOTE: All shader operations calculated in EYE SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB iNormal = fragment.texcoord[4]; # interpolated eye space surface normal from vertex shader
ATTRIB iVertPos = fragment.texcoord[5]; # interpolated eye space vertex position from vertex shader
PARAM lightDir = state.light[0].position; # main light position
PARAM lightHalf = state.light[0].half; # main light half vector
PARAM lightDiff = state.lightprod[0].diffuse; # main light diffuse colour product (multiplied by diffuse material property in .st file)
PARAM lightSpec = state.lightprod[0].specular; # main light specular colour product (multiplied by specular material property in .st filАт
Program "!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
###############################################################################
# Modified by CnlPepper to implement per-pixel lighting with parallax mapping #
###############################################################################
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1
ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2
ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3
ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eye vectАт
Program Info:Error, line 419: parameter binding limit exceeded (max = 32, used = 37).
Error, line 419: temporaries binding limit exceeded (max = 16, used = 24).
Error, line 419: instruction limit exceeded (max = 96, used = 218).
Could not load !!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
###############################################################################
# Modified by CnlPepper to implement per-pixel lighting with parallax mapping #
###############################################################################
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE THRUSTERGLOWPASS.FP SHADER HAS FAILED TO LOAD
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1
ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2
ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3
ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eyАт
Program "!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
################################################################
# Modified by CnlPepper to implement an advanced planet shader #
################################################################
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1
ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2
ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3
ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eye vector
ATTRIB rawVertex = fragment.texcoord[5]; # interАт
Program Info:Error, line 363: parameter binding limit exceeded (max = 32, used = 33).
Error, line 363: temporaries binding limit exceeded (max = 16, used = 30).
Error, line 363: instruction limit exceeded (max = 96, used = 156).
Could not load !!ARBfp1.0
OPTION ARB_precision_hint_fastest;
#OPTION ARB_precision_hint_nicest;
################################################################
# Modified by CnlPepper to implement an advanced planet shader #
################################################################
### IF YOU ARE SEEING THIS TEXT IN THE HW2.LOG FILE THEN THE MEGALITH.FP SHADER HAS FAILED TO LOAD
### THESE SHADERS REQUIRE A GRAPHICS CARD CAPABLE OF AT LEAST SHADER MODEL 2.0B
### NOTE: All shader operations calculated in both TANGENT SPACE and EYE SPACE.
ATTRIB texPos = fragment.texcoord[0]; # texture coordinates
ATTRIB tem0 = fragment.texcoord[1]; # tangent to eye space transformation matrix row 1
ATTRIB tem1 = fragment.texcoord[2]; # tangent to eye space transformation matrix row 2
ATTRIB tem2 = fragment.texcoord[3]; # tangent to eye space transformation matrix row 3
ATTRIB rawEye = fragment.texcoord[4]; # interpolated tangent space eye vector
ATTRIB rawVertex = fragment.texcoord[5]; #Ат
Could not initialize all fragment programs. Please use the '-fragment_program 0' command line parameter
Resetting fp control word.
CmdLine: -overrideBigFile
Starting Level: data:LevelData\Multiplayer\Deathmatch\2P_HOSTILITIES_END.LEVEL
EAR_SHUTTLE is marked as captureable in the shiptuning but has no capture points!
EAR_SHUTTLE is marked as repairable in the shiptuning but has no repair points!