Error could not parse gisl program

bonjour j ai un ami qui a cette erreur dans sont log . il na que la carte dans sont dossier mod et il est le seul a avoir cette erreur ? si vous auriez une piste a me fournir

dragon500

Posts: 66
Joined: Thu Dec 20, 2012 10:09 am

Error: Could not parse GISL program.

bonjour
j ai un ami qui a cette erreur dans sont log . il na que la carte dans sont dossier mod et il est le seul a avoir cette erreur ?
si vous auriez une piste a me fournir

Error: Could not parse GISL program.
(280): ERROR: ‘normalMap’ : undeclared identifier
(280): ERROR: ‘tex2D’ : cannot resolve function call unambiguously (check parameter types)
(280): ERROR: ‘a’ : vector field selection out of range
(284): ERROR: ‘normalMap’ : undeclared identifier
(284): ERROR: » : unsupported construction
(284): ERROR: ‘tex2Dgrad’ : unable to suitably promote arguments to function
(284): ERROR: ‘a’ : vector field selection out of range

Error: Failed to compile shader 4AEE5BDC-0002381E-00000000-00080014.

merci d avance

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fernand24

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Location: Beynac et Cazenac

Re: Error: Could not parse GISL program.

Post

by fernand24 » Tue Mar 28, 2017 10:14 am

DownXIIILoad wrote:L’érreur doit sûrement venir des code pour conduire/diriger les véhicules.

Précisément ici je pense:
Force Feedback disabled, car toute est activé sauf lui.

Bonjour

Cette ligne est présente dans le cas de la non utilisation du retour de force volant.
Donc rien à voir avec le problème cité.

Fernand24

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DownXIIILoad

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Re: Error: Could not parse GISL program.

Post

by DownXIIILoad » Tue Mar 28, 2017 10:45 am

Avec un peut de recherche, voici la solution possible:

«Oui la carte est tworivers, je ne l’ai pas touché ceux à moins que son un shader d’un mod peut — être le dernier mod i installé soit celui ci.»

«EDIT: j’ai découvert maintenant son d’un autre mod celui — ci Kroeger_SRMT__70 AT19 comme il arrive dans le journal GE avec ces erreurs, mais je ne me souviens pas maintenant où j’ai trouvé ce mod donc vérifieront les shaders.»

Si j’ai bien compris ce qu’ils on dit, cela viendrais d’un problème de lecture d’un mod utilisé sur une map. C’est cela qui à surement du ce produire.

Voici le lien: >>>>>http://fs-uk.com/forum/index.php?topic=179142.0.

En espérant que cela vous aide …

Serge63

Posts: 297
Joined: Thu Oct 30, 2014 12:27 am
Location: Clermont-Ferrand

Re: Error: Could not parse GISL program.

Post

by Serge63 » Tue Mar 28, 2017 12:30 pm

Bonjour

Le problème vient de la carte moddée…

Il supprime cette carte puis il relance son jeu, et tout rentrera dans l’ordre…

Je précise bien de la supprimer, pas de la décocher dans la liste des mods au lancement de la partie.

Topic: FS22 Error: Could not parse GISL program (solved)  (Read 580 times)

0 Members and 1 Guest are viewing this topic.

If you get the shader error and can’t see your mod or the map plane, (it’s because of the latest update with FS22) you have to revert back to older version of game.
in steam go to properties, betas to revert back to older version. not sure if you download any other way how to.


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Картостроение

jenya_arxipov Дата: Суббота, 05.11.2016, 19:03 | Сообщение # 1

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Задаем вопросы и по возмржности получаем ответы исключительно по картостроению в семнадцатом симуляторе фермерства. Флуд наказывается.

Удачи!
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Kent5511 Дата: Суббота, 26.11.2016, 20:34 | Сообщение # 136

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Цитата Nikolaitch ()

Откати обратно на те, что прежде были. Если запустится, то надо сравнивать и разбираться, что там не так.Я обычно меняю текстуры, с их перезагрузкой, прямо в открытой в редакторе карте. Но прежде делаю бэкап i3d-шника карты в паре с .shapes. Мало ли… .

а как в редакторе карты меня текстуры на терраин

Nikolaitch Дата: Суббота, 26.11.2016, 21:58 | Сообщение # 137

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Цитата Kent5511 ()

а как в редакторе карты меня текстуры на терраин

Просто при открытой в редакторе карте меняем текстуру(ы) в архиве карты, затем жмем на значек Reload All Textures , ждем перезагрузку всех текстур и наблюдаем результат.

Kent5511 Дата: Суббота, 03.12.2016, 16:51 | Сообщение # 138

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Я тебя понял….но это так менять только текстурки объектов…а вот как поменять текстуру терраин с альфа каналом я хз

Добавлено (27.11.2016, 12:35)
———————————————

Цитата Kent5511 ()

Просто при открытой в редакторе карте меняем текстуру(ы) в архиве карты, затем жмем на значек Reload All Textures , ждем перезагрузку всех текстур и наблюдаем результат.

делаем так перезагружаем…текстура не изменяется..но при следущем открытие ГИ ошибка

Добавлено (03.12.2016, 16:50)
———————————————
Как исправить ошибку?
Error: Failed to compile shader 38EF990E-00020006-00000000-01080000.
Error: Could not parse GISL program.
508): ERROR: ‘modelViewMatrix’ : undeclared identifier 
508): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector

Добавлено (03.12.2016, 16:51)
———————————————
Nikolaitch, как исправить ошибку??
Error: Failed to compile shader 38EF990E-00020006-00000000-01080000.
Error: Could not parse GISL program.
508): ERROR: ‘modelViewMatrix’ : undeclared identifier 
508): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
508): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘modelViewMatrix’ :  left of ‘[‘ is not of type array, matrix, or vector  
509): ERROR: ‘expression’ :  left of ‘[‘ is not of type array, matrix, or vector

Nikolaitch Дата: Суббота, 03.12.2016, 19:49 | Сообщение # 139

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Цитата Kent5511 ()

Nikolaitch, как исправить ошибку??

Что за внеземное послание?

Volodya(VVS) Дата: Воскресенье, 04.12.2016, 12:30 | Сообщение # 140

Министр сельского хозяйства

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Warning: Attribute ‘fruitTypes’ is not supported anymore. Please use ‘fillTypes’ instead
Enabled withering 
Как данную ошибку исправить, где вообще копать лог меня в заблуждение ввел

gam0ver Дата: Воскресенье, 04.12.2016, 21:17 | Сообщение # 141

Старпер-мизантроп

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Блин… Хоть кто-нибудь мало-мальски разбирающийся в LUA на сайте остался? sad
Как из «AnimatedObject» автоматический триггер сделать?

Volodya(VVS) Дата: Воскресенье, 04.12.2016, 21:34 | Сообщение # 142

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Мне-т овот как быт ьс этой бякой, я понимаю что он просит использовать форму филлтипес вместо фруиттипес, но применительно для чего использовать? А может это быт ьиз-за триггера из 15 фермы? Хотя он прекрасно работает и в 17

gam0ver Дата: Воскресенье, 04.12.2016, 21:46 | Сообщение # 143

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Volodya(VVS), открой карту Блокнотом, да поищи «fruitTypes».

Volodya(VVS) Дата: Воскресенье, 04.12.2016, 21:49 | Сообщение # 144

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gam0ver, да открывал я уже ничерта не находит

Добавлено (04.12.2016, 21:49)
———————————————
Все нашел, я дятел просто неправильно слово вводил biggrin
А с чего оно вдруг так записано, не пойму

Сообщение отредактировал Volodya(VVS)Воскресенье, 04.12.2016, 21:51

gam0ver Дата: Воскресенье, 04.12.2016, 22:16 | Сообщение # 145

Старпер-мизантроп

Группа: V.I.P.

Volodya(VVS), что импортировал — то и записано. Только не понял, ты для 15-й карту делаешь?

Volodya(VVS) Дата: Воскресенье, 04.12.2016, 22:22 | Сообщение # 146

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gam0ver, для 17 конечно(15 уже забыта), в атрибуте указано на картоху со свеклой, может триггер какой забыл удалить, хотя врядли все стараюсь убирать, оставлен только этот на заправку топлива рабочий

Добавлено (04.12.2016, 22:22)
———————————————
Бляха, точно забыл что он тут вообще был( в 15 ни разу в него ниче не продавал)

То есть получается он щас будет рабочим, т.к. исправил на филлтипес

gam0ver Дата: Воскресенье, 04.12.2016, 22:23 | Сообщение # 147

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Цитата Volodya(VVS) ()

для 17 конечно

А выходит — для 15-й biggrin

Volodya(VVS) Дата: Воскресенье, 04.12.2016, 22:28 | Сообщение # 148

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Цитата gam0ver ()

А выходит — для 15-й

Не не, карту собираю из 15 biggrin в 17 по крупицам так сказать, все еще по прежнему объекты перетаскиваю, да железку попутно строю

Добавлено (04.12.2016, 22:28)
———————————————
Кстати, а реально ли сделать чтоб на ручной поезд(который лес тягает) задать опцию, чтоб в вагоны лес грузит ьи потом на продажу, а не так как на триггере сделано ,выгрузил они хоп исчезли

gam0ver Дата: Воскресенье, 04.12.2016, 22:31 | Сообщение # 149

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Volodya(VVS), так чего не делаешь как в 17-й все сделано?

Volodya(VVS) Дата: Воскресенье, 04.12.2016, 22:59 | Сообщение # 150

Министр сельского хозяйства

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gam0ver, в плане чего?

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Содержание

  1. 3 способа обойти ошибку, совместимую с d3d11 GPU
  2. Что такое графический процессор D3D11?
  3. Как проверить свой GPU?
  4. Как вы обновляете свой GPU?
  5. Что я могу сделать, если он говорит, что требуется совместимый графический процессор d3d11?
  6. Windows 11
  7. Windows 10
  8. Windows 7
  9. Как исправить несовместимую с Fortnite видеокарту
  10. Графический процессор Fortnite, совместимый с D3D11
  11. Error map with no shaders
  12. Map conversion help?
  13. Re: Map conversion help?
  14. Re: Map conversion help?
  15. Urban Terror Forums: Common Error Messages — Urban Terror Forums
  16. Common Error Messages Rate Topic:
  17. #1 bierla

3 способа обойти ошибку, совместимую с d3d11 GPU

Если вы геймер, почти наверняка вы столкнулись с d3d11-совместимым графическим процессором, необходимым для запуска ошибки движка. Это распространенная проблема в мире компьютерных игр, которая отнимает время, которое вы могли бы потратить на игры.

Наиболее распространенным источником ошибок D3D11 является неисправный файл d3d11 в программном обеспечении DirectX, но ошибки также могут указывать на проблему с реестром или вирусом.

Если вы столкнулись с этой ошибкой, прочитайте до конца, чтобы узнать, как ее обойти.

Что такое графический процессор D3D11?

Графический процессор широко используется в обработке графики и видео из-за его возможностей параллельной обработки.

Хотя термины GPU и видеокарты используются одинаково, между ними есть разница. Видеокарта — это дополнительная плата, на которой размещается графический процессор, как и на материнской плате. Вы также найдете множество необходимых компонентов для питания и установки графического процессора на этой плате.

Карта Direct3D действует как библиотека для доступа к карте для обработки графики и аппаратного ускорения.

В последнее время широко используется D3D11. Этот новый вариант библиотеки включает обновленные функции и может повысить визуальную ясность.

Как проверить свой GPU?

  • Нажмите на Windows + S .
  • В строке поиска введите Диспетчер устройств.
  • Откройте панель управления.
  • Щелкните раскрывающийся список «Видеоадаптеры», чтобы просмотреть графический процессор в новом окне.
  • Дважды щелкните результат, чтобы просмотреть дополнительные сведения.

После проверки того, активирован ли он, рекомендуется обновить драйверы графического процессора. В следующем разделе вы узнаете, как это сделать в Windows 11. Читайте дальше.

Как вы обновляете свой GPU?

  • Нажмите Windows + S .
  • В строке поиска введите Диспетчер устройств.
  • Откройте панель управления.
  • В новом окне щелкните раскрывающийся список «Видеоадаптеры», чтобы просмотреть имя графического процессора.
  • Щелкните правой кнопкой мыши графический процессор.
  • Нажмите «Обновить драйвер».
  • В новом окне выберите Автоматический поиск драйверов.

Чтобы сэкономить время и избежать устаревших драйверов в будущем, вы можете использовать DriverFix. Он использует обширную базу данных драйверов для проверки ваших драйверов и установки новых версий, как только они станут доступны.

Что я могу сделать, если он говорит, что требуется совместимый графический процессор d3d11?

Windows 11

  • Перейдите на страницу загрузки DirectX End-User Runtime.
  • Нажмите «Загрузить» и дождитесь установки программы.
  • После загрузки щелкните правой кнопкой мыши файл. исполняемый файл.
  • Выберите запуск от имени администратора.
  • Попробуйте перезапустить игру после перезагрузки ПК.

В качестве альтернативы может потребоваться полная замена графического процессора. Если он старше пяти лет, возможно, его пора менять, так как игровой движок использует другие графические компоненты.

Windows 10

  • Выберите настройки в меню «Пуск».
  • Центр обновления и безопасности Windows появится в виде пункта меню в следующем окне. Здесь вы можете искать новые обновления.
  • Любой графический процессор, который необходимо установить, будет выполнен автоматически.

Windows 7

  • Нажмите на панель управления, открыв меню «Пуск» Windows.
  • Нажмите на систему и безопасность.
  • Нажмите на обновление Windows.
  • Проверьте наличие доступных обновлений.
  • Если вы не можете найти доступные обновления, нажмите «Проверить наличие обновлений».
  • Проверьте наличие драйверов графической карты. Вы можете найти их в основном представлении или в разделе дополнительных обновлений.
  • Когда вы найдете драйвер графической карты, нажмите на него, чтобы установить, и дождитесь завершения установки.

Как исправить несовместимую с Fortnite видеокарту

  • Убедитесь, что ваш компьютер соответствует аппаратным требованиям для игры.
  • Обновите драйвер видеокарты.
  • Перезагрузите компьютер

Графический процессор Fortnite, совместимый с D3D11

Чтобы играть в Fortnite, на вашем устройстве должен быть установлен совместимый компонент D3D11. Если вы этого не сделаете, вы можете столкнуться с некоторыми ошибками. Решение исправить ошибку — обновить версию Windows.

Спасибо, что прочитали эту статью, и не забудьте поделиться своими мыслями в разделе комментариев.

Источник

Error map with no shaders

Map conversion help?

Post by Farmer Klink » Fri Dec 09, 2016 4:16 pm

I recently undertook the task of converting the Hagenstedt map to FS17, and have had great success until now. Whenever I fast forward time to night, and the lights turn on in the town, I get the shader errors listed below.

Error: Could not parse GISL program.
(165): ERROR: ‘modelViewMatrix’ : undeclared identifier

Error: Failed to compile shader 3ECE0DEE-00023881-00000000-07080010.
Error: Could not parse GISL program.
(165): ERROR: ‘modelViewMatrix’ : undeclared identifier

Error: Failed to compile shader 3ECE0DEE-00023881-00000000-07180010.

Any help would be much appreciated!

Re: Map conversion help?

Post by OnkelReje » Tue Dec 20, 2016 8:41 pm

Did you find any solution to your errors ?

I’m also struggling to fix some of the same errors;

Error: Could not parse GISL program.
(165): ERROR: ‘modelViewMatrix’ : undeclared identifier

Error: Failed to compile shader 3ECE0DEE-00023881-00000000-07080010.
Error: Could not parse GISL program.
(165): ERROR: ‘modelViewMatrix’ : undeclared identifier
(527): ERROR: ‘modelCameraPosition’ : undeclared identifier
(527): ERROR: ‘xyz’ : vector field selection out of range

Error: Failed to compile shader B2CD8C31-00023881-00000000-07080010.

Thanks in advance.

Re: Map conversion help?

Post by Farmer Klink » Tue Dec 20, 2016 10:35 pm

OnkelReje wrote: Hello,

Did you find any solution to your errors ?

I’m also struggling to fix some of the same errors;

Error: Could not parse GISL program.
(165): ERROR: ‘modelViewMatrix’ : undeclared identifier

Error: Failed to compile shader 3ECE0DEE-00023881-00000000-07080010.
Error: Could not parse GISL program.
(165): ERROR: ‘modelViewMatrix’ : undeclared identifier
(527): ERROR: ‘modelCameraPosition’ : undeclared identifier
(527): ERROR: ‘xyz’ : vector field selection out of range

Error: Failed to compile shader B2CD8C31-00023881-00000000-07080010.

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Urban Terror Forums: Common Error Messages — Urban Terror Forums

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Common Error Messages Rate Topic:

#1 bierla

  • Account: bierla
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  • Joined: 15-October 10
  • Posts: 379 Notoriety: gone —>

Mapping Error List

AAS_MAX_PLANES=n
Extremely high walls cause this problem for some reason. Apparently, there was a version of bspc that caused that problem but was fixed with an update.

Bad PointToPolygonFormFactor
You�ve got a mesh too close to the sky box.

Brush with no normal
A brush has a dodgy face. Usually means that you can’t see it in the editor, but can in the map (in game). You can use Bob Toolz brush cleanup to get rid of these in some situations, in other situations you might have to search your map file (in notepad) and look for decimal points (in the first 3 numbers in the brackets) and round them off (get rid of the decimal point). Also you might of manually rotated a patch and its went all funny, best not to rotate patch meshes manually (by using rotate and then move the mouse around to move them)

DEFAULT_MODEL (munro) failed to register
This error occurs when the lightmaps in your map are just too complex and/or large for the EF engine to handle. To fix it, you just have to lower the resolution of the lightmaps in your map. To do that, go to your worldspawn entity and add in key: «_lightmapscale» value: «2». The shadows won’t look as sharp, but at least the map will run. If you still get this error, increase the value to 4 and it should fix it.

Entity 0, Brush 0: degenerate plane/mirror plane/bad normal
Select Find Brush. from the Misc menu and search for the brushes with those errors. Then delete them.

Entity 0, Brush 0: duplicate plane
When you were editing a brushes vertices, at some point you dragged the vertices in such a way that the two planes opposite each other were in the same place. While this error isn’t necessarily a vital problem in the compile process, it can cause some weird visual side effects as you basically have a double-sided texture. It is generally best to avoid this, but it is technically okay to leave it as it is. In EFRadiant, click Plugins, Rogue Brush Repair, Remove duplicate planes.

Entity 0, Brush 0: MAX_POINTS_ON_WINDING
This error often occurs when there are just too many vertices on a brush. Do a search for the offending brush and clip it (Shift-Enter) into multiple brushes to get rid of the error.

Entity 0, Brush 0: mixed CONTENTS_DETAIL and CONTENTS_STRUCTURAL
This means you have a hint brush or area portal set as detail.

Entity 0, brush 0: mixed face contents
This just means that one of your brushes has different textures on two or more sides. You can usually ignore it.

ERROR: Allocwinding: failed to allocate winding
Not sure what this means. Revert to an older version of your map in the snapshots folder until it goes away.

ERROR: Backwards tree volume
This error can be caused by several problems. The two most common are start position in the void or start position on a floor with a detail surfaceparm. Make sure that you place the start position on a floor made out of a solid texture and that it isn’t too close to a wall.

ERROR: ClipWindingEpsilon: 90 > MAX_POINTS_ON_WINDING
This error often occurs when there are just too many vertices on a brush. Look for long, thin brushes and clip them (Shift-Enter) into multiple brushes to get rid of the error.

ERROR: DispatchBSPCommand failed with a COM exception
This is a Q3Build/GtkBuild error. The .dll must be put in the plugins directory, and you must be using a version of xxBuild that is compatible with the editor.

ERROR: Error opening c:progra

1baseef/maps/purectf.bsp: No such file or directory
The vis stage of your compile was unsuccessful. This error is caused by another.

ERROR: LoadPortals: couldn’t read c:progra

1baseEF/maps/unnamed.prt
Your map has a leak somewhere that needs to be fixed.

ERROR: MAX_BUILD_SIDES
Usually means you have a really complicated complex brush in your map, thats not allowed! you need to make it less complex!

ERROR: MAX_FACETS during vlight (maxfacets >= 65XXX)
You�ve got too many spheres and/or cones in your map. The maximum number of facets allowed is 65,535.

ERROR: MAX_MAP_BRUSHSIDES
This is normally a problem with your total amount of brushes on the map being over the limit, the limit is apparently 32768, so you should try to get rid of some brushes. If your amount of brushes is around that area or you can remove some brush sides, each brush has multiply sides so try removing some of the sides that wouldn’t be seen when playing.

ERROR: MAX_MAP_DRAWINDEXES
Your brush work is too complex. You need to simplify your design and try again.

ERROR: MAX_MAP_DRAW_SURFS
This might occur if you have put tesssize 1 in your shader by mistake, this means that texture is being tiled thousands of times so to speak. You need to enlarge the number to around 128, 256, etc.

ERROR: MAX_MAP_LIGHTGRID
You have too many lights in your map. In the worldspawn enter key lightgrid and for the value, 64 64 64. Infinite brushes can also cause this error.

ERROR: MAX_MAP_LIGHTING exceeded
Reduce the total surface area of the drawable polygons in the map. This will reduce the number/size of the lightmaps, reducing the number of lightmap pages created, reducing the total size of the lightmaps in the .bsp. Drawable polygons are created for a surface even when that surface is hidden by a detail brush. Apply textures/common/caulk to these surfaces, or delete them entirely if they are patches. Drawable polygons are also created for surfaces that are only partially hidden by structural brushes — and, providing that the drawable polygon is convex, parts of it may still be hidden behind structural brushes, taking up extra lightmap area. If there is a significant amount of the area on a surface hidden by a structural brush, split the surface up until only the visible part exists.

ERROR: MAX_MAP_VISIBILITY exceeded
MAX_MAP_VISIBILITY means you reached VIS’s upper limit. However, it IS fixable. Anything brushes that aren’t structural (ie. chairs, consoles, etc) should be made into detail brushes. Also make sure to use caulk on any non-visible faces.

ERROR: MAX_MAPFILE_PLANES
You have two choices: cut down on the number of brushes in your map, or don’t add bot support. You can try putting clip brushes around heavily detailed brush work, but no guarantees that it will work.

ERROR: MAX_ORIGINAL_EDGES
Don’t know what this one is. If you have a solution, post it below.

ERROR: MAX_PATCH_PLANES
The visible brush face is being split too many times. Extra vertex points are created by q3map on visible face edges, where they are split by other visible face points (corners, or vertices). So if you have too many visible face points touching the edges of another face, that particular face will be split many times and have many vertex points.

ERROR: MAX_SUBMODELS exceeded
There is a maximum limit of 255 «brush» entities. The only solution is to get rid of some of them.

ERROR: MAX_SURFACE_VERTS
VERTS (VERTICES), means you’ve got a lot of patches and curves. If this is the case, try deleting some of them and go for a less ambitious design.

ERROR: MAX_TW_VERTS exceeded
If you have this error, then you have a cluster of geometry getting sliced up too much in the compile. If you can’t figure out where the problem is, then compile your map using Q3map2 with -debugportals (assuming you have the q3map.shader installed & in shaderlist.txt) then run your map and look for areas with lots of portals (the portals should appear as colored transparent walls in the game if you used the -dbugportals switch). Once you find the area that looks like it might be causing the problem, see if you can cut down on the geometry there and/or make sure your using detail brushes as well instead of only structural brushes. If you can’t figure out where the problem is, then your only option is to run the -light phase in the compile with the -lomem switch (using Q3map2)to disable the trace tree subdivision, but use that as a last resort.

ERROR: No file to process. Run with -? for help
You’re either compiling in DOS which is bad, or you are using an old version of the compiler. Get the latest version of Radiant.

ERROR: RE_LoadWorldMap: maps/test.bsp not found
UT defaults to PURE SERVER mode, and will not let the client game see anything not in a .pk3 file that has been CRC checked against the server’s copy of the same .pk3 file. When you load a map with map or devmap in EF, you are running both the client and the server. If you’re running in PURE mode, and the map you’re trying to load does not exist in a .pk3 file in your baseef folder, the game will think it is not there at all. Type /sv_pure 0 in the console to go into unpure mode.

ERROR: safe_malloc failed on allocation of 71058624 bytes
Set com_hunkmegs to half your RAM, exit the game normally (don’t type /quit), and load it up again.

ERROR: SV_SetBrushModel: NULL
The map has some brush ents which are only one unit thick (paper thin). I’m not sure what the minimum thickness is supposed to be, but it apparently needs to be thicker than one unit. You may also get this error when you have a brush model entity which does not have any valid brushes, i.e. a func_rotating with nothing but a common/origin brush. This could also be caused by a func_areaportal with a common/areaportal brush.

ERROR: WindingFromDrawSurf failed: MAX_POINTS_ON_WINDING exceeded
This error often occurs when there are just too many vertices on a brush. Look for long, thin brushes and clip them (Shift-Enter) into multiple brushes to get rid of the error.

Fatal: empty .aas link Heap
You have a very complex structure in your map that is causing problems for the bots.

FloatPlane:bad normal
Caused by faulty vertex manipulation. You’ll know it when you’re trying to move a vertex and the brush suddenly «disappears.» Hit undo if this happens. Delete the brush from the map if you’ve already run into the error during the compile process.

Leaf has too many portals
A leaf is a leaf-node, one of the leaves in the BSP tree that is used to store your map. Each leaf-node is a small convex volume of space within the player-space inside the map’s outer hull. Each leaf-node in the tree has a set of faces, which are flat (planar) surfaces which form portals where they meet the faces of other Leaf-Nodes in the map. This error is results when one of the leaf-nodes in your map meets too many other leaf-nodes, and therefore has too many portals. To fix it you can split the offending leaf-node up, or reduce the number of leaf-node it meets. Leaf-Nodes are created at the first q3map compile stage when the BSP Tree is generated. Put simply, the compiler arbitrarily splits the inside space of the map up into convex sections, using the faces of the brushes in the map to split along. To reduce the number of splits made you can simplify the brushes in the map. You can also make the compiler ignore certain brushes by tagging them as «detail» (Ctrl+M with selected brushes). To force a split in the map, you can use a Hint brush, which is an invisible nonsolid brush which only q3map can see and use (Hint brush = axial brush with all faces common/hint).

LoadTGA: Only type 2 (RGB), 3 (gray), and 10 (RGB) TGA images supported
You�re trying to use a .jpg in a shader script. All shader scripts call for .TGA textures, even though the actual texture may, in fact, be a .jpg. If the shader script is correct and you’re still getting the error, then it means that you have saved the textures as progressive .jpgs. You’ve seen these on some web sites, where the picture is downloaded in phases, showing increasingly detailed versions of the entire image. The Q3 rendering engine cannot render these textures. You must save the .jpgs as baseline optimized.

MatchToken( «(» ) failed at line xxx
You have an error in a custom shader. Most likely you forgot to close out a final shader stage or you have two brackets instead of one.

Passage Portal Flow (23940)
You’ve got some complex brushes that are creating tons of portals. eg) spikes at the bottom of a pit. Make them detail so that vis ignores them during the compile.

SetQdirFromPath: no ‘STARTR

1′ in c:stvefbaseef/maps/mymap.map
This happens when you install EF to a non-default location. Open up BaseEFscriptsEF.qe4 in notepad and change all «startr

SHADER_MAX_VERTEXES hit in FillCloudySkySide()
A sky shader can’t have more than 2 layers in the shader script.

Textures/dirpath/texturename had odd vertex count autosprite2 shader
You�re implementing a shader script that uses vertex deformations that are greater than the size of the brush you�re using it on.

WARNING: Couldn’t find image for shader noshader
This error is harmless and can be ignored.

WARNING: light grid mismatch
Can mean you havent done the part of the light compile possibly due to a leak or other error, which has resulted in full bright in map and that error message, so check for leaks and other errors, or run a full compile if you forgot to run the light part and had full bright light.

WARNING: MAX_FACE_POINTS EXCEEDED: 65
This error seems to be similar to MAX_POINTS_ON_WINDING.

WARNING: Node without a volume / Node with unbounded volume / node has 0 tiny portals
An infinite brush, usually caused by bad vertex or edge manipulation. Use Bob Toolz’ brush cleanup to get rid of it.

WARNING: ProjectSurfaceLightmap: Chose a 0 valued axis
You may have capped a cone, in which case you need to delete the cap. This error has been reported on maps that don’t even have cones.

Warning RE_Add Poly To Scene: Null Shader
Usually an error with a shader which you need to find, it can prove difficult, you have to move custom pk3 files one by one into a temp folder and then see if you still get the error, when you dont get the error you will know what pk3 file to look in and look for the broken shader you have made.

My bots just stand there in my map and don’t move or do anything untill I walk by them
Download q3map2toolz and run bspc with that. make sure you check the -forcesidesvisible box. Using -forcesidesvisible will solve your problem, however, it will also increase the size of your aas file and take longer to compile.

Another list: ( may some are duplicate to first list )

******* leaked *******
A leak is just that, a hole in your map. Think of it as a submarine, if the hull around the submarine isn’t completly sealed from the water outside (the void for maps) it would sink like a rock. It’s the same for a map, if the map isn’t completly sealed from the void, the bsp process wont generate a portal file (*.prt) which is needed by the vis process (q3me)

Bad Index in Triangle Surface
This error is related to terrain. The most likely cause is because of improperly removing triangles or parts of triangles using CSG subtract.

Can�t find spawn point
Your map most likely doesn’t have an info_player_start.

Can’t find map maps/mapname.bsp
This could be one of a few things. Your map could have a leak which caused the .bsp to never be created during the compile, for some other reason the map isn’t in the maps folder, or you didn’t start your map by typing /sv_pure 0 and /devmap mapname in the console.

cg_ParseSpawnVars:EOF without closing brace
This is talking about your script and is fairly descriptive. It means that you left out a closing brace «>» in your map’s script. Make sure that each «<» has a «>» to close it.

Chose a 0 valued axis
This error occurs when you try to cap a cone. The problem is that the top of the cone gets a 0*0 cap. Remove the top cap of that cone.

Couldnt find image for shader textures/xxx/terrain_0″
This error occurs during the compile if you have terrain. It can be disregarded.

DispatchBSPCommand failed with a COM exception
This is a Q3Build/GtkBuild error. The .dll must be put in the plugins directory, and you must be using a version of xxBuild that is compatible with the editor. (QER)

Entity x, Brush x: duplicate plane
First, entity x and brush x are the name of the brush that’s causing the error. What’s wrong is you have two faces on a brush that are in the same plane, meaning one brush has a single face composed of 2 faces. Simply search for the brush and fix the problem, deleting and rebuilding it is the best method of fixing it. (Barracuda)

Entity x: func_areaportal does not touch 2 areas
This seems to occur when you put an areaportal in but leave some other route between the two areas you want to split. It is analogous to a leak, and in fact could be described as an «internal leak». The «error» is non-fatal, it just means that the areaportal won’t be used (Karnov)

Entity x, Brush x: origin brushes not allowed in world
This error is caused by having an origin brush in your map without having it tied to an entity such as a func_rotating or func_rotating_door.

Fatal: empty .aas link Heap
You have a very complex structure in your map and it’s causing problems for the bots. (QER)

FloatPlane:bad normal
Caused by faulty vertex manipulation. You’ll know it when you’re trying to move a vertex and the brush suddenly «disappears.» Hit undo if this happens. Delete the brush from the map if you’ve already run into the error during the compile process. This can also be caused by several other situations. Back up your map and run bobtoolz brush cleanup on it.
Happens with vertex editing when the geometry is invalid, for example when you alter the number of faces (ie: take a block [6 sides], take two vertices from the top and bring them over the lower 2 vertices to transform the block brush in a wedge [5 sides]. The face isn’t a plane anymore (now an edge) so the normal can’t be calculated)

Got to split the buffer
This is memory related. Chances are your map is far too complex or there are brushes in your map that have issues. Try running Bobtoolz brush cleanup on your map. Also check your VIS data size. If it’s high try utilizing detail brushes.

Leaf has too many portals
This error is results when one of the leaf-nodes in your map meets too many other leaf-nodes, and therefore has too many portals. To fix it you can split the offending leaf-node up, or reduce the number of leaf-node it meets.
To reduce the number of splits made you can simplify the brushes in the map. You can also make the compiler ignore certain brushes by tagging them as «detail» (Ctrl+M with selected brushes).
To force a split in the map, you can use a Hint brush, which is an invisible nonsolid brush which only q3map can see and use (Hint brush = axial brush with all faces common/hint). (Courtesy SmallPileofGibs) (QER)

Line xxx is incomplete
This can be caused by a custom shader that is missing parameters. Where xxx = the offending line in your shader.

MatchToken( «(» ) failed at line xxx
You have an error in a custom shader. Most likely you forgot to close out a final shader stage or you have two brackets instead of one. Where xxx = the offending line in your shader.

MAX_VISIBILITY_EXCEEDED
In most cases this means that your VIS data size has gotten too big. To reduce the size of your VIS data size utilize detail brushes more efficiently.

MAX_SURFACE_VERTS
VERTS (VERTICES), means you’ve got a lot of patches and curves. If this is the case, try deleting some of them and go for a less ambitious design. (QER)
This is very similar to the MAX_POINTS_ON_WINDING error, though i think it applies to patches instead of brushes, i.e. you have too many control points (djbob)

MAX_MAP_LIGHTGRID
You have too many lights in your map. In the worldspawn enter key lightgrid and for the value, 64 64 64. Infinite brushes can also cause this error. (QER)
Nothing to do with the number of lights. It is the size of the lightgrid. A lightgrid brush is another plausable solution (SCDS_reyalP)

MAX_FACETS during vlight (maxfacets >= 65XXX)
You�ve got too many spheres and/or cones in your map. The maximum number of facets allowed is 65,535. (QER)

MAX_PATCH_PLANES
The visible brush face is being split too many times. Extra vertex points are created by q3map on visible face edges, where they are split by other visible face points (corners, or vertices). So if you have too many visible face points touching the edges of another face, that particular face will be split many times and have many vertex points. (QER)

MAX_MAP_BRUSHSIDES
It means too many TOTAL brush sides in your map. The solution is to reduce the TOTAL number of brush sides (SCDS_reyalP)

MAX_MAP_LIGHTING
This error message means that you have too many lightmaps in your map. 1. Try adding surfaceparm nolightmap to your terrain’s shader. 2. Try adding the following order to your environment box- or sky- shader: q3map_lightsubdivide 256. 3. Reduce the light emitting surfaces like environment/skybox, lamps or the number of simple light entities. 4. Increase the sizes of surfaces/planes with vertex lighting. You can do so by using surfaceparm nolightmap. (QER)

MAX_SUBMODLES
Reduce the number of ‘brush’ entities to under 255. (QER)

RE_LoadWorldMap: maps/test.bsp not found
Quake3 defaults to PURE SERVER mode, and will not let the client game see anything not in a .pk3 file that has been CRC checked against the server’s copy of the same .pk3 file. When you load a map with map or devmap in Q3, you are running both the client and the server. If you’re running in PURE mode, and the map you’re trying to load does not exist in a .pk3 file in your baseq3 folder, the game will think it is not there at all. (Courtesy SmallPileofGibs)Â (QER)

SetQdirFromPath: no ‘quake’ in G:/Q3A/baseq3/maps/mymap.map
The word �quake� is not in the path. Change the dir name from �Q3A� to �quake�. (QER)

SubDivideError: can’t split the polygons
This seems to be related to stretching, and or resizing textures on really thin brushes. I got the errors on brushes 4x$ and 8x$. When I removed all resizes and stretching, the error disapeared. (Ultrahigh)
This error appears when there is one or more vertexes which are not snapped to the grid, OR 2 vertexes in exactly the same place. This error is common to get when you use vertex manipulation, or when you create a cylinder and then rotate it, so see to it that all the vertexes are aligned to the grid after rotation.
(Ultrahigh)

SV_SetBrushModel: NULL
You may get this error when you have a brush model entity which does not have any valid brushes, i.e. a func_rotating with nothing but a common/origin brush. This could also be caused by a func_areaportal with a common/areaportal brush.

Textures/dirpath/texturename had odd vertex count autosprite2 shader
You�re implementing a shader script that uses vertex deformations that are greater than the size of the brush you�re using it on.

Texture not found for shader: path/texturename
Your shader is pointing towards a texture that doesn’t exist or is in a different location.

WARNING: bad PointToPolygonFormFactor: [float]
You�ve got a mesh too close to the sky box. (QER)
You have a curve patch with at least one dimension larger than 512 units. This is not a fatal error, but may cause lighting artifacts on the curve. This error may not have to affect your map at all but if you see some strange light effects on one of your curve patches try to create that curve patch with several smaller patches. (q3me)

WARNING : Couldn’t find image for shader noshader
This error is harmless and can be ignored.

WARNING: entity x, brush x: microbrush
This is an extremely small brush. Remove it from your map. Locate it by using the entity and brush numbers.

WARNING: Node without a volume / node has 0 tiny portals
An infinite brush. Delete it. The latest build of GtkRadiant has a debug tool that can help the mapper track down infinite brushes. Go to the BSP menu and select No_Vis (No light). After the compile process, a window will open up—assuming you’ve got bad brushes—and the first brush in the list will be selected and visible in the Z-Window. Merely press Backspace to delete this brush and repeat the No_Vis process. Or, you can use the Find Brush command (Misc menu) to find and then delete those bad brushes.

WARNING!: node with unbounded volume!
This happens usually in vertex manipulation and the vertex flies out of the grid. A lot of times you won’t notice this until you reload the map. So QBSP3 gets the error because it can’t calculate something that’s not on the grid. The solutions is to delete the brush and rebuild it.
(Barracuda)

WARNING: shader [shader name] has lightmap but no lightmap stage
One of your custom shaders has a lightmap but no lightmap stage. The surfparam nolightmap should rid you of the error message. Or, add a lightmap stage: (q3me)

<
map $lightmap
blendfunc filter
rgbgen identity
>

WindingFromDrawSurf failed: MAX_POINTS_ON_WINDING exceeded
There are too many vertices repeating themselves along a single axis. This can be caused by ladders. It can also mean you have a «brush side polygon» somewhere with more than 64 corner points.
The ladder case specifically has to do with T junctions (SCDS_reyalP)

WARNING: Unknown q3map_alphaMod method: dotproduct2
This error is a shader error in another PK3. Just get rid of the PK3 or fix the shader. (no surfaceparms in shader code)

WARNING: Flipped Triangle .
IF you get a ton of these warnings during BSP.
AND you get a crash on VIS (probably MAX VISIBILITY EXCEEDED) OR LIGHT crashes with an error (can’t remember what the typical one is).
AND you have BRUSH (not model) terrain in your map.

You need to caulk all sides of ALL brushes in your terrain except for the top surfaces. You probably have terrain on all sides of all brushes. Have fun updating those textures. My advice is to caulk it all, then select large groups of the top sides at once, apply the terrain texture, save, select another bunch, apply, save, rinse, repeat as necessary.

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Witam, czy ktoś mógłby Mi wytłumaczyć co to za błąd wywala mi w logu? I jak to naprawić?

LOG:

Error: Could not parse GISL program.
(341): ERROR: ‘getReflectionColorTex’ : no matching overloaded function found 
(359): ERROR: ‘getLightVector’ : no matching overloaded function found 
(360): ERROR: ‘diffuseColors’ : undeclared identifier 
(360): ERROR: ‘diffuseColors’ :  left of ‘[‘ is not of type array, matrix, or vector  
(360): ERROR: ‘y’ : vector field selection out of range 
(555): ERROR: ‘specularCosPower’ : undeclared identifier 
(558): ERROR: ‘reflectionGlossColor’ : undeclared identifier 

Error: Failed to compile shader 60595394-00027A64-00000000-01180890.
Error: Could not parse GISL program.
(166): ERROR: ‘modelViewMatrix’ : undeclared identifier 
(475): ERROR: ‘modelCameraPosition’ : undeclared identifier 
(475): ERROR: ‘xyz’ : vector field selection out of range 
(477): ERROR: ‘oColor’ : undeclared identifier 
(477): ERROR: ‘a’ : vector field selection out of range 
(531): ERROR: ‘oColor’ : redefinition 
(532): ERROR: ‘xyz’ : vector field selection out of range 
(534): ERROR: ‘xyz’ : vector field selection out of range 
(537): ERROR: ‘xyz’ : vector field selection out of range 
(538): ERROR: ‘a’ : vector field selection out of range 

Error: Failed to compile shader AD1EB70A-00023881-00000000-01180010.
Error: Could not parse GISL program.
(341): ERROR: ‘getReflectionColorTex’ : no matching overloaded function found 
(359): ERROR: ‘getLightVector’ : no matching overloaded function found 
(360): ERROR: ‘diffuseColors’ : undeclared identifier 
(360): ERROR: ‘diffuseColors’ :  left of ‘[‘ is not of type array, matrix, or vector  
(360): ERROR: ‘y’ : vector field selection out of range 
(554): ERROR: ‘specularCosPower’ : undeclared identifier 
(557): ERROR: ‘reflectionGlossColor’ : undeclared identifier 

Error: Failed to compile shader 60595394-00027A64-00000000-01080890.
Error: Could not parse GISL program.
(166): ERROR: ‘modelViewMatrix’ : undeclared identifier 
(475): ERROR: ‘modelCameraPosition’ : undeclared identifier 
(475): ERROR: ‘xyz’ : vector field selection out of range 
(477): ERROR: ‘oColor’ : undeclared identifier 
(477): ERROR: ‘a’ : vector field selection out of range 
(525): ERROR: ‘oColor’ : redefinition 
(526): ERROR: ‘xyz’ : vector field selection out of range 
(528): ERROR: ‘xyz’ : vector field selection out of range 
(531): ERROR: ‘xyz’ : vector field selection out of range 
(532): ERROR: ‘a’ : vector field selection out of range

[Obrazek: maxresdefault.jpg]


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Liczba postów: 108
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O co ci chodzi????????????????????????

[Obrazek: maxresdefault.jpg]


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Masz stary shader użyty w jakimś modzie.


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Liczba postów: 108
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Nie pisze w jakim nie?
Może podam ci cały log to coś znajdziesz co? Byłbym wdzięczny.

[Obrazek: maxresdefault.jpg]


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No dałeś tylko mało istotny kawałek, jakbyś dał cały to bym raczej od razu napisał w jakim.


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[Obrazek: maxresdefault.jpg]


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Usuń «FS17_Ground_Modification» i zaktualizuj sterowniki od karty graficznej bo masz trochę stare (z 2015), jak zaktualizujesz to usuń zawartość folderu «shader_cache» i dopiero wtedy odpal grę.


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Zrobiłem wszystko jak pisałeś i dalej to samo…
A tak poza tym to zainstalowało mi sterowniki z 2016 teraz i jak klikam znowu żeby zaktualizować to wyskakuje że są już aktualne czy coś takiego… nwm ocb..

[Obrazek: maxresdefault.jpg]


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To pokaż teraz jeszcze raz LOGa, może jeszcze jakiś mod jest winny.


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Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

2021-12-23 19:27 Error: Could not parse GISL program.
E:/ModyFS22/FS22_TGS_Agroliner_26500/data/shaders/vehicleShader.xml(1538): ERROR: ‘max’ : unable to suitably promote arguments to function (parameter 2)

GIANTS Engine Runtime 7.0.0 (14220) 64bit (Build Date: Feb 17 2017) Copyright (c) 2008-2016, GIANTS Software GmbH (giants-software.com), All Rights Reserved. Copyright (c) 2003-2016, Christian Ammann and Stefan Geiger, All Rights Reserved. Application: FarmingSimulator2017 Main System CPU: Quad-Core AMD Opteron(tm) Processor 2352 Memory: 16382 MB OS: Windows NT 10.0 64-bit Physics System Version: 5.9.5 Thread(s): 2 Input System Keyboard enabled Mouse enabled Gamepad/Joystick enabled Force Feedback disabled Name: XINPUT_GAMEPAD Number of Axes: 5 Number of Buttons: 14 Audio System Driver: OpenAL Version: 1.1 Device: Generic Software Render System Driver: Direct 3D 11 Card Vendor: AMD/ATI Renderer: AMD Radeon HD 5700 Series Version: 10.0.16288.1 (21.6.2006) Revision: 0 Feature level: DirectX 11 ON Info: Effective window resolution 1440 x 900 Started 4 threads for threadpool ‘Render threadpool’ Hardware Profile Level: Custom Low View Distance Factor: 1.000000 Shadow Quality: 0.000000 Size: 1 Filter-Size: 4 Shader Quality: 0 Skip Mipmaps: 1 LOD Distance Factor: 1.000000 Terrain LOD Distance Factor: 1.000000 Terrain Normal Mapping: Yes Foliage View Distance Factor: 1.000000 Foliage Density: 0.000000 Volume Mesh Tessellation Factor: 1.500000 Tyre Tracks Segments Factor: 0.500000 Max. Number of Shadow Lights: 0 Max. Number of Lights: 512 Max. Number of Lights Per Cluster: 32 MSAA: 0 Farming Simulator 17 Version: 1.4.4.0 1.4.4RC8 Available Languages: hu ro Language: hu Time: 2017-10-07 17:26:06 Register configuration ‘inputAttacherJoint’ Register configuration ‘attacherJoint’ Register configuration ‘frontloader’ Register configuration ‘motor’ Register configuration ‘baseColor’ Register configuration ‘wheel’ Register configuration ‘rimColor’ Register configuration ‘design’ Register configuration ‘designColor’ Register configuration ‘vehicleType’ Game vehicle types loaded Load mod: AAA_UniversalProcessKit (Version: 17.0.9) Load mod: AnimationMapTrigger (Version: 1.0.2) Error: Unsupported mod description version in mod AnimationMapTrigger Load mod: caseIH3162Cutter90ft_ModLandNet (Version: 1.0.0.0) Load mod: FS17_BsMTrailer_Tipper70000 (Version: 1.0.0.3) Load mod: FS17_Bsm_950_Legende (Version: 1.0.0.1) Load mod: FS17_CombineSignals (Version: 1.0.1) Load mod: FS17_CoursePlay5 (Version: 5.01.00185) Load mod: FS17_DCK_FollowMe (Version: 1.2.1.40) Load mod: FS17_DCK_Glance (Version: 1.0.3.40) Load mod: FS17_FlieglFlatbed_UAL (Version: 5.0.0.0) Load mod: FS17_FuelUsageDisplay (Version: 3.7.0) Load mod: FS17_GearboxAddon (Version: 2.0.0.9) Load mod: FS17_itFliegl (Version: 1.0.0.0) Warning: Only zip mods are supported in multiplayer. You need to zip the mod FS17_itFliegl to use it in multiplayer. Load mod: FS17_Komatsu_PW160_TFSG (Version: 1.0.0.0) Load mod: FS17_kotteUniversalPack (Version: 1.0.0.8) Warning: Only zip mods are supported in multiplayer. You need to zip the mod FS17_kotteUniversalPack to use it in multiplayer. Load mod: FS17_KroneUltimaCF155XC (Version: 1.0.0.0) Load mod: FS17_manualAttaching (Version: 1.2.2) Load mod: FS17_MAN_AGRAR_10x6_HKL (Version: 1.0.0.0) Load mod: FS17_NewHollandCR9_90_40YearsEdition (Version: 1.0.0.0) Load mod: FS17_NewHolland_Headers (Version: 1.0.0.0) Load mod: FS17_placeableHydrantpackage (Version: 1.0.0.0) Load mod: FS17_placeableRefillStation (Version: 1.0.0.1) Load mod: FS17_Placeable_Ramp (Version: 1.0.0.0) Load mod: FS17_real_clock (Version: 1.1.0) Load mod: FS17_scorpionking_pack (Version: 1.8) Load mod: FS17_Selfmade_FoilRoles_Holder (Version: 1.0.0.0) Load mod: FS17_Stappenbach17 (Version: 1.0.0.0) Load mod: FS17_TowBar (Version: 1.1.0) Load mod: MapAutosave_LS17 (Version: 2.0.1) Load mod: mining (Version: 0.5) Error: Failed to open xml file ‘E:/FS17 Bjorn/Notloaded/modDesc.xml’. Load mod: Notloaded Error: Missing descVersion attribute in mod Notloaded Load mod: The_Moris_Land_v2 (Version: 4.7) Warning: Only zip mods are supported in multiplayer. You need to zip the mod The_Moris_Land_v2 to use it in multiplayer. Load mod: timber_runner_autoload_FS17 (Version: 1.1.0.17) Load mod: US_Trailer_UAL (Version: 2.0.0.0) Load mod: WMF_CAT745C_FS17 (Version: 1.0.0.1) Warning: Only zip mods are supported in multiplayer. You need to zip the mod WMF_CAT745C_FS17 to use it in multiplayer. Load mod: WMF_CAT980K_FS17 (Version: 1.0.0.1) Warning: Only zip mods are supported in multiplayer. You need to zip the mod WMF_CAT980K_FS17 to use it in multiplayer. Warning: Missing l10n for button strobe in WMF_CAT980K_FS17 Load mod: WMF_WesternStar_Wrecker_FS17 (Version: 1) Warning: Only zip mods are supported in multiplayer. You need to zip the mod WMF_WesternStar_Wrecker_FS17 to use it in multiplayer. Load mod: WMF_winchHook_FS17 (Version: 1.0.0) Load mod: WMF_WoodmeadowFarm_V3_SeasonsReady (Version: 3.0.1) Load mod: ZZZ_fastForward (Version: 2.5) Load mod: ZZZ_GPS (Version: 5.01) Warning (compatibility): Texture E:/FS17 Bjorn/mining/maps/map01_preview.png width or height doesn’t equal 2^n. upk debug mode set to 1 ### Courseplay: initialized 48/48 files (v5.01.00185) ******************************************* WARNING ******************************************* * You are using a development version of Courseplay, which may and will contain errors, bugs, * * mistakes and unfinished code. Chances are your computer will explode when using it. Twice. * * If you have no idea what «beta», «alpha», or «developer» means and entails, remove this * * version of Courseplay immediately. The Courseplay team will not take any responsibility for * * crop destroyed, savegames deleted or baby pandas killed. * *********************************************************************************************** adding Courseplay to «selfPropelledSprayer» adding Courseplay to «tractor» adding Courseplay to «car_dynamicMountAttacher» adding Courseplay to «combine_animated» adding Courseplay to «loaderVehicle» adding Courseplay to «wheelLoader» adding Courseplay to «conveyorTrailerDrivable» adding Courseplay to «selfPropelledMixerWagon» adding Courseplay to «woodHarvester» adding Courseplay to «skidSteer» adding Courseplay to «combine_animated_crawler» adding Courseplay to «tractor_articulatedAxis» adding Courseplay to «car» adding Courseplay to «ridingMower» adding Courseplay to «woodCrusherTrailerDrivable» adding Courseplay to «conveyorTrailerHireable» adding Courseplay to «tractor_crawler» adding Courseplay to «selfPropelledMower» adding Courseplay to «combine_animated_articulatedAxis» adding Courseplay to «tractor_foldable» adding Courseplay to «loadingTrailerDrivable» adding Courseplay to «combine» adding Courseplay to «selfPropelledPotatoHarvester» adding Courseplay to «telehandler_articulatedAxis» adding Courseplay to «telehandler» adding Courseplay to «forwarder» adding Courseplay to «combine_cylindered» adding Courseplay to «tractor_reverseDriving» ### Courseplay: installed into 28 vehicles Script loaded: FollowMe.lua (v1.2.1.40) Script loaded: Glance.lua (v1.0.3.40) Register vehicle type: FS17_FlieglFlatbed_UAL.transportTrailerUAL Register vehicle type: FS17_itFliegl.it_fliegl Error: Can’t load resource ‘E:/FS17 Bjorn/FS17_Komatsu_PW160_TFSG/scripts/TerraTrac.lua’. Error: Not all prerequisites of specialization shovel are fulfilled Warning: ‘KOMATSU’ is an unknown brand! Using Lizard instead! (E:/FS17 Bjorn/FS17_Komatsu_PW160_TFSG/Liebherrbucket.xml) Register vehicle type: FS17_kotteUniversalPack.kotteUniversal Register vehicle type: FS17_kotteUniversalPack.kotteUniversalOverload Register vehicle type: FS17_kotteUniversalPack.kotteMilkBarrel Register vehicle type: FS17_kotteUniversalPack.kotteMilkBarrelOverload Register vehicle type: FS17_kotteUniversalPack.kotteUniversal_mst Register vehicle type: FS17_kotteUniversalPack.kotteUniversal_mstOverload Register vehicle type: FS17_kotteUniversalPack.kotteUniFuel Register vehicle type: FS17_kotteUniversalPack.kotteUniversal_hookLift Register vehicle type: FS17_kotteUniversalPack.kotteUniversal_hookLiftOverload Register vehicle type: FS17_kotteUniversalPack.kotteUniversal_man Register vehicle type: FS17_kotteUniversalPack.kotteUniversal_manOverload Register vehicle type: FS17_kotteUniversalPack.kotteUniversalTank Register configuration ‘refillNetRoles’ Register configuration ‘refillFoilRoles’ Register vehicle type: FS17_KroneUltimaCF155XC.KroneUltimaCF155XC Register vehicle type: FS17_KroneUltimaCF155XC.netRolePallet Register vehicle type: FS17_KroneUltimaCF155XC.PalletFoilCartons Register vehicle type: FS17_MAN_AGRAR_10x6_HKL.MAN Register vehicle type: FS17_NewHolland_Headers.DiamantHS8 Register vehicle type: FS17_NewHolland_Headers.Varifeed25FT Register vehicle type: FS17_NewHollandCR9_90_40YearsEdition.CR9_90 Register vehicle type: FS17_Selfmade_FoilRoles_Holder.Selfmade_FoilRoles_Holder Register configuration ‘length’ Register vehicle type: FS17_TowBar.puller MapAutosave V2 by derSchreiner Script PalettenSammler v3.0.1-107a by Marhu loaded! Support on http://marhu.net ++ loading Digital Storage Amount Mover V 1.2.1.0 — 08.11.2016 (by Blacky_BPG) AdditionalMapTypes v1.0.0.9 Final: __ AdditionalMapTypes V1.0.0.9 Final by Blacksheep(RC-Devil) from 25 April 2017 is loading — Support on https://www.mods-community.de AdditionalMapTypes v1.0.0.9 Final: __ AdditionalMapTypes V1.0.0.9 Final by Blacksheep(RC-Devil) from 25 April 2017 was loaded successful — Support on https://www.mods-community.de ++ loading ManualBarrier V 1.4.4.0 B — 06.05.2017 (by Blacky_BPG) ++ loading BuyOnSiloTriggers V 1.4.0.0 — 08.02.2017 (by Blacky_BPG) ++ loading Scale Station with statistics V 1.4.0.0 — 10.02.2017 (by Blacky_BPG) ++ loading Scale Statistic Specialization V 1.2.1.1 — 16.11.2016 (by Blacky_BPG) __ AnimatedObjectDoorFix V 1.0.0.0 by Blacksheep(RC-Devil) from 16 May 2017 is loading! Web: http://www.farming-mods.de Register vehicle type: The_Moris_Land_v2.waterTrailer Register vehicle type: The_Moris_Land_v2.sowingMachineSprayer Register vehicle type: The_Moris_Land_v2.loadingTrailerDrivableSpecial Register vehicle type: The_Moris_Land_v2.SchmitzCoolLiner Register vehicle type: The_Moris_Land_v2.WOOD Register vehicle type: timber_runner_autoload_FS17.AutoLoadWoodTrailer Register vehicle type: US_Trailer_UAL.transportTrailerUAL Register vehicle type: WMF_CAT745C_FS17.Cat745_Dump Warning: ‘CAT’ is an unknown brand! Using Lizard instead! (E:/FS17 Bjorn/WMF_CAT745C_FS17/Cat_745C.xml) Register vehicle type: WMF_CAT980K_FS17.cat980 Register vehicle type: WMF_WesternStar_Wrecker_FS17.westernstar_wrecker Register vehicle type: WMF_winchHook_FS17.puller dataS/cameraPath01.i3d (0.33) ms dataS/cameraPath02.i3d (0.38) ms dataS/cameraPath03.i3d (0.29) ms data/sky/skyUS_day_night.i3d (283.19) ms data/sky/rain.i3d (66.26) ms data/sky/hail.i3d (19.80) ms data/sky/dust.i3d (19.86) ms E:/FS17 Bjorn/The_Moris_Land_v2/maps/map01.i3d (9683.03) ms E:/FS17 Bjorn/The_Moris_Land_v2/PS/cat/cat.i3d (18.47) ms E:/FS17 Bjorn/The_Moris_Land_v2/PS/farmer_vet/farmer_vet.i3d (47.38) ms FabrikScript v2.1.8.1: FabrikScript.onCreate(14370) load Schlachterei FabrikScript v2.1.8.1: FabrikScript.onCreate(17583) load CompostMaster FabrikScript v2.1.8.1: FabrikScript.onCreate(17941) load Mischfutterstation FabrikScript v2.1.8.1: FabrikScript.onCreate(18382) load Holzhacker FabrikScript v2.1.8.1: FabrikScript.onCreate(18594) load Fertilizer_Pro FabrikScript v2.1.8.1: FabrikScript.onCreate(18761) load Seeds_Pro FabrikScript v2.1.8.1: FabrikScript.onCreate(18865) load Schweinefutterstation FabrikScript v2.1.8.1: FabrikScript.onCreate(19126) load Seeds_Lager FabrikScript v2.1.8.1: FabrikScript.onCreate(19195) load Hof Tankstelle FabrikScript v2.1.8.1: FabrikScript.onCreate(19309) load Wasser_Lager FabrikScript v2.1.8.1: FabrikScript.onCreate(19388) load Guelle_Lager FabrikScript v2.1.8.1: FabrikScript.onCreate(19482) load Fertilizer_Lager FabrikScript v2.1.8.1: FabrikScript.onCreate(19546) load Kartoffel_Anlager FabrikScript v2.1.8.1: FabrikScript.onCreate(21299) load Gewaeshaus FabrikScript v2.1.8.1: FabrikScript.onCreate(22064) load Gras_Lager FabrikScript v2.1.8.1: FabrikScript.onCreate(22201) load BGA_Tankstelle FabrikScript v2.1.8.1: FabrikScript.onCreate(22282) load Compost_Lager FabrikScript v2.1.8.1: FabrikScript.onCreate(22407) load Fertilizer_Lager_2 FabrikScript v2.1.8.1: FabrikScript.onCreate(22519) load Seeds_Lager_2 data/objects/basketball/basketball.i3d (102.75) ms FabrikScript v2.1.8.1: FabrikScript.onCreate(26571) load Raffinerie FabrikScript v2.1.8.1: FabrikScript.onCreate(26867) load Brauerei_Fabrik FabrikScript v2.1.8.1: FabrikScript.onCreate(27147) load Muehle FabrikScript v2.1.8.1: FabrikScript.onCreate(27708) load Saegewerk FabrikScript v2.1.8.1: FabrikScript.onCreate(28239) load Tischlerei FabrikScript v2.1.8.1: FabrikScript.onCreate(29321) load Erasco FabrikScript v2.1.8.1: FabrikScript.onCreate(30969) load Baecker FabrikScript v2.1.8.1: FabrikScript.onCreate(31945) load Zucker FabrikScript v2.1.8.1: FabrikScript.onCreate(32905) load Wald_Tankstelle FabrikScript v2.1.8.1: FabrikScript.onCreate(33095) load Milk FabrikScript v2.1.8.1: FabrikScript.onCreate(33575) load Gras_Trockner FabrikScript v2.1.8.1: FabrikScript.onCreate(34244) load Sandwich FabrikScript v2.1.8.1: FabrikScript.onCreate(34470) load CherryGarden FabrikScript v2.1.8.1: FabrikScript.onCreate(35110) load PlumGarden FabrikScript v2.1.8.1: FabrikScript.onCreate(35679) load Muesli E:/FS17 Bjorn/The_Moris_Land_v2/maps/pSystem/Horse/HorseReady.i3d (20.21) ms Garage loaded Error: Can’t load resource ‘E:/FS17 Bjorn/AAA_UniversalProcessKit/00_ressources/white.dds’. Error: Can’t load resource ‘E:/FS17 Bjorn/AAA_UniversalProcessKit/00_ressources/black.dds’. UniversalProcessKit 17.0.9 loaded ## Courseplay: setting up signs E:/FS17 Bjorn/FS17_CoursePlay5/img/signs/normal.i3d (0.77) ms E:/FS17 Bjorn/FS17_CoursePlay5/img/signs/cross.i3d (1.06) ms E:/FS17 Bjorn/FS17_CoursePlay5/img/signs/unload.i3d (1.00) ms E:/FS17 Bjorn/FS17_CoursePlay5/img/signs/wait.i3d (1.41) ms E:/FS17 Bjorn/FS17_CoursePlay5/img/signs/start.i3d (1.30) ms E:/FS17 Bjorn/FS17_CoursePlay5/img/signs/stop.i3d (1.39) ms ## Courseplay: setting up fields (basic) ## Courseplay: loading settings from «courseplaySettings.xml» ## Courseplay: setting up hud ## Courseplay: setting up debug channels ## Courseplay: setting up globalInfoText ## Courseplay: loading courses and folders from «courseManager.xml» ## Courseplay: register later loaded mods adding Courseplay to «FS17_kotteUniversalPack.kotteUniversal_man» adding Courseplay to «FS17_NewHollandCR9_90_40YearsEdition.CR9_90» adding Courseplay to «WMF_CAT745C_FS17.Cat745_Dump» adding Courseplay to «The_Moris_Land_v2.loadingTrailerDrivableSpecial» adding Courseplay to «WMF_WesternStar_Wrecker_FS17.westernstar_wrecker» adding Courseplay to «FS17_MAN_AGRAR_10x6_HKL.MAN» adding Courseplay to «FS17_kotteUniversalPack.kotteUniversal_manOverload» adding Courseplay to «WMF_CAT980K_FS17.cat980» ## Glance: (Re)Loaded settings from: C:/Users/Mokus/Documents/My Games/FarmingSimulator2017/modsSettings/Glance_Config.XML E:/FS17 Bjorn/FS17_kotteUniversalPack/materials/unloadingEffects.i3d (25.18) ms MaterialHolder for Kotte Universal loaded successfull! MaterialType fluid registered successfull! — fast Forward Mod V2.1 loaded — (by Eagle355th) — loading GPS mod V5.01 — (by upsidedown) Disabled withering data/vehicles/tools/agco/agco2300.i3d (324.58) ms E:/FS17 Bjorn/The_Moris_Land_v2/vehicles/grimmeAL8022/grimmeSL8022.i3d (309.30) ms GPS mod inserted into Drivable Specialization (should happen only once!) GPS mod inserted into Vehicle Camera (should happen only once!) data/vehicles/steerable/fendt/fendt700.i3d (1038.39) ms data/vehicles/trailers/metaltech/pp20.i3d (291.23) ms data/vehicles/steerable/americanTruck/americanTruckDualAxle.i3d (557.84) ms E:/FS17 Bjorn/The_Moris_Land_v2/vehicles/Seeder/amazone/amazoneCondor15001.i3d (333.49) ms data/vehicles/steerable/jcb/jcbFastrac8000.i3d (875.70) ms data/vehicles/tools/suer/suerSB2400.i3d (163.63) ms data/vehicles/steerable/caseIH/caseIH230Series.i3d (560.52) ms E:/FS17 Bjorn/caseIH3162Cutter90ft_ModLandNet/caseIH3162Cutter.i3d (167.19) ms E:/FS17 Bjorn/FS17_BsMTrailer_Tipper70000/Tipper70000.i3d (207.52) ms data/vehicles/steerable/lizard/lizardPickupTT.i3d (310.79) ms data/vehicles/trailers/poettinger/poettingerEuroboss330T.i3d (380.32) ms data/vehicles/tools/poettinger/poettingerNovaCat301.i3d (102.91) ms data/vehicles/trailers/thunderCreek/FST990.i3d (97.17) ms data/vehicles/trailers/joskin/joskinAquaTrans7300.i3d (148.51) ms data/vehicles/trailers/jenz/jenzBA725.i3d (488.39) ms ## Courseplay: BA 725 D: aiTrafficCollisionTrigger missing. Traffic collision prevention will not work! data/vehicles/steerable/jcb/jcb325T.i3d (519.03) ms data/vehicles/tools/DFM/TG84.i3d (182.31) ms data/vehicles/trailers/fliegl/flieglSemitrailer.i3d (427.84) ms data/vehicles/trailers/fliegl/flieglDolly.i3d (120.58) ms data/vehicles/tools/jcb/jcbPalletFork.i3d (348.18) ms E:/FS17 Bjorn/FS17_FlieglFlatbed_UAL/flieglTransportRunner.i3d (286.48) ms E:/FS17 Bjorn/timber_runner_autoload_FS17/flieglTimberRunner.i3d (192.02) ms E:/FS17 Bjorn/The_Moris_Land_v2/pallets/raspberryPallet2.i3d (5.81) ms E:/FS17 Bjorn/The_Moris_Land_v2/pallets/tomatoPallet2.i3d (2.48) ms E:/FS17 Bjorn/The_Moris_Land_v2/pallets/cauliflowerPallet2.i3d (7.20) ms E:/FS17 Bjorn/The_Moris_Land_v2/pallets/strawberryPallet2.i3d (5.75) ms E:/FS17 Bjorn/FS17_placeableHydrantpackage/Oberflurhydrant.i3d (11.28) ms E:/FS17 Bjorn/The_Moris_Land_v2/pallets/lettucePallet2.i3d (5.50) ms data/objects/pallets/woolPallet.i3d (173.82) ms E:/FS17 Bjorn/The_Moris_Land_v2/pallets/redCabbagePallet2.i3d (8.91) ms E:/FS17 Bjorn/The_Moris_Land_v2/pallets/emptypallet2.i3d (3.19) ms E:/FS17 Bjorn/The_Moris_Land_v2/vehicles/FirePlace/FirePlace.i3d (5.51) ms data/vehicles/train/locomotive.i3d (57.94) ms data/vehicles/train/wagonSugarbeets.i3d (93.80) ms dataS2/character/player/player01.i3d (1053.68) ms data/firstPerson/chainsaws/mcCulloch/mcCullochCS410.i3d (280.27) ms ChoppedStraw_DirectSeedingAddon: ATTENTION! ChoppedStraw mod not found, addon disabled! E:/FS17 Bjorn/FS17_scorpionking_pack/ponsseScorpion2.i3d (477.64) ms E:/FS17 Bjorn/The_Moris_Land_v2/pallets/boardPallet.i3d (45.76) ms dataS2/character/pedestrians/woman06.i3d (170.61) ms dataS2/character/pedestrians/woman03.i3d (168.91) ms dataS2/character/pedestrians/man02.i3d (15.48) ms dataS2/character/pedestrians/woman01.i3d (15.52) ms dataS2/character/pedestrians/man06.i3d (14.25) ms Error: Could not parse GISL program. (280): ERROR: ‘normalMap’ : undeclared identifier (280): ERROR: ‘tex2D’ : cannot resolve function call unambiguously (check parameter types) (280): ERROR: ‘a’ : vector field selection out of range (284): ERROR: ‘normalMap’ : undeclared identifier (284): ERROR: » : unsupported construction (284): ERROR: ‘tex2Dgrad’ : unable to suitably promote arguments to function (284): ERROR: ‘a’ : vector field selection out of range Error: Failed to compile shader 4AEE5BDC-0002381E-00000000-00080014. [dbg9 lp58187 1801.459 s] TX 415 Barrelcore (#5): Switching state: 2 -> 4 [dbg9 lp58291 1804.944 s] TX 415 Barrelcore (#5): Switching state: 4 -> 3 [dbg4 lp61541 1949.243 s] TX 415 Barrelcore (#5): combine.workWidth: 27.70,vehicle.cp.combineOffset: 10.99, calculated offset: 10.99, fruitSide: 404notFound [dbg4 lp61541 1949.243 s] TX 415 Barrelcore (#5): combine is empty [dbg9 lp61541 1949.243 s] TX 415 Barrelcore (#5): Switching state: 3 -> 9 [dbg4 lp61541 1949.243 s] TX 415 Barrelcore (#5): vehicle.cp.nextTargets: 1 [dbg9 lp61541 1949.243 s] TX 415 Barrelcore (#5): Setting next state: 81 -> 1 [dbg9 lp61941 1966.447 s] TX 415 Barrelcore (#5): Switching state: 9 -> 3 [dbg4 lp61942 1966.495 s] TX 415 Barrelcore (#5): combine.workWidth: 27.70,vehicle.cp.combineOffset: 10.99, calculated offset: 10.99, fruitSide: 404notFound [dbg4 lp61942 1966.495 s] TX 415 Barrelcore (#5): combine is empty and turning [dbg4 lp61942 1966.495 s] TX 415 Barrelcore (#5): addNewTargetVector: currentTipper: table: 0x01e2af857b40, vehicle.cp.cpTurnBaseNode: nil [dbg9 lp61942 1966.495 s] TX 415 Barrelcore (#5): Switching state: 3 -> 5 [dbg4 lp61942 1966.495 s] TX 415 Barrelcore (#5): vehicle.cp.nextTargets: 3 [dbg9 lp61942 1966.495 s] TX 415 Barrelcore (#5): Setting next state: 1 -> 1 [dbg9 lp61942 1966.495 s] TX 415 Barrelcore (#5): Switching state: 5 -> 2 [dbg9 lp63800 2038.611 s] TX 415 Barrelcore (#5): Switching state: 2 -> 4 [dbg9 lp63985 2044.747 s] TX 415 Barrelcore (#5): Switching state: 4 -> 3 [dbg9 lp65980 2113.950 s] TX 415 Barrelcore (#5): Switching state: 3 -> 5 [dbg9 lp65980 2113.950 s] TX 415 Barrelcore (#5): Setting next state: 1 -> 81 [dbg4 lp66405 2128.207 s] TX 415 Barrelcore (#5): unregistering from combine id(267) [dbg9 lp66405 2128.207 s] TX 415 Barrelcore (#5): Switching state: 5 -> 1 [dbg9 lp66405 2128.207 s] TX 415 Barrelcore (#5): Switching state: 1 -> 0 [dbg9 lp71035 2319.097 s] TX 415 Barrelcore (#5): Switching state: 0 -> 1 [dbg4 lp71109 2322.264 s] TX 415 Barrelcore (#5) (259): last combine = nil [dbg4 lp71109 2322.264 s] TX 415 Barrelcore (#5): updateReachableCombines() [dbg4 lp71109 2322.264 s] TX 415 Barrelcore (#5): combines found: 4 [dbg4 lp71109 2322.264 s] isLineField(): x1,z1=891.69,-1153.04, x2,z2=1049.39,-1217.45, hx,hz=891.72,-1151.04 -> n=1149, area=383, totalArea=383 -> return true [dbg4 lp71109 2322.264 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#3)» to reachableCombines table [dbg4 lp71109 2322.264 s] isLineField(): x1,z1=891.69,-1153.04, x2,z2=1048.43,-1163.05, hx,hz=891.72,-1151.04 -> n=978, area=326, totalArea=326 -> return true [dbg4 lp71109 2322.264 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#1)» to reachableCombines table [dbg4 lp71109 2322.264 s] isLineField(): x1,z1=891.69,-1153.04, x2,z2=1041.45,-1243.45, hx,hz=891.72,-1151.04 -> n=1179, area=393, totalArea=393 -> return true [dbg4 lp71109 2322.264 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#4)» to reachableCombines table [dbg4 lp71109 2322.264 s] isLineField(): x1,z1=891.69,-1153.04, x2,z2=1290.73,-1408.45, hx,hz=891.72,-1151.04 -> n=3174, area=1058, totalArea=1058 -> return true [dbg4 lp71109 2322.264 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#2)» to reachableCombines table [dbg4 lp71109 2322.264 s] TX 415 Barrelcore (#5): combines reachable: 4 [dbg4 lp71109 2322.264 s] TX 415 Barrelcore (#5) (259): call combine: 267 [dbg4 lp71110 2322.305 s] TX 415 Barrelcore (#5) (259): request check-in @ 267 [dbg4 lp71110 2322.305 s] TX 415 Barrelcore (#5): registering at combine Axial-Flow 9230 [dbg4 lp71110 2322.305 s] TX 415 Barrelcore (#5): path finding inactive [dbg4 lp71110 2322.305 s] TX 415 Barrelcore (#5) (259): distanceToCombine=471.96963187949 for combine.id 267 [dbg4 lp71110 2322.305 s] TX 415 Barrelcore (#5) (id 259): it’s my turn [dbg4 lp71110 2322.305 s] TX 415 Barrelcore (#5) is being checked in with Axial-Flow 9230 [dbg9 lp71110 2322.305 s] TX 415 Barrelcore (#5): Switching state: 1 -> 2 [dbg9 lp72845 2392.465 s] TX 415 Barrelcore (#5): Switching state: 2 -> 4 [dbg9 lp72963 2396.545 s] TX 415 Barrelcore (#5): Switching state: 4 -> 3 dataS2/character/pedestrians/man03.i3d (14.75) ms [dbg9 lp74310 2448.617 s] TX 415 Barrelcore (#6): Switching state: 0 -> 1 [dbg4 lp74439 2453.265 s] TX 415 Barrelcore (#6): updateReachableCombines() [dbg4 lp74439 2453.265 s] TX 415 Barrelcore (#6): combines found: 4 [dbg4 lp74439 2453.265 s] isLineField(): x1,z1=891.69,-1153.05, x2,z2=1049.39,-1217.45, hx,hz=891.69,-1151.05 -> n=1140, area=380, totalArea=380 -> return true [dbg4 lp74439 2453.265 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#3)» to reachableCombines table [dbg4 lp74439 2453.265 s] isLineField(): x1,z1=891.69,-1153.05, x2,z2=1048.43,-1163.05, hx,hz=891.69,-1151.05 -> n=975, area=325, totalArea=325 -> return true [dbg4 lp74439 2453.265 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#1)» to reachableCombines table [dbg4 lp74439 2453.265 s] isLineField(): x1,z1=891.69,-1153.05, x2,z2=1041.45,-1243.45, hx,hz=891.69,-1151.05 -> n=1173, area=391, totalArea=391 -> return true [dbg4 lp74439 2453.265 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#4)» to reachableCombines table [dbg4 lp74439 2453.265 s] isLineField(): x1,z1=891.69,-1153.05, x2,z2=1439.34,-1408.45, hx,hz=891.69,-1151.05 -> n=4050, area=1350, totalArea=1350 -> return true [dbg4 lp74439 2453.265 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#2)» to reachableCombines table [dbg4 lp74439 2453.265 s] TX 415 Barrelcore (#6): combines reachable: 4 [dbg4 lp74439 2453.265 s] TX 415 Barrelcore (#6) (278): call combine: 272 [dbg4 lp74440 2453.299 s] TX 415 Barrelcore (#6) (278): request check-in @ 272 [dbg4 lp74440 2453.299 s] TX 415 Barrelcore (#6): registering at combine Axial-Flow 9230 [dbg4 lp74440 2453.299 s] TX 415 Barrelcore (#6): combine.cp.wantsCourseplayer(nil) or combine.cp.fillLevel >= combine.cp.capacity (true) [dbg4 lp74440 2453.299 s] TX 415 Barrelcore (#6) (278): distanceToCombine=173.60338177424 for combine.id 272 [dbg4 lp74440 2453.299 s] TX 415 Barrelcore (#6) (id 278): it’s my turn [dbg4 lp74440 2453.299 s] TX 415 Barrelcore (#6) is being checked in with Axial-Flow 9230 [dbg4 lp74440 2453.299 s] combines.lua(344): TX 415 Barrelcore (#6) @ Axial-Flow 9230: using combineToPrnX=10.489014, vehicle.cp.combineOffset=10.489014 [dbg9 lp74440 2453.299 s] TX 415 Barrelcore (#6): Switching state: 1 -> 2 [dbg9 lp75126 2478.413 s] TX 415 Barrelcore (#6): Switching state: 2 -> 4 [dbg9 lp75245 2482.740 s] TX 415 Barrelcore (#6): Switching state: 4 -> 3 [dbg4 lp75797 2504.476 s] TX 415 Barrelcore (#5): combine.workWidth: 27.70,vehicle.cp.combineOffset: 10.99, calculated offset: 10.99, fruitSide: 404notFound [dbg4 lp75797 2504.476 s] TX 415 Barrelcore (#5): combine is empty and turning [dbg4 lp75797 2504.476 s] TX 415 Barrelcore (#5): addNewTargetVector: currentTipper: table: 0x01e2af857b40, vehicle.cp.cpTurnBaseNode: nil [dbg9 lp75797 2504.476 s] TX 415 Barrelcore (#5): Switching state: 3 -> 5 [dbg4 lp75797 2504.476 s] TX 415 Barrelcore (#5): vehicle.cp.nextTargets: 3 [dbg9 lp75797 2504.476 s] TX 415 Barrelcore (#5): Setting next state: 81 -> 1 [dbg9 lp76473 2530.140 s] TX 415 Barrelcore (#5): Switching state: 5 -> 1 [dbg9 lp76473 2530.140 s] TX 415 Barrelcore (#5): Setting next state: 1 -> 0 [dbg4 lp76474 2530.179 s] TX 415 Barrelcore (#5): unregistering from combine id(267) [dbg4 lp76573 2533.904 s] TX 415 Barrelcore (#5) (259): last combine = nil [dbg4 lp76573 2533.904 s] TX 415 Barrelcore (#5): updateReachableCombines() [dbg4 lp76573 2533.904 s] TX 415 Barrelcore (#5): combines found: 4 [dbg4 lp76573 2533.904 s] isLineField(): x1,z1=1546.94,-1411.03, x2,z2=1049.39,-1217.45, hx,hz=1546.88,-1413.03 -> n=3612, area=1204, totalArea=1204 -> return true [dbg4 lp76573 2533.904 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#3)» to reachableCombines table [dbg4 lp76573 2533.904 s] isLineField(): x1,z1=1546.94,-1411.03, x2,z2=1048.43,-1163.05, hx,hz=1546.88,-1413.03 -> n=3801, area=1267, totalArea=1267 -> return true [dbg4 lp76573 2533.904 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#1)» to reachableCombines table [dbg4 lp76573 2533.904 s] isLineField(): x1,z1=1546.94,-1411.03, x2,z2=1173.42,-1243.46, hx,hz=1546.88,-1413.03 -> n=2790, area=930, totalArea=930 -> return true [dbg4 lp76573 2533.904 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#4)» to reachableCombines table [dbg4 lp76573 2533.904 s] isLineField(): x1,z1=1546.94,-1411.03, x2,z2=1634.95,-1413.50, hx,hz=1546.88,-1413.03 -> n=459, area=153, totalArea=181 -> return false [dbg4 lp76573 2533.904 s] TX 415 Barrelcore (#5): combines reachable: 3 [dbg4 lp76573 2533.904 s] TX 415 Barrelcore (#5) (259): call combine: 266 [dbg4 lp76574 2533.943 s] TX 415 Barrelcore (#5) (259): request check-in @ 266 [dbg4 lp76574 2533.943 s] TX 415 Barrelcore (#5): registering at combine Axial-Flow 9230 [dbg4 lp76574 2533.943 s] TX 415 Barrelcore (#5): path finding inactive [dbg4 lp76574 2533.943 s] TX 415 Barrelcore (#5) (259): distanceToCombine=558.07621769985 for combine.id 266 [dbg4 lp76574 2533.943 s] TX 415 Barrelcore (#5) (id 259): it’s my turn [dbg4 lp76574 2533.943 s] TX 415 Barrelcore (#5) is being checked in with Axial-Flow 9230 [dbg4 lp76574 2533.943 s] combines.lua(344): TX 415 Barrelcore (#5) @ Axial-Flow 9230: using combineToPrnX=10.488525, vehicle.cp.combineOffset=10.488525 [dbg9 lp76574 2533.943 s] TX 415 Barrelcore (#5): Switching state: 1 -> 2 Error: Could not parse GISL program. (280): ERROR: ‘normalMap’ : undeclared identifier (280): ERROR: ‘tex2D’ : cannot resolve function call unambiguously (check parameter types) (280): ERROR: ‘a’ : vector field selection out of range (284): ERROR: ‘normalMap’ : undeclared identifier (284): ERROR: » : unsupported construction (284): ERROR: ‘tex2Dgrad’ : unable to suitably promote arguments to function (284): ERROR: ‘a’ : vector field selection out of range Error: Failed to compile shader 4AEE5BDC-0002381E-00000000-00180014. [dbg4 lp78414 2617.867 s] TX 415 Barrelcore (#6): combine.workWidth: 27.70,vehicle.cp.combineOffset: 10.99, calculated offset: 10.99, fruitSide: 404notFound [dbg4 lp78414 2617.867 s] TX 415 Barrelcore (#6): combine is empty [dbg9 lp78414 2617.867 s] TX 415 Barrelcore (#6): Switching state: 3 -> 9 [dbg4 lp78414 2617.867 s] TX 415 Barrelcore (#6): vehicle.cp.nextTargets: 1 [dbg9 lp78414 2617.867 s] TX 415 Barrelcore (#6): Setting next state: 0 -> 1 [dbg9 lp78906 2637.539 s] TX 415 Barrelcore (#6): Switching state: 9 -> 5 dataS2/character/pedestrians/man01.i3d (14.06) ms [dbg9 lp79073 2643.594 s] TX 415 Barrelcore (#5): Switching state: 2 -> 4 [dbg9 lp79146 2646.356 s] TX 415 Barrelcore (#5): Switching state: 4 -> 3 [dbg9 lp79160 2646.899 s] TX 415 Barrelcore (#6): Switching state: 5 -> 1 [dbg9 lp79160 2646.899 s] TX 415 Barrelcore (#6): Setting next state: 1 -> 0 [dbg4 lp79161 2646.935 s] TX 415 Barrelcore (#6): unregistering from combine id(272) [dbg4 lp79248 2649.916 s] TX 415 Barrelcore (#6) (278): last combine = nil [dbg4 lp79248 2649.916 s] TX 415 Barrelcore (#6): updateReachableCombines() [dbg4 lp79248 2649.916 s] TX 415 Barrelcore (#6): combines found: 4 [dbg4 lp79248 2649.916 s] isLineField(): x1,z1=1577.50,-1243.66, x2,z2=1049.39,-1217.45, hx,hz=1577.39,-1241.66 -> n=3246, area=1082, totalArea=1082 -> return true [dbg4 lp79248 2649.916 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#3)» to reachableCombines table [dbg4 lp79248 2649.916 s] isLineField(): x1,z1=1577.50,-1243.66, x2,z2=1048.43,-1163.05, hx,hz=1577.39,-1241.66 -> n=3396, area=1132, totalArea=1132 -> return true [dbg4 lp79248 2649.916 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#1)» to reachableCombines table [dbg4 lp79248 2649.916 s] isLineField(): x1,z1=1577.50,-1243.66, x2,z2=1626.11,-1243.45, hx,hz=1577.39,-1241.66 -> n=270, area=90, totalArea=101 -> return false [dbg4 lp79248 2649.916 s] isLineField(): x1,z1=1577.50,-1243.66, x2,z2=1447.43,-1518.15, hx,hz=1577.39,-1241.66 -> n=1698, area=566, totalArea=566 -> return true [dbg4 lp79248 2649.916 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#2)» to reachableCombines table [dbg4 lp79248 2649.916 s] TX 415 Barrelcore (#6): combines reachable: 3 [dbg4 lp79248 2649.916 s] TX 415 Barrelcore (#6) (278): call combine: 267 [dbg4 lp79249 2649.952 s] TX 415 Barrelcore (#6) (278): request check-in @ 267 [dbg4 lp79249 2649.952 s] TX 415 Barrelcore (#6): registering at combine Axial-Flow 9230 [dbg4 lp79249 2649.952 s] TX 415 Barrelcore (#6): combine.cp.wantsCourseplayer(nil) or combine.cp.fillLevel >= combine.cp.capacity (true) [dbg4 lp79249 2649.952 s] TX 415 Barrelcore (#6) (278): distanceToCombine=303.06877045606 for combine.id 267 [dbg4 lp79249 2649.952 s] TX 415 Barrelcore (#6) (id 278): it’s my turn [dbg4 lp79249 2649.952 s] TX 415 Barrelcore (#6) is being checked in with Axial-Flow 9230 [dbg9 lp79249 2649.952 s] TX 415 Barrelcore (#6): Switching state: 1 -> 2 [dbg4 lp79250 2650.018 s] hasLineFruit(): fruitType 14 (rye): density=1420 (total=355) [dbg9 lp79250 2650.018 s] there is 1420.0 rye(14) in my way -> create path around it [dbg9 lp79250 2650.018 s] I’m on field 23 [dbg9 lp79250 2650.018 s] Finding path between 1577.50, -1243.66 and 1474.43, -1507.16 [dbg9 lp79250 2650.018 s] No path found, reverting to dumb mode [dbg4 lp79388 2655.039 s] hasLineFruit(): fruitType 14 (rye): density=1788 (total=447) [dbg9 lp79388 2655.039 s] there is 1788.0 rye(14) in my way -> create path around it [dbg9 lp79388 2655.039 s] I’m on field 23 [dbg9 lp79388 2655.039 s] Finding path between 1582.57, -1254.07 and 1474.43, -1507.16 [dbg9 lp79388 2655.039 s] No path found, reverting to dumb mode [dbg4 lp79528 2660.041 s] hasLineFruit(): fruitType 14 (rye): density=2164 (total=541) [dbg9 lp79528 2660.041 s] there is 2164.0 rye(14) in my way -> create path around it [dbg9 lp79528 2660.041 s] I’m on field 23 [dbg9 lp79528 2660.041 s] Finding path between 1575.02, -1275.11 and 1474.43, -1507.16 [dbg9 lp79528 2660.041 s] No path found, reverting to dumb mode [dbg4 lp79668 2665.052 s] hasLineFruit(): fruitType 14 (rye): density=2056 (total=514) [dbg9 lp79668 2665.052 s] there is 2056.0 rye(14) in my way -> create path around it [dbg9 lp79668 2665.052 s] I’m on field 23 [dbg9 lp79668 2665.052 s] Finding path between 1558.93, -1312.45 and 1474.43, -1507.16 [dbg9 lp79668 2665.052 s] No path found, reverting to dumb mode [dbg4 lp79810 2670.081 s] hasLineFruit(): fruitType 14 (rye): density=1552 (total=388) [dbg9 lp79810 2670.081 s] there is 1552.0 rye(14) in my way -> create path around it [dbg9 lp79810 2670.081 s] I’m on field 23 [dbg9 lp79810 2670.081 s] Finding path between 1541.83, -1351.86 and 1474.43, -1507.16 [dbg9 lp79810 2670.081 s] No path found, reverting to dumb mode [dbg4 lp79951 2675.111 s] hasLineFruit(): fruitType 14 (rye): density=1048 (total=262) [dbg9 lp79951 2675.111 s] there is 1048.0 rye(14) in my way -> create path around it [dbg9 lp79951 2675.111 s] I’m on field 23 [dbg9 lp79951 2675.111 s] Finding path between 1524.69, -1391.33 and 1474.43, -1507.16 [dbg9 lp79951 2675.111 s] No path found, reverting to dumb mode [dbg4 lp80089 2680.114 s] hasLineFruit(): fruitType 14 (rye): density=924 (total=231) [dbg9 lp80089 2680.114 s] there is 924.0 rye(14) in my way -> create path around it [dbg9 lp80089 2680.114 s] I’m on field 23 [dbg9 lp80089 2680.114 s] Finding path between 1507.61, -1430.64 and 1474.43, -1507.16 [dbg9 lp80089 2680.114 s] No path found, reverting to dumb mode [dbg4 lp80229 2685.138 s] hasLineFruit(): fruitType 14 (rye): density=420 (total=105) [dbg9 lp80229 2685.138 s] there is 420.0 rye(14) in my way -> create path around it [dbg9 lp80229 2685.138 s] I’m on field 23 [dbg9 lp80229 2685.138 s] Finding path between 1490.51, -1470.09 and 1474.43, -1507.16 [dbg9 lp80229 2685.138 s] No path found, reverting to dumb mode [dbg9 lp80345 2689.564 s] TX 415 Barrelcore (#6): Switching state: 2 -> 4 [dbg9 lp80499 2695.278 s] TX 415 Barrelcore (#6): Switching state: 4 -> 3 [dbg4 lp81893 2744.943 s] TX 415 Barrelcore (#5): combine.workWidth: 109.70,vehicle.cp.combineOffset: 10.99, calculated offset: 10.99, fruitSide: 404notFound [dbg4 lp81893 2744.943 s] TX 415 Barrelcore (#5): combine is empty [dbg9 lp81893 2744.943 s] TX 415 Barrelcore (#5): Switching state: 3 -> 9 [dbg4 lp81893 2744.943 s] TX 415 Barrelcore (#5): vehicle.cp.nextTargets: 1 [dbg9 lp81893 2744.943 s] TX 415 Barrelcore (#5): Setting next state: 0 -> 1 [dbg9 lp82440 2764.244 s] TX 415 Barrelcore (#5): Switching state: 9 -> 5 [dbg9 lp82719 2774.272 s] TX 415 Barrelcore (#5): Switching state: 5 -> 1 [dbg9 lp82719 2774.272 s] TX 415 Barrelcore (#5): Setting next state: 1 -> 0 [dbg4 lp82720 2774.308 s] TX 415 Barrelcore (#5): unregistering from combine id(266) [dbg4 lp82738 2774.996 s] hasLineFruit(): fruitType 14 (rye): density=3030 (total=505) [dbg9 lp82738 2774.996 s] there is 3030.0 rye(14) in my way -> create path around it [dbg9 lp82738 2774.996 s] I’m on field 23 [dbg9 lp82738 2774.996 s] Finding path between 1196.12, -1507.16 and 909.89, -1153.13 [dbg9 lp82738 2774.996 s] No path found, reverting to dumb mode [dbg9 lp82738 2774.996 s] TX 415 Barrelcore (#6): Switching state: 3 -> 5 [dbg9 lp82738 2774.996 s] TX 415 Barrelcore (#6): Setting next state: 0 -> 81 [dbg4 lp82806 2777.472 s] TX 415 Barrelcore (#6): unregistering from combine id(267) [dbg9 lp82806 2777.472 s] TX 415 Barrelcore (#6): Switching state: 5 -> 1 [dbg9 lp82806 2777.472 s] TX 415 Barrelcore (#6): Switching state: 1 -> 0 [dbg9 lp84801 2865.396 s] TX 415 Barrelcore (#5): Switching state: 1 -> 0 [dbg9 lp87238 2958.931 s] TX 415 Barrelcore (#6): Switching state: 0 -> 1 [dbg4 lp87330 2962.368 s] TX 415 Barrelcore (#6) (278): last combine = nil [dbg4 lp87330 2962.368 s] TX 415 Barrelcore (#6): updateReachableCombines() [dbg4 lp87330 2962.368 s] TX 415 Barrelcore (#6): combines found: 4 [dbg4 lp87330 2962.368 s] isLineField(): x1,z1=891.67,-1153.04, x2,z2=1049.39,-1217.45, hx,hz=891.70,-1151.04 -> n=1149, area=383, totalArea=383 -> return true [dbg4 lp87330 2962.368 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#3)» to reachableCombines table [dbg4 lp87330 2962.368 s] isLineField(): x1,z1=891.67,-1153.04, x2,z2=1601.56,-1163.05, hx,hz=891.70,-1151.04 -> n=4302, area=1434, totalArea=1434 -> return true [dbg4 lp87330 2962.368 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#1)» to reachableCombines table [dbg4 lp87330 2962.368 s] isLineField(): x1,z1=891.67,-1153.04, x2,z2=1551.54,-1353.15, hx,hz=891.70,-1151.04 -> n=4587, area=1529, totalArea=1529 -> return true [dbg4 lp87330 2962.368 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#4)» to reachableCombines table [dbg4 lp87330 2962.368 s] isLineField(): x1,z1=891.67,-1153.04, x2,z2=1089.30,-1518.15, hx,hz=891.70,-1151.04 -> n=2325, area=775, totalArea=775 -> return true [dbg4 lp87330 2962.368 s] TX 415 Barrelcore (#6): adding «Axial-Flow 9230 (#2)» to reachableCombines table [dbg4 lp87330 2962.368 s] TX 415 Barrelcore (#6): combines reachable: 4 [dbg4 lp87330 2962.368 s] TX 415 Barrelcore (#6) (278): call combine: 267 [dbg4 lp87331 2962.405 s] TX 415 Barrelcore (#6) (278): request check-in @ 267 [dbg4 lp87331 2962.405 s] TX 415 Barrelcore (#6): registering at combine Axial-Flow 9230 [dbg4 lp87331 2962.405 s] TX 415 Barrelcore (#6): combine.cp.wantsCourseplayer(nil) or combine.cp.fillLevel >= combine.cp.capacity (true) [dbg4 lp87331 2962.405 s] TX 415 Barrelcore (#6) (278): distanceToCombine=415.33036650914 for combine.id 267 [dbg4 lp87331 2962.405 s] TX 415 Barrelcore (#6) (id 278): it’s my turn [dbg4 lp87331 2962.405 s] TX 415 Barrelcore (#6) is being checked in with Axial-Flow 9230 [dbg9 lp87331 2962.405 s] TX 415 Barrelcore (#6): Switching state: 1 -> 2 [dbg4 lp87332 2962.472 s] hasLineFruit(): fruitType 14 (rye): density=2598 (total=433) [dbg9 lp87332 2962.472 s] there is 2598.0 rye(14) in my way -> create path around it [dbg9 lp87332 2962.472 s] I’m on field 23 [dbg9 lp87332 2962.472 s] Finding path between 891.67, -1153.04 and 1116.32, -1507.23 [dbg9 lp87332 2962.472 s] No path found, reverting to dumb mode [dbg4 lp87473 2967.480 s] hasLineFruit(): fruitType 14 (rye): density=3786 (total=631) [dbg9 lp87473 2967.480 s] there is 3786.0 rye(14) in my way -> create path around it [dbg9 lp87473 2967.480 s] I’m on field 23 [dbg9 lp87473 2967.480 s] Finding path between 904.31, -1168.28 and 1116.32, -1507.23 [dbg9 lp87473 2967.480 s] No path found, reverting to dumb mode [dbg4 lp87622 2972.494 s] hasLineFruit(): fruitType 14 (rye): density=3786 (total=631) [dbg9 lp87622 2972.494 s] there is 3786.0 rye(14) in my way -> create path around it [dbg9 lp87622 2972.494 s] I’m on field 23 [dbg9 lp87622 2972.494 s] Finding path between 927.80, -1203.94 and 1116.32, -1507.23 [dbg9 lp87622 2972.494 s] No path found, reverting to dumb mode [dbg4 lp87770 2977.502 s] hasLineFruit(): fruitType 14 (rye): density=3780 (total=630) [dbg9 lp87770 2977.502 s] there is 3780.0 rye(14) in my way -> create path around it [dbg9 lp87770 2977.502 s] I’m on field 23 [dbg9 lp87770 2977.502 s] Finding path between 951.04, -1239.64 and 1116.32, -1507.23 [dbg9 lp87770 2977.502 s] No path found, reverting to dumb mode [dbg4 lp87906 2982.530 s] hasLineFruit(): fruitType 14 (rye): density=3432 (total=572) [dbg9 lp87906 2982.530 s] there is 3432.0 rye(14) in my way -> create path around it [dbg9 lp87906 2982.530 s] I’m on field 23 [dbg9 lp87906 2982.530 s] Finding path between 974.37, -1275.49 and 1116.32, -1507.23 [dbg9 lp87906 2982.530 s] No path found, reverting to dumb mode [dbg4 lp88063 2987.554 s] hasLineFruit(): fruitType 14 (rye): density=3228 (total=538) [dbg9 lp88063 2987.554 s] there is 3228.0 rye(14) in my way -> create path around it [dbg9 lp88063 2987.554 s] I’m on field 23 [dbg9 lp88063 2987.554 s] Finding path between 997.68, -1311.31 and 1116.32, -1507.23 [dbg9 lp88063 2987.554 s] No path found, reverting to dumb mode [dbg4 lp88216 2992.569 s] hasLineFruit(): fruitType 14 (rye): density=2550 (total=425) [dbg9 lp88216 2992.569 s] there is 2550.0 rye(14) in my way -> create path around it [dbg9 lp88216 2992.569 s] I’m on field 23 [dbg9 lp88216 2992.569 s] Finding path between 1020.93, -1347.03 and 1116.32, -1507.23 [dbg9 lp88216 2992.569 s] No path found, reverting to dumb mode [dbg4 lp88366 2997.598 s] hasLineFruit(): fruitType 14 (rye): density=1824 (total=304) [dbg9 lp88366 2997.598 s] there is 1824.0 rye(14) in my way -> create path around it [dbg9 lp88366 2997.598 s] I’m on field 23 [dbg9 lp88366 2997.598 s] Finding path between 1044.28, -1382.91 and 1116.32, -1507.23 [dbg9 lp88366 2997.598 s] No path found, reverting to dumb mode [dbg4 lp88514 3002.603 s] hasLineFruit(): fruitType 14 (rye): density=1590 (total=265) [dbg9 lp88514 3002.603 s] there is 1590.0 rye(14) in my way -> create path around it [dbg9 lp88514 3002.603 s] I’m on field 23 [dbg9 lp88514 3002.603 s] Finding path between 1067.42, -1418.47 and 1116.32, -1507.23 [dbg9 lp88514 3002.603 s] No path found, reverting to dumb mode [dbg4 lp88673 3007.629 s] hasLineFruit(): fruitType 14 (rye): density=948 (total=158) [dbg9 lp88673 3007.629 s] there is 948.0 rye(14) in my way -> create path around it [dbg9 lp88673 3007.629 s] I’m on field 23 [dbg9 lp88673 3007.629 s] Finding path between 1090.80, -1454.39 and 1116.32, -1507.23 [dbg7 lp88673 3007.629 s] Grid generated with 39590 points [dbg7 lp88673 3007.629 s] Number of iterations 8 [dbg9 lp88673 3007.629 s] No path found, reverting to dumb mode [dbg9 lp88884 3015.599 s] TX 415 Barrelcore (#6): Switching state: 2 -> 4 [dbg9 lp89067 3022.374 s] TX 415 Barrelcore (#6): Switching state: 4 -> 3 [dbg9 lp89082 3022.934 s] TX 415 Barrelcore (#5): Switching state: 0 -> 1 [dbg4 lp89214 3027.838 s] TX 415 Barrelcore (#5) (259): last combine = nil [dbg4 lp89214 3027.838 s] TX 415 Barrelcore (#5): updateReachableCombines() [dbg4 lp89214 3027.838 s] TX 415 Barrelcore (#5): combines found: 4 [dbg4 lp89214 3027.838 s] isLineField(): x1,z1=891.75,-1153.04, x2,z2=1049.39,-1217.45, hx,hz=891.79,-1151.04 -> n=1149, area=383, totalArea=383 -> return true [dbg4 lp89214 3027.838 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#3)» to reachableCombines table [dbg4 lp89214 3027.838 s] isLineField(): x1,z1=891.75,-1153.04, x2,z2=1601.56,-1163.05, hx,hz=891.79,-1151.04 -> n=4299, area=1433, totalArea=1433 -> return true [dbg4 lp89214 3027.838 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#1)» to reachableCombines table [dbg4 lp89214 3027.838 s] isLineField(): x1,z1=891.75,-1153.04, x2,z2=1551.54,-1353.15, hx,hz=891.79,-1151.04 -> n=4584, area=1528, totalArea=1528 -> return true [dbg4 lp89214 3027.838 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#4)» to reachableCombines table [dbg4 lp89214 3027.838 s] isLineField(): x1,z1=891.75,-1153.04, x2,z2=1089.30,-1518.15, hx,hz=891.79,-1151.04 -> n=2322, area=774, totalArea=774 -> return true [dbg4 lp89214 3027.838 s] TX 415 Barrelcore (#5): adding «Axial-Flow 9230 (#2)» to reachableCombines table [dbg4 lp89214 3027.838 s] TX 415 Barrelcore (#5): combines reachable: 4 [dbg4 lp89214 3027.838 s] TX 415 Barrelcore (#5) (259): call combine: 272 [dbg4 lp89215 3027.873 s] TX 415 Barrelcore (#5) (259): request check-in @ 272 [dbg4 lp89215 3027.873 s] TX 415 Barrelcore (#5): registering at combine Axial-Flow 9230 [dbg4 lp89215 3027.873 s] TX 415 Barrelcore (#5): path finding inactive [dbg4 lp89215 3027.873 s] TX 415 Barrelcore (#5) (259): distanceToCombine=690.95020409636 for combine.id 272 [dbg4 lp89215 3027.873 s] TX 415 Barrelcore (#5) (id 259): it’s my turn [dbg4 lp89215 3027.873 s] TX 415 Barrelcore (#5) is being checked in with Axial-Flow 9230 [dbg9 lp89215 3027.873 s] TX 415 Barrelcore (#5): Switching state: 1 -> 2 [dbg4 lp91581 3110.719 s] TX 415 Barrelcore (#6): combine.workWidth: 27.70,vehicle.cp.combineOffset: 10.99, calculated offset: 10.99, fruitSide: 404notFound [dbg4 lp91581 3110.719 s] TX 415 Barrelcore (#6): combine is empty and turning [dbg4 lp91581 3110.719 s] TX 415 Barrelcore (#6): addNewTargetVector: currentTipper: table: 0x01e2af890bc8, vehicle.cp.cpTurnBaseNode: nil [dbg9 lp91581 3110.719 s] TX 415 Barrelcore (#6): Switching state: 3 -> 5 [dbg4 lp91581 3110.719 s] TX 415 Barrelcore (#6): vehicle.cp.nextTargets: 3 [dbg9 lp91581 3110.719 s] TX 415 Barrelcore (#6): Setting next state: 81 -> 1

Yesmods

Jul 24th, 2019

214

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  1. No depth map available, but shape ‘creekWaterfallEmitter10’ (waterfallParticleSystem_emitter1Ref) with material ‘waterSplashParticle_mat’ uses a custom shader which requires reading depth data.

  2. ‘skylight’ (newOthersGeometry) doesn’t have all required vertex attributes for material ‘Material’.

  3. Could not parse GISL program.

  4. ERROR: ‘fogFactor’ :  no such field in structure

  5. ERROR: ‘*’ :  wrong operand types  no operation ‘*’ exists that takes a left-hand operand of type ‘float3’ and a right operand of type ‘structure VS_OUTPUT’ (or there is no acceptable conversion)

  6. Failed to compile shader 8674E5B0-00002641-00000000-60400898.

  7. Could not parse GISL program.

  8. ERROR: ‘fogFactor’ :  no such field in structure

  9. ERROR: ‘*’ :  wrong operand types  no operation ‘*’ exists that takes a left-hand operand of type ‘float3’ and a right operand of type ‘structure VS_OUTPUT’ (or there is no acceptable conversion)

  10. Failed to compile shader 8674E5B0-00002641-00000000-60000898.

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