Go Back   Steam Users' Forums > Steam Game Discussions > Q - S > RAGE

Reply
 
Thread Tools Display Modes
Old 12-28-2011, 10:54 AM   #1
Jonasgk123
 
Join Date: Dec 2011
Reputation: 0
Posts: 2
RAGE startup PROBLEM!

Hey!
I brought RAGE few days ago and download the game from steam and when i start up the game and just finish the ID intro cut, its crashes and then i've got this long error message. I've been download and installing new drivers to my grapich gard. and still dont work out for me..
So i hope some of you guys could help me out here, Thanks!


Rage.1683.2 win-x86 Release Oct 7 2011 12:22:19
------ Initializing File System ------
Current search path:
C:/Users/JonasGlerup/Saved Games/id Software/Rage/base/
c:/program files (x86)/steam/steamapps/common/rage/base/
file system initialized.
BenchmarkGameData: ofs 0 and 0x1208090624x
42 microseconds
36 microseconds
35 microseconds
33 microseconds
32 microseconds
33 microseconds
33 microseconds
33 microseconds
32 microseconds
32 microseconds
Average seek time without outliers: 33 microseconds
fileBenchmarkImpliesGameIsOnHD: true
---------------------------
1 CPU package, 4 cores, 8 total logical processors
1995 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT & EM64T
32768 kB 1st level cache, 262144 kB 2nd level cache, 6291456 kB 3rd level cache
8144 MB System Memory
Winsock Initialized
Found interface: {41A6055B-F088-4693-9B7E-6794C6A1B356} Microsoft Virtual WiFi Miniport Adapter #2 - 0.0.0.0 NULL netmask - skipped
Found interface: {7AAF0FBB-A614-45B2-A24A-4A9BBBD8236B} Microsoft Virtual WiFi Miniport Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {3B06BC9C-16B1-4266-B83F-ACB99C576412} Intel® Centrino® Wireless-N 1030 - 192.168.1.11/255.255.255.0
Found interface: {105C3BCE-F6BC-4487-82E5-F30B43D4A3BA} Realtek PCIe GBE Family Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {CBC11145-ED62-4080-87C5-7921B2BC24C7} Bluetooth Device (Personal Area Network) - 0.0.0.0 NULL netmask - skipped
Sys_InitNetworking: adding loopback interface
execing default.cfg
execing joystick.cfg
execing default.cfg
execing joystick.cfg
execing default.cfg
execing joystick.cfg
execing default.cfg
execing joystick.cfg
idLib::SetProduction( PROD_PRODUCTION )
couldn't exec rageConfig.cfg
Resetting cheat cvar: aas2_showFloorTrace
Resetting cheat cvar: ai_alignToPointDist
Resetting cheat cvar: ai_minCornerCircleRadius
Resetting cheat cvar: ai_cornerCircleRadius
Resetting cheat cvar: ai_turningCircleAlignmentTolerance
Resetting cheat cvar: ai_pointTolerance
Resetting cheat cvar: atv_bumpForwardScale
Resetting cheat cvar: aa_ZoomSnapScale
Resetting cheat cvar: poi_playerScaleMinimum
Resetting cheat cvar: poi_scaleMinimum
Resetting cheat cvar: poi_ScreenPercentage
Resetting cheat cvar: poi_IconSizeSplitscreen
Resetting cheat cvar: poi_IconSize
Resetting cheat cvar: poi_GoalHeightOffset
Resetting cheat cvar: swf_minimap_scale_foot
Resetting cheat cvar: swf_minimap_scale_vehicle
Resetting cheat cvar: blendTree_scale
Resetting cheat cvar: swf_jobnav_mindist
Resetting cheat cvar: swf_minimap_ant_first_step_foot
Resetting cheat cvar: swf_minimap_ant_step_foot
Resetting cheat cvar: swf_minimap_ant_first_step
Resetting cheat cvar: swf_minimap_ant_step
Resetting cheat cvar: swf_scopeZoomDistance
Resetting cheat cvar: gc_fictionBlurAmount
Resetting cheat cvar: swf_invFadeTime
Resetting cheat cvar: cine_cameraAccel
Resetting cheat cvar: rcbomb_initialOffset
Resetting cheat cvar: cam_deathCamblurTime
Resetting cheat cvar: cam_deathCamblurAmount
Resetting cheat cvar: revivecam_HeightEnd
Resetting cheat cvar: revivecam_HeightStart
Resetting cheat cvar: spl_qn_pathbonus
Resetting cheat cvar: spl_qn_zpenelty
Resetting cheat cvar: ai_NonPlayerOneShotChance
Resetting cheat cvar: ai_droppedLootDistance
Resetting cheat cvar: pm_ct_jump_dist
Resetting cheat cvar: pm_ct_push_dist
Resetting cheat cvar: pm_ct_push_decayIn
Resetting cheat cvar: pm_ct_push_decayOut
Resetting cheat cvar: pm_ct_checkDist
Resetting cheat cvar: g_playerDamageThreshold
Resetting cheat cvar: swf_combatSubtitleRange
Resetting cheat cvar: swf_subtitleRange
Resetting cheat cvar: vehicle_clientImpactDmg_MaxDmg
Resetting cheat cvar: vehicle_clientImpactDmg_MinDmg
Resetting cheat cvar: vehicle_clientImpactDmg_MaxVel
Resetting cheat cvar: vehicle_clientImpactDmg_MinVel
Resetting cheat cvar: v_steerControlClamp
Resetting cheat cvar: v_steerControlInfluence
Resetting cheat cvar: v_compressiontime
Resetting cheat cvar: v_dusttime
Resetting cheat cvar: pm_clientZoomInDelay
Resetting cheat cvar: pm_clientAuthoritative_warnDist
Resetting cheat cvar: pm_clientAuthoritative_minDistZ
Resetting cheat cvar: pm_clientAuthoritative_Lerp
Resetting cheat cvar: pm_clientAuthoritative_minDist
Resetting cheat cvar: net_voiceVolume
Resetting cheat cvar: net_peer_throttle_bps_decay
Resetting cheat cvar: net_debughud3_bps_max
------- Initializing renderSystem --------
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...using WGL_EXT_swap_control
X..WGL_EXT_swap_control_tear not found
created OpenGL 3.1 context on Intel
----- GL_Init -----
OpenGL version 3.1
GL_EXT_blend_minmax GL_EXT_blend_subtract
GL_EXT_blend_color GL_EXT_abgr
GL_EXT_texture3D GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp
GL_SGIS_generate_mipmap GL_EXT_draw_range_elements
GL_SGIS_texture_lod GL_EXT_rescale_normal
GL_EXT_packed_pixels GL_EXT_texture_edge_clamp
GL_EXT_separate_specular_color GL_ARB_multitexture
GL_EXT_texture_env_combine GL_EXT_bgra
GL_EXT_blend_func_separate GL_EXT_secondary_color
GL_EXT_fog_coord GL_EXT_texture_env_add
GL_ARB_texture_cube_map GL_ARB_transpose_matrix
GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat
GL_EXT_multi_draw_arrays GL_NV_blend_square
GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1
GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp
GL_ARB_point_parameters GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar
GL_EXT_texture_compression_s3tc GL_ARB_shadow
GL_ARB_window_pos GL_EXT_shadow_funcs
GL_EXT_stencil_wrap GL_ARB_vertex_program
GL_EXT_texture_rectangle GL_ARB_fragment_program
GL_EXT_stencil_two_side GL_ATI_separate_stencil
GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias
GL_ARB_occlusion_query GL_ARB_fragment_shader
GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader
GL_NV_texgen_reflection GL_ARB_point_sprite
GL_EXT_blend_equation_separate GL_ARB_depth_texture
GL_ARB_texture_rectangle GL_ARB_draw_buffers
GL_ARB_color_buffer_float GL_ARB_half_float_pixel
GL_ARB_texture_float GL_ARB_pixel_buffer_object
GL_EXT_framebuffer_object GL_ARB_draw_instanced
GL_ARB_half_float_vertex GL_EXT_draw_buffers2
GL_WIN_swap_hint GL_EXT_texture_sRGB
GL_ARB_multisample GL_EXT_packed_float
GL_EXT_texture_shared_exponent GL_ARB_texture_rg
GL_ARB_texture_compression_rgtc GL_NV_conditional_render
GL_EXT_texture_swizzle GL_ARB_sync
GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil
GL_ARB_depth_buffer_float GL_EXT_transform_feedback
GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_ARB_framebuffer_object GL_EXT_texture_array
GL_EXT_texture_integer GL_ARB_map_buffer_range
GL_EXT_texture_snorm GL_INTEL_performance_queries
GL_ARB_copy_buffer GL_ARB_sampler_objects
GL_NV_primitive_restart GL_ARB_seamless_cube_map
GL_ARB_uniform_buffer_object GL_ARB_depth_clamp
GL_ARB_vertex_array_bgra GL_ARB_draw_elements_base_vertex
GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters
GL_ARB_compatibility GL_ARB_vertex_array_object
WGL_EXT_depth_float WGL_ARB_buffer_region
WGL_ARB_extensions_string WGL_ARB_make_current_read
WGL_ARB_pixel_format WGL_ARB_pbuffer
WGL_EXT_extensions_string WGL_EXT_swap_control
WGL_ARB_multisample WGL_ARB_pixel_format_float
WGL_ARB_framebuffer_sRGB WGL_ARB_create_context
WGL_EXT_pixel_format_packed_float
...using GL_ARB_multitexture
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
...using GL_ARB_vertex_buffer_object
...using GL_ARB_pixel_buffer_object
X..GL_EXT_pixel_buffer_object not found
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
Couldn't find proc address for: glProgramParameteri
...using GL_ARB_occlusion_query
X..GL_EXT_timer_query not found
...using GL_EXT_framebuffer_object
...using GL_EXT_framebuffer_blit
X..GL_ARB_texture_multisample not found
X..GL_EXT_depth_bounds_test not found
...using GL_ARB_draw_elements_base_vertex
...using GL_ARB_map_buffer_range
...using GL_ARB_sync
X..GL_EXT_direct_state_access not found
Couldn't find proc address for: glTexMultiSubImage2DAMD
Couldn't find proc address for: glCompressedTexMultiSubImage2DAMD
Couldn't find proc address for: glGetMultiQueryObjectuivAMD
X..GL_ARB_debug_output not found
ShowGameWindow: (0, 0) 1366 x 768, full screen
2251 milliseconds to open 44 pages files
OpenCachedPagesFile: c:\program files (x86)\steam\steamapps\common\rage\virtualtextures\ _vmtr.pages
OpenInstalledCachedPagesFile: c:\program files (x86)\steam\steamapps\common\rage\virtualtextures\ _vmtr.pages
21 pages locked in c:\program files (x86)\steam\steamapps\common\rage\virtualtextures\ _vmtr.pages
0.3 seconds for FinishFeedback()
PHYSICAL_PAGES_POOL_UNIQUE
------------------------
total : 1
locked : 0
current: 0
free : 1
100 % empty hash table entries
0 % pages 0 steps down the hash chain
0 % pages 1 step down the hash chain
0 % pages 2 steps down the hash chain
0 % pages > 2 steps down the hash chain
------------------------
Jonasgk123 is offline  
Reply With Quote
Old 12-28-2011, 10:59 AM   #2
Jonasgk123
 
Join Date: Dec 2011
Reputation: 0
Posts: 2
PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY
------------------------
total : 1
locked : 0
current: 0
free : 1
100 % empty hash table entries
0 % pages 0 steps down the hash chain
0 % pages 1 step down the hash chain
0 % pages 2 steps down the hash chain
0 % pages > 2 steps down the hash chain
------------------------
PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY2
------------------------
total : 1
locked : 0
current: 0
free : 1
100 % empty hash table entries
0 % pages 0 steps down the hash chain
0 % pages 1 step down the hash chain
0 % pages 2 steps down the hash chain
0 % pages > 2 steps down the hash chain
------------------------
0.3 seconds to load and lock 0 pages
S 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages1
S 4096 4096 1 linr DXT1 clmp 8192k 0k _physicalvmtrpages0
S 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages2
S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquepages1
S 128 128 1 linr DXT1 clmp 8k 0k _physicaluniquepages0
S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquepages2
S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquediffuseonlypages1
S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquediffuseonly2pages1
vmtr path: c:\program files (x86)\steam\steamapps\common\rage/virtualtextures/_vmtr.vmtr
num vmtrs: 0

virtual texture 1:
S 512 512 10 nmn RG clmp 682k 0k _vmtrpagetable
Page file: c:\program files (x86)\steam\steamapps\common\rage\virtualtextures\ _vmtr.pages
header.magic: 0x77339904
header.pagesWide: 512
header.numLevels: 10
header.layoutVersion: 0
header.diskOffsetScale: 2
cacheLineForPage table not loaded
Pages resident per level: 0 0 0 0 0 0 0 14 4 1
Pages resident: 19
Pages locked: 19
0.7 total megs of page table images
----- Initializing Sound System ------
0: Speakers and Headphones (IDT High Definition Audio CODEC)
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, and Game Device
1: Communications Headphones (IDT High Definition Audio CODEC)
2 channels, 48000 Hz
Front Left and Front Right
Default Communications Device
Using device 0
sound system initialized.
--------------------------------------
----- Initializing Decls -----
117 types, 0 declSource
------------------------------
Initializing class hierarchy
PATCH: strings/english.lang
Reading strings/english.lang as UTF-8
7843 strings read

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
0.0 seconds to read 13304k table header
Resources skipped by layer tests: 0
Load 481 resources using 492 of 74696 total resource files, 0 streamed
LoadNamedResourceBlock: Num network resources: 481, checksum: 1659497286
--------- EndBackgroundLoads() ----------
IO: 6 seeks, 9 reads, 1MB, 65.5MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 0
Total msec: 264
0.4 seconds to preload resources
Start time of bink logo video in ms: 6944
Couldn't create FileCacheHeader.bin
16.8 seconds to read 13304k table header
Resources skipped by layer tests: 0
Load 7828 resources using 7604 of 74696 total resource files, 0 streamed
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_03_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_03_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_04.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_04.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_01.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_01.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_01_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_01_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_02.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_02.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_03.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_03.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_01_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_01_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_02_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_02_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_02.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_02.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_03.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_03.bmvtr
PATCH: compressed/sound/vo/english/ai/jackals/enemy_sighted_03_a.idmsa
PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_01.idmsa
PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_02.idmsa
PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_03.idmsa
PATCH: generated/models/vehicles/class2/gibs/buggy_gib.dmodel
PATCH: generated/decls/entityDef/projectile_ent/vehicle/stickybomb.decl
PATCH: generated/decls/material/textures/guis/default/guicursor_arrow.decl
PATCH: generated/decls/material/textures/guis/default/guicursor_hand.decl
PATCH: generated/decls/entityDef/projectile_ent/vehicle/ai/stickybomb.decl
PATCH: generated/decls/credits/credits.decl
PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher5.decl
PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher6.decl
PATCH: generated/decls/job/jobs/wasteland1/wellspring/talk_to_sally.decl
PATCH: generated/decls/job/jobs/wasteland2/subwaytown/talk_to_brick.decl
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead_a.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_a.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_b.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead_a.idmsa
PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead_a.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_b.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_a.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead_a.bmvtr
LoadNamedResourceBlock: Num network resources: 7828, checksum: -1634345313
--------- EndBackgroundLoads() ----------
IO: 0 seeks, 407 reads, 27MB, 64.4MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 80
Total msec: 8677
25.8 seconds to preload resources
PATCH: generated/decls/renderProg/feedbackresolve.decl
PATCH: generated/decls/renderParm/feedbackcolormap.decl
While compiling fragment program feedbackresolve from feedbackresolve
-----------------
1: #version 150
2:
3: void clip( float v ) { if ( v < 0.0 ) { discard; } }
4: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }
5: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }
6: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }
7:
8: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
9: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
10: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
11: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
12:
13: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }
14: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }
15:
16: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }
17: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }
18:
19: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }
20: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }
21:
22: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }
23: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }
24: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }
25:
26: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }
27: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }
28: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
29: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
30:
31: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }
32: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
33: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
34: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
35:
36: uniform vec4 _fa_ [1];
37: uniform sampler2DMS samp_feedbackcolormap;
38:
39: in vec4 vofi_TexCoord0;
40:
41: out vec4 out_FragColor;
42:
43: void main() {
44: vec2 texcoord = vofi_TexCoord0.xy * vec2( 1.0 / _fa_[0 ].z, 1.0 / _fa_[0 ].w );
45: ivec2 texcoordi = ivec2( texcoord.x, texcoord.y );
46: out_FragColor = texelFetch( samp_feedbackcolormap, texcoordi.xy, 0 );
47: }
-----------------
ERROR: 0:37: 'samp_feedbackcolormap' : syntax error parse error


rage.exe @ 0x00699ad4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x00699c4c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0057cd77( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0057cdbb( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0053ab9e( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0061fce1( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0047f9a4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0047fb81( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x00484754( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x00439f0a( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x005e0af0( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x00bbb92c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
kernel32.dll @ 0x76f1339a( ) + bytes () : BaseThreadInitThunk( )
ntdll.dll @ 0x779b9ed2( ) + bytes () : RtlInitializeExceptionChain( )
ntdll.dll @ 0x779b9ea5( ) + bytes () : RtlInitializeExceptionChain( )
ERROR: Failed to compile render prog feedbackresolve from feedbackresolve
Dumped console text to C:\Users\JonasGlerup\Saved Games\id Software\Rage\base\ErrorLog_12-27-2011__11-32-16am.txt.

idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...releasing DC
...destroying window

***************************
Failed to compile render prog feedbackresolve from feedbackresolve
***************************

WTF??
Jonasgk123 is offline   Reply With Quote
Old 12-28-2011, 03:57 PM   #3
hibou
 
Join Date: Dec 2011
Reputation: 0
Posts: 3
Same here with a fresh install on a "Windows 7 version intégrale 64bits", on a bootcamp'd mac book pro.
To note too, to be able to install rage, I had no space left on my main Windows partition, so I had to do the hack of mounting a external partition into the Steam folder, since for some stupid reason we cannot choose the install folder...
hibou is offline   Reply With Quote
Old 12-28-2011, 04:23 PM   #4
ire_wolf
 
Banned
Join Date: Nov 2008
Reputation: 29
Posts: 451
Quote:
Originally Posted by hibou View Post
Same here with a fresh install on a "Windows 7 version intégrale 64bits", on a bootcamp'd mac book pro.
To note too, to be able to install rage, I had no space left on my main Windows partition, so I had to do the hack of mounting a external partition into the Steam folder, since for some stupid reason we cannot choose the install folder...
Mac book pro, theres your problem right there.
ire_wolf is offline   Reply With Quote
Old 12-29-2011, 01:53 AM   #5
hibou
 
Join Date: Dec 2011
Reputation: 0
Posts: 3
you're kidding, right ?
hibou is offline   Reply With Quote
Old 12-29-2011, 07:11 AM   #6
QUAD DAMAGE
 
 
 
Join Date: Feb 2010
Reputation: 0
Posts: 31
My friend gets the SAME error as you. Except the fact that he uses an HP Pavilion dv7 with a radeon card, of course. Updating drivers didn't help. As of now he's dead in the water.
QUAD DAMAGE is offline   Reply With Quote
Old 12-29-2011, 11:17 AM   #7
QUAD DAMAGE
 
 
 
Join Date: Feb 2010
Reputation: 0
Posts: 31
No one else having this problem???
QUAD DAMAGE is offline   Reply With Quote
Old 12-29-2011, 12:58 PM   #8
jlwoody
 
Join Date: Dec 2011
Reputation: 13
Posts: 276
What are your specs?
I also had some issues starting the game after just downloading it (not like yours though), I did two things:
- Right click the game within steam, and look for the option to Validate integrity, or something like that. For me, it said some files were missing.
- After that, I still got some crash, and it was fixed by disabling Triple buffering from the CCC.

The game launched just fine, but had to mess with other stuff to be able to actually play, but that's a different story, hope you don't need it :-)

My specs:
Intel i5 2500K 3.3Ghz @4.4Ghz
8GB RAM Corsair Vengenace 1600MHZ
WD Caviar Black 500GB SataIII
Win7 64bit SP1
XFX AMD 5830 1GB
jlwoody is offline   Reply With Quote
Old 12-29-2011, 01:38 PM   #9
H2OVapour
 
Join Date: Apr 2010
Reputation: 7
Posts: 114
@jonasgk123

What graphicscard do You use? If it is an AMD/ATi-card it might be the fact that the game couldn't load certain OpenGL-functions. Make sure Your graphicscard drivers can handle OpenGL 3.1 or above.
H2OVapour is offline   Reply With Quote
Old 12-29-2011, 06:50 PM   #10
QUAD DAMAGE
 
 
 
Join Date: Feb 2010
Reputation: 0
Posts: 31
Quote:
Originally Posted by H2OVapour View Post
@jonasgk123

What graphicscard do You use? If it is an AMD/ATi-card it might be the fact that the game couldn't load certain OpenGL-functions. Make sure Your graphicscard drivers can handle OpenGL 3.1 or above.
Is there a way around this? This might be my friend's issue.
QUAD DAMAGE is offline   Reply With Quote
Old 12-29-2011, 07:06 PM   #11
jlwoody
 
Join Date: Dec 2011
Reputation: 13
Posts: 276
Without the specs of your friend is really impossible to troubleshoot.
Look at the sticky of the forum, there are lots of suggestions (disabling triple buffering, copying atioglxx.dll from a mediaFire site into Rage directory, creating the game's cache directory, etc, etc.)
jlwoody is offline   Reply With Quote
Old 12-29-2011, 07:24 PM   #12
H2OVapour
 
Join Date: Apr 2010
Reputation: 7
Posts: 114
Quote:
Originally Posted by QUAD DAMAGE View Post
Is there a way around this? This might be my friend's issue.
OpenGL is supported by the graphicscard drivers more or less solely above version 1.1 on XP and 1.4 Vista/Win 7. The only way to get the proper support for it is to have drivers that has built in support for the required version of OpenGL. If Your graphicscard can't handle it it's quite likely that the drivers for that card will not have support either ofcourse.

If the newest graphicscard drivers for Your card won't do a new graphicscard might be needed.
H2OVapour is offline   Reply With Quote
Old 12-30-2011, 07:08 AM   #13
hibou
 
Join Date: Dec 2011
Reputation: 0
Posts: 3
I had the exact same error log.
I works now after updating my nvidia drivers.
shame on me.

and great game indeed !
hibou is offline   Reply With Quote
Old 01-01-2012, 07:34 AM   #14
dp4u
 
Join Date: Dec 2011
Reputation: 0
Posts: 5
Quote:
Originally Posted by Jonasgk123 View Post
PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY
------------------------
total : 1
locked : 0
current: 0
free : 1
100 % empty hash table entries
0 % pages 0 steps down the hash chain
0 % pages 1 step down the hash chain
0 % pages 2 steps down the hash chain
0 % pages > 2 steps down the hash chain
------------------------
PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY2
------------------------
total : 1
locked : 0
current: 0
free : 1
100 % empty hash table entries
0 % pages 0 steps down the hash chain
0 % pages 1 step down the hash chain
0 % pages 2 steps down the hash chain
0 % pages > 2 steps down the hash chain
------------------------
0.3 seconds to load and lock 0 pages
S 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages1
S 4096 4096 1 linr DXT1 clmp 8192k 0k _physicalvmtrpages0
S 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages2
S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquepages1
S 128 128 1 linr DXT1 clmp 8k 0k _physicaluniquepages0
S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquepages2
S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquediffuseonlypages1
S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquediffuseonly2pages1
vmtr path: c:\program files (x86)\steam\steamapps\common\rage/virtualtextures/_vmtr.vmtr
num vmtrs: 0

virtual texture 1:
S 512 512 10 nmn RG clmp 682k 0k _vmtrpagetable
Page file: c:\program files (x86)\steam\steamapps\common\rage\virtualtextures\ _vmtr.pages
header.magic: 0x77339904
header.pagesWide: 512
header.numLevels: 10
header.layoutVersion: 0
header.diskOffsetScale: 2
cacheLineForPage table not loaded
Pages resident per level: 0 0 0 0 0 0 0 14 4 1
Pages resident: 19
Pages locked: 19
0.7 total megs of page table images
----- Initializing Sound System ------
0: Speakers and Headphones (IDT High Definition Audio CODEC)
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, and Game Device
1: Communications Headphones (IDT High Definition Audio CODEC)
2 channels, 48000 Hz
Front Left and Front Right
Default Communications Device
Using device 0
sound system initialized.
--------------------------------------
----- Initializing Decls -----
117 types, 0 declSource
------------------------------
Initializing class hierarchy
PATCH: strings/english.lang
Reading strings/english.lang as UTF-8
7843 strings read

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
0.0 seconds to read 13304k table header
Resources skipped by layer tests: 0
Load 481 resources using 492 of 74696 total resource files, 0 streamed
LoadNamedResourceBlock: Num network resources: 481, checksum: 1659497286
--------- EndBackgroundLoads() ----------
IO: 6 seeks, 9 reads, 1MB, 65.5MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 0
Total msec: 264
0.4 seconds to preload resources
Start time of bink logo video in ms: 6944
Couldn't create FileCacheHeader.bin
16.8 seconds to read 13304k table header
Resources skipped by layer tests: 0
Load 7828 resources using 7604 of 74696 total resource files, 0 streamed
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_03_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_03_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_04.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_04.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_01.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_01.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_01_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_01_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_02.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_02.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_03.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_03.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_01_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_01_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_02_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_02_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_02.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_02.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_03.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_03.bmvtr
PATCH: compressed/sound/vo/english/ai/jackals/enemy_sighted_03_a.idmsa
PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_01.idmsa
PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_02.idmsa
PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_03.idmsa
PATCH: generated/models/vehicles/class2/gibs/buggy_gib.dmodel
PATCH: generated/decls/entityDef/projectile_ent/vehicle/stickybomb.decl
PATCH: generated/decls/material/textures/guis/default/guicursor_arrow.decl
PATCH: generated/decls/material/textures/guis/default/guicursor_hand.decl
PATCH: generated/decls/entityDef/projectile_ent/vehicle/ai/stickybomb.decl
PATCH: generated/decls/credits/credits.decl
PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher5.decl
PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher6.decl
PATCH: generated/decls/job/jobs/wasteland1/wellspring/talk_to_sally.decl
PATCH: generated/decls/job/jobs/wasteland2/subwaytown/talk_to_brick.decl
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead_a.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_a.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_b.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead_a.idmsa
PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead_a.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_b.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_a.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead_a.bmvtr
LoadNamedResourceBlock: Num network resources: 7828, checksum: -1634345313
--------- EndBackgroundLoads() ----------
IO: 0 seeks, 407 reads, 27MB, 64.4MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 80
Total msec: 8677
25.8 seconds to preload resources
PATCH: generated/decls/renderProg/feedbackresolve.decl
PATCH: generated/decls/renderParm/feedbackcolormap.decl
While compiling fragment program feedbackresolve from feedbackresolve
-----------------
1: #version 150
2:
3: void clip( float v ) { if ( v < 0.0 ) { discard; } }
4: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }
5: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }
6: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }
7:
8: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
9: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
10: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
11: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
12:
13: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }
14: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }
15:
16: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }
17: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }
18:
19: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }
20: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }
21:
22: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }
23: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }
24: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }
25:
26: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }
27: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }
28: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
29: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
30:
31: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }
32: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
33: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
34: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
35:
36: uniform vec4 _fa_ [1];
37: uniform sampler2DMS samp_feedbackcolormap;
38:
39: in vec4 vofi_TexCoord0;
40:
41: out vec4 out_FragColor;
42:
43: void main() {
44: vec2 texcoord = vofi_TexCoord0.xy * vec2( 1.0 / _fa_[0 ].z, 1.0 / _fa_[0 ].w );
45: ivec2 texcoordi = ivec2( texcoord.x, texcoord.y );
46: out_FragColor = texelFetch( samp_feedbackcolormap, texcoordi.xy, 0 );
47: }
-----------------
ERROR: 0:37: 'samp_feedbackcolormap' : syntax error parse error


rage.exe @ 0x00699ad4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x00699c4c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0057cd77( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0057cdbb( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0053ab9e( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0061fce1( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0047f9a4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x0047fb81( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x00484754( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x00439f0a( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x005e0af0( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
rage.exe @ 0x00bbb92c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
kernel32.dll @ 0x76f1339a( ) + bytes () : BaseThreadInitThunk( )
ntdll.dll @ 0x779b9ed2( ) + bytes () : RtlInitializeExceptionChain( )
ntdll.dll @ 0x779b9ea5( ) + bytes () : RtlInitializeExceptionChain( )
ERROR: Failed to compile render prog feedbackresolve from feedbackresolve
Dumped console text to C:\Users\JonasGlerup\Saved Games\id Software\Rage\base\ErrorLog_12-27-2011__11-32-16am.txt.

idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...releasing DC
...destroying window

***************************
Failed to compile render prog feedbackresolve from feedbackresolve
***************************

WTF??
getting the same error message...even after updating ati driver for rage.( 4gb ram 1gb ati6470m graphics,win 7 64bit)
dp4u is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Game Discussions > Q - S > RAGE


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off



All times are GMT -7. The time now is 11:21 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2014, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2014, All Rights Reserved.