All pastes #917253 Raw Edit

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#917253 ·published 2008-02-25 06:26 UTC
rendered paste body
Using script script.txt
SDL:  1.2.10
GL:   2.0.1
GL:   NVIDIA Corporation
GL:   GeForce Go 7400/PCI/SSE2
GLEW: 1.4.0
Section game\mapoptions missing in file buffer
Using script Commanders
Map: Geyser_Plains_TNM04-V3.smf
Mod: "Complete Annihilation r1404" from ca-r1404.sdz
Became player 0
Client connected on slot 0
Connecting to server .
could not load sound data: missing file
WARNING: removed corgol_flame unitDef, missing model file  (CORGOL.s3o)
Loading all definitions:  0.980000
Opening map file
Loading Map
Loading detail textures
Creating overhead texture
Creating ground shading
Loading tile file
Reading tiles
Reading tile map
Creating projectile texture
Number of damage types: 9
Loading weapon definitions
Loading unit definitions
Loading feature definitions
Generating trees
Parsing unit icons
Creating unit textures
Initializing map features
Reading estimate path costs
Bad keysym: fakemeta
Bind: could not parse key: fakemeta
Loading LuaCOB
LUACOB-MAIN  (GADGETS)
LUACOB-DRAW  (GADGETS)
Loading LuaRules
LUARULES-DRAW  (GADGETS)
LUPS->ShockWave: criticle shader error: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 2021:
-- error message --
line 67, column 15:  error: variable not valid as a source register
line 91, column 13:  error: invalid operand variable
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic gl_ProjectionMatrix
#semantic center
#semantic radius
#semantic life
#semantic screenInverse
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] :  :  : -1 : 0
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4 gl_FragCoord : $vin.WPOS : WPOS : -1 : 1
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1
#var float4x4 gl_ProjectionMatrix :  : c[0], 4 : -1 : 1
#var float2 center :  : c[8] : -1 : 1
#var float radius :  :  : -1 : 0
#var float life :  : c[10] : -1 : 1
#var float2 screenInverse :  : c[9] : -1 : 1
#var <none> $kill_0000 : $vout.$kill : $kill : -1 : 0
#const c[4] = 0.6 2.5 1 0.5
#const c[5] = 2 0 -0.0187293 0.074261
#const c[6] = 0.2121144 1.570729 1.570796 30
#const c[7] = 2.718282 8 4 -0.5
#const c[11] = 0.15
PARAM c[12] = { program.local[0..3],
		{ 0.60000002, 2.5, 1, 0.5 },
		{ 2, 0, -0.018729299, 0.074261002 },
		{ 0.21211439, 1.5707288, 1.5707964, 30 },
		{ 2.7182817, 8, 4, -0.5 },
		program.local[8..10],
		{ 0.15000001 } };
TEMP R0;
TEMP R1;
SHORT TEMP H0;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MULR  R0.xy, fragment.texcoord[0], fragment.texcoord[0];
ADDR  R0.x, R0, R0.y;
RSQR  R0.x, R0.x;
RCPR  R0.x, R0.x;
ADDR  R0.x, R0, -c[4];
MULR  R0.w, R0.x, c[4].y;
SGTRC HC.x, R0.w, c[4].z;
MADR  R0.x, -R0.w, c[7].y, c[7].z;
MULR  R0.z, R0.x, R0.x;
MULR  R0.z, R0, c[7].w;
RCPR  R1.x, R0.w;
ADDR  R0.xy, fragment.position, -c[8];
MULR  R0.xy, R0, R1.x;
POWR  R0.z, c[7].x, R0.z;
MULR  R0.xy, R0, c[9];
MULR  R0.xy, R0.z, R0;
MULR  R0.xy, R0, c[10].x;
MULR  R1.xy, R0, c[11].x;
MOVR  R0.xyz, oCol.xyww;
MOVR  R1.z, c[4];
MOVR  R0.xyz(EQ.x), R1;
MADR  R1.y, |R0.w|, c[5].z, c[5].w;
ADDR  R1.x, -|R0.w|, c[4].z;
MADR  R1.y, |R0.w|, R1, -c[6].x;
RSQR  R1.x, R1.x;
MADR  R1.y, |R0.w|, R1, c[6];
SLTR  H0.x, R0.w, c[5].y;
RCPR  R1.x, R1.x;
MADR  R1.x, -R1, R1.y, c[6].z;
MULR  R1.y, H0.x, R1.x;
MADR  R1.x, -R1.y, c[5], R1;
MOVR  R0.w, c[2].z;
MADR  R0.w, fragment.position.z, c[5].x, R0;
COSR  R1.x, R1.x;
ADDR  R0.w, R0, -c[4].z;
MULR  R1.x, R1, c[6].w;
RCPR  R0.w, R0.w;
MADR  R0.w, R0, c[2], -R1.x;
MULR  R0.w, R0, c[5].x;
RCPR  R0.w, R0.w;
MULR  R1.y, R0.w, c[2].w;
MOVR  R1.x, c[4].w;
MOVR  R0.w, result.depth.z;
MADR  R1.x, R1, -c[2].z, R1.y;
ADDR  R0.w(EQ.x), R1.x, c[4];
KIL   GT.x;
MOVR  oCol.xyw, R0.xyzz;
MOVR  result.depth.z, R0.w;
END
# 48 instructions, 2 R-regs, 1 H-regs
LUPS->UnitJitter: criticle shader error: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 1070:
-- error message --
line 36, column 30:  error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic noiseMap
#semantic life
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] :  :  : -1 : 0
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var sampler2D noiseMap :  : texunit 0 : -1 : 1
#var float life :  : c[1] : -1 : 1
#const c[0] = 0.04 0.5 1
PARAM c[2] = { { 0.039999999, 0.5, 1 },
		program.local[1] };
TEMP R0;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
TEX   R0.xy, fragment.texcoord[0], texture[0], 2D;
ADDR  R0.xy, R0, -c[0].y;
MULR  R0.xy, R0, c[1].x;
MOVR  R0.w, c[0].x;
MULR  R0.xy, R0, c[0].x;
MOVR  R0.z, c[0];
MOVR  oCol.xyw, R0.xyzz;
MADR  oCol.z, R0.w, -c[1].x, oCol;
END
# 8 instructions, 1 R-regs, 0 H-regs
LUPS->airjet: shader error: Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 2126:
-- error message --
line 66, column 14:  error: invalid operand variable
-- internal assembly text --
!!ARBvp1.0
OPTION NV_vertex_program3;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile vp40
#program main
#semantic gl_ModelViewMatrix
#semantic gl_ProjectionMatrix
#semantic timer
#var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1
#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : TEXCOORD0 : -1 : 1
#var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : TEXCOORD1 : -1 : 1
#var float4 gl_MultiTexCoord2 : $vin.TEXCOORD2 : TEXCOORD2 : -1 : 1
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4 gl_TexCoord[0] : $vout.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : $vout.TEX1 : TEX1 : -1 : 1
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4x4 gl_ModelViewMatrix :  : c[0], 4 : -1 : 1
#var float4x4 gl_ProjectionMatrix :  : c[4], 4 : -1 : 1
#var float timer :  : c[8] : -1 : 1
#var float distortion : $vout.TEX2 : TEX2 : -1 : 1
#const c[9] = 0.2 0.8
PARAM c[10] = { program.local[0..8],
		{ 0.2, 0.80000001 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP CC;
BB1:
MUL   R0.xyz, vertex.texcoord[1].y, c[1];
MAD   R0.xyz, vertex.texcoord[1].x, c[0], R0;
MAD   R0.xyz, vertex.texcoord[1].z, c[2], R0;
MAD   R0.xyz, vertex.texcoord[1].w, c[3], R0;
ADD   R0.xyz, R0, -c[3];
DP3   R0.w, R0, R0;
RSQ   R0.w, R0.w;
DP3   R1.x, c[3], c[3];
RSQ   R1.x, R1.x;
MUL   R0.xyz, R0.w, R0;
MUL   R1.xyz, R1.x, c[3];
MUL   R2.xyz, R0.yzxw, R1.zxyw;
MAD   R1.xyz, R0.zxyw, R1.yzxw, -R2;
DP3   R0.w, R1, R1;
RSQ   R0.w, R0.w;
MOV   R2.xy, vertex.texcoord[0];
MUL   R2.xy, vertex.position.yxzw, R2.yxzw;
MUL   R1.xyz, R0.w, R1;
MUL   R1.xyz, R2.x, R1;
MAD   R0.xyz, R0, R2.y, R1;
ADD   R0.xyz, R0, c[3];
MUL   R1, R0.y, c[5];
MAD   R1, R0.x, c[4], R1;
MAD   R1, R0.z, c[6], R1;
MOV   R0, c[7];
MAD   result.position, R0, c[3].w, R1;
MUL   R2.xy, vertex.position.zwzw, c[9].y;
MUL   R0.x, R2, vertex.texcoord[0].z;
MOV   R0.y, R2;
MOV   R0.zw, result.texcoord[1];
MUL   R1.x, vertex.texcoord[2].w, c[8];
MAD   result.texcoord[1], R1.x, c[9].x, R0;
MOV   result.texcoord[0].xy, vertex.position.zwzw;
MOV   result.texcoord[2].x, vertex.texcoord[0].w;
END
# 34 instructions, 3 R-regs
LUPS->SphereDistortion: criticle shader error: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 1792:
-- error message --
line 59, column 15:  error: variable not valid as a source register
line 84, column 13:  error: invalid operand variable
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic gl_ProjectionMatrix
#semantic center
#semantic strength
#semantic screenInverse
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] :  :  : -1 : 0
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4 gl_FragCoord : $vin.WPOS : WPOS : -1 : 1
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1
#var float4x4 gl_ProjectionMatrix :  : c[0], 4 : -1 : 1
#var float2 center :  : c[7] : -1 : 1
#var float strength :  : c[9] : -1 : 1
#var float2 screenInverse :  : c[8] : -1 : 1
#var <none> $kill_0000 : $vout.$kill : $kill : -1 : 0
#const c[4] = 1 0.5 2 0
#const c[5] = -0.0187293 0.074261 0.2121144 1.570729
#const c[6] = 1.570796 30 3
PARAM c[10] = { program.local[0..3],
		{ 1, 0.5, 2, 0 },
		{ -0.018729299, 0.074261002, 0.21211439, 1.5707288 },
		{ 1.5707964, 30, 3 },
		program.local[7..9] };
TEMP R0;
TEMP R1;
SHORT TEMP H0;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MULR  R0.xy, fragment.texcoord[0], fragment.texcoord[0];
ADDR  R0.x, R0, R0.y;
RSQR  R0.z, R0.x;
RCPR  R0.w, R0.z;
SGTRC HC.x, R0.w, c[4];
ADDR  R1.x, R0.w, -c[4];
ADDR  R0.xy, fragment.position, -c[7];
MULR  R0.xy, R0.z, R0;
MOVR_SAT R1.x, -R1;
MOVR  R1.y, c[6].z;
MADR  R1.y, -R1.x, c[4].z, R1;
MULR  R1.x, R1, R1;
MULR  R1.x, R1, R1.y;
MULR  R0.z, R1.x, c[9].x;
MULR  R0.xy, R0, c[8];
MULR  R1.xy, R0, R0.z;
MOVR  R0.xyz, oCol.xyww;
MOVR  R1.z, c[4].x;
MOVR  R0.xyz(EQ.x), R1;
MOVR  R1.x, c[5].y;
MADR  R1.y, |R0.w|, c[5].x, R1.x;
ADDR  R1.x, -|R0.w|, c[4];
MADR  R1.y, |R0.w|, R1, -c[5].z;
RSQR  R1.x, R1.x;
MADR  R1.y, |R0.w|, R1, c[5].w;
SLTR  H0.x, R0.w, c[4].w;
RCPR  R1.x, R1.x;
MADR  R1.x, -R1, R1.y, c[6];
MULR  R1.y, H0.x, R1.x;
MADR  R1.x, -R1.y, c[4].z, R1;
MOVR  R0.w, c[2].z;
MADR  R0.w, fragment.position.z, c[4].z, R0;
COSR  R1.x, R1.x;
ADDR  R0.w, R0, -c[4].x;
MULR  R1.x, R1, c[6].y;
RCPR  R0.w, R0.w;
MADR  R0.w, R0, c[2], -R1.x;
MULR  R0.w, R0, c[4].z;
RCPR  R0.w, R0.w;
MULR  R1.y, R0.w, c[2].w;
MOVR  R1.x, c[4].y;
MOVR  R0.w, result.depth.z;
MADR  R1.x, R1, -c[2].z, R1.y;
ADDR  R0.w(EQ.x), R1.x, c[4].y;
KIL   GT.x;
MOVR  oCol.xyw, R0.xyzz;
MOVR  result.depth.z, R0.w;
END
# 47 instructions, 2 R-regs, 1 H-regs
LUPS->UnitPieceLights: Critical Shader Error: HBlurShader: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 1905:
-- error message --
line 58, column 23:  error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic gl_TextureMatrix
#semantic tex0
#semantic screenY
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] :  :  : -1 : 0
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float4x4 gl_TextureMatrix[0] :  : c[0], 4 : -1 : 1
#var float4x4 gl_TextureMatrix[1] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[2] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[3] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[4] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[5] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[6] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[7] :  : , 4 : -1 : 0
#var sampler2D tex0 :  : texunit 0 : -1 : 1
#var int screenY :  : c[4] : -1 : 1
#const c[5] = 0.372 -2 0.301 -3
#const c[6] = 0.212 -4 0.129 -5
#const c[7] = 0.069 -6 0.054 -7
#const c[8] = 0.013 0.4 7 6
#const c[9] = 5 4 3 2
PARAM c[10] = { program.local[0..4],
		{ 0.37200001, -2, 0.301, -3 },
		{ 0.212, -4, 0.12899999, -5 },
		{ 0.068999998, -6, 0.054000001, -7 },
		{ 0.013, 0.40000001, 7, 6 },
		{ 5, 4, 3, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MULR  R0.xy, fragment.texcoord[0].y, c[1];
MADR  R0.xy, fragment.texcoord[0].x, c[0], R0;
MADR  R0.xy, fragment.texcoord[0].z, c[2], R0;
MADR  R3.xy, fragment.texcoord[0].w, c[3], R0;
RCPR  R2.w, c[4].x;
MADR  R2.xyz, R2.w, c[9].zyww, R3.y;
ADDR  R0.y, R3, R2.w;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[5].x, oCol;
MOVR  R0.y, R2.z;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[5].z, R1;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[6].x, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[6].z, R1;
MADR  R2.xy, R2.w, c[8].wzzw, R3.y;
MADR  R0.y, R2.w, c[9].x, R3;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[7].x, R1;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[7].z, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[8].x, R1;
TEX   R0, R3, texture[0], 2D;
MADR  R1, R0, c[8].y, R1;
MADR  R2.xy, R2.w, c[7].wyzw, R3.y;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[8].x, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[7].z, R1;
MADR  R2.xy, R2.w, c[6].wyzw, R3.y;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[7].x, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[6].z, R1;
MADR  R2.xy, R2.w, c[5].wyzw, R3.y;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[6].x, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R0, R0, c[5].z, R1;
ADDR  R1.y, R3, -R2.w;
MOVR  R1.x, R3;
TEX   R1, R1, texture[0], 2D;
MADR  oCol, R1, c[5].x, R0;
END
# 68 instructions, 4 R-regs, 0 H-regs
LUPS->UnitCloaker: criticle shader error: (22) : error C1115: unable to find compatible overloaded function "mix"
LUARULES-DRAW  (GADGETS)
Loading LuaGaia
Finalizing...
Spring 0.76b1
Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
LuaUI: bound F11 to the widget selector
LuaUI: bound CTRL+F11 to tweak mode
Failed to load: echoevents.lua  ([string "LuaUI\Widgets\echoevents.lua"]:8: '}' expected (to close '{' at line 5) near 'author')
Failed to load: simple_clock.lua  (duplicate name)
Failed to load: gui_idle_builders_new.lua  (duplicate name)
Failed to load: gui_unitgroups5_1.lua  (duplicate name)
Failed to load: unit_auto_group.lua  (duplicate name)
Failed to load: unit_customformations.lua  (duplicate name)
Failed to load: updater_widgethandler.lua  ([string "LuaUI/Widgets/updater_widgethandler.lua"]:12: attempt to index local 'f' (a nil value))
Loaded widget:  Voices              <snd_voices.lua>
Loaded widget:  HealthBars          <unit_healthbars.lua>
Loaded widget:  DGunLimit           <gui_limit_dgun.lua>
Loaded widget:  Don't Shoot         <unit_dontshoot.lua>
Loaded widget:  IdleBuildersNEW     <gui_idle_builders_new.lua>
Loaded widget:  UnitGroups v5.1     <UnitGroups5_1.lua>
Loaded widget:  UnitMarker          <unit_marker.lua>
Loaded widget:  Tooltip             <gui_tooltip.lua>
Loaded widget:  FactoryGuard        <unit_factory_guard.lua>
Loaded widget:  CircleFormation     <cmd_circle.lua>
Loaded widget:  ImmobileBuilder     <unit_immobile_buider.lua>
Loaded widget:  DontMove            <unit_dontmove.lua>
Loaded widget:  Stockpiler          <unit_stockpile.lua>
Loaded widget:  Feature Calculator  <feature_calculator.lua>
Loaded widget:  MinimapEvents       <minimap_events.lua>
Loaded widget:  InsertCommands      <unit_insertcmd.lua>
Loaded widget:  Transporting        <gui_transporting.lua>
Loaded widget:  HoldFire            <unit_holdfire.lua>
Loaded widget:  Defense Range v3.4  <gui_defenserange.lua>
Loaded widget:  Improved MetalMakers  <unit_improved_metal_maker.lua>
Loaded widget:  Transport AI        <unit_transport_ai.lua>
Loaded widget:  Auto group          <unit_auto_group.lua>
Loaded widget:  Darkening           <gui_darkening.lua>
Loaded widget:  Start Point Remover  <init_start_point_remover.lua>
Loaded widget:  HighlightUnit       <gui_hilight_unit.lua>
Reloaded cmdcolors with: cmdcolors.tmp
Loaded widget:  TeamPlatter         <gui_team_platter.lua>
Loaded widget:  Rank Icons          <gui_xp.lua>
Reloaded cmdcolors with: cmdcolors.tmp
Loaded widget:  SelectionCircle     <gui_selectioncircle.lua>
Loaded widget:  Select n Center!    <gui_center_n_select.lua>
Loaded widget:  LupsManager         <gfx_lups_manager.lua>
LUPS->ShockWave: criticle shader error: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 2021:
-- error message --
line 67, column 15:  error: variable not valid as a source register
line 91, column 13:  error: invalid operand variable
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic gl_ProjectionMatrix
#semantic center
#semantic radius
#semantic life
#semantic screenInverse
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] :  :  : -1 : 0
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4 gl_FragCoord : $vin.WPOS : WPOS : -1 : 1
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1
#var float4x4 gl_ProjectionMatrix :  : c[0], 4 : -1 : 1
#var float2 center :  : c[8] : -1 : 1
#var float radius :  :  : -1 : 0
#var float life :  : c[10] : -1 : 1
#var float2 screenInverse :  : c[9] : -1 : 1
#var <none> $kill_0000 : $vout.$kill : $kill : -1 : 0
#const c[4] = 0.6 2.5 1 0.5
#const c[5] = 2 0 -0.0187293 0.074261
#const c[6] = 0.2121144 1.570729 1.570796 30
#const c[7] = 2.718282 8 4 -0.5
#const c[11] = 0.15
PARAM c[12] = { program.local[0..3],
		{ 0.60000002, 2.5, 1, 0.5 },
		{ 2, 0, -0.018729299, 0.074261002 },
		{ 0.21211439, 1.5707288, 1.5707964, 30 },
		{ 2.7182817, 8, 4, -0.5 },
		program.local[8..10],
		{ 0.15000001 } };
TEMP R0;
TEMP R1;
SHORT TEMP H0;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MULR  R0.xy, fragment.texcoord[0], fragment.texcoord[0];
ADDR  R0.x, R0, R0.y;
RSQR  R0.x, R0.x;
RCPR  R0.x, R0.x;
ADDR  R0.x, R0, -c[4];
MULR  R0.w, R0.x, c[4].y;
SGTRC HC.x, R0.w, c[4].z;
MADR  R0.x, -R0.w, c[7].y, c[7].z;
MULR  R0.z, R0.x, R0.x;
MULR  R0.z, R0, c[7].w;
RCPR  R1.x, R0.w;
ADDR  R0.xy, fragment.position, -c[8];
MULR  R0.xy, R0, R1.x;
POWR  R0.z, c[7].x, R0.z;
MULR  R0.xy, R0, c[9];
MULR  R0.xy, R0.z, R0;
MULR  R0.xy, R0, c[10].x;
MULR  R1.xy, R0, c[11].x;
MOVR  R0.xyz, oCol.xyww;
MOVR  R1.z, c[4];
MOVR  R0.xyz(EQ.x), R1;
MADR  R1.y, |R0.w|, c[5].z, c[5].w;
ADDR  R1.x, -|R0.w|, c[4].z;
MADR  R1.y, |R0.w|, R1, -c[6].x;
RSQR  R1.x, R1.x;
MADR  R1.y, |R0.w|, R1, c[6];
SLTR  H0.x, R0.w, c[5].y;
RCPR  R1.x, R1.x;
MADR  R1.x, -R1, R1.y, c[6].z;
MULR  R1.y, H0.x, R1.x;
MADR  R1.x, -R1.y, c[5], R1;
MOVR  R0.w, c[2].z;
MADR  R0.w, fragment.position.z, c[5].x, R0;
COSR  R1.x, R1.x;
ADDR  R0.w, R0, -c[4].z;
MULR  R1.x, R1, c[6].w;
RCPR  R0.w, R0.w;
MADR  R0.w, R0, c[2], -R1.x;
MULR  R0.w, R0, c[5].x;
RCPR  R0.w, R0.w;
MULR  R1.y, R0.w, c[2].w;
MOVR  R1.x, c[4].w;
MOVR  R0.w, result.depth.z;
MADR  R1.x, R1, -c[2].z, R1.y;
ADDR  R0.w(EQ.x), R1.x, c[4];
KIL   GT.x;
MOVR  oCol.xyw, R0.xyzz;
MOVR  result.depth.z, R0.w;
END
# 48 instructions, 2 R-regs, 1 H-regs
LUPS->UnitJitter: criticle shader error: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 1070:
-- error message --
line 36, column 30:  error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic noiseMap
#semantic life
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] :  :  : -1 : 0
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var sampler2D noiseMap :  : texunit 0 : -1 : 1
#var float life :  : c[1] : -1 : 1
#const c[0] = 0.04 0.5 1
PARAM c[2] = { { 0.039999999, 0.5, 1 },
		program.local[1] };
TEMP R0;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
TEX   R0.xy, fragment.texcoord[0], texture[0], 2D;
ADDR  R0.xy, R0, -c[0].y;
MULR  R0.xy, R0, c[1].x;
MOVR  R0.w, c[0].x;
MULR  R0.xy, R0, c[0].x;
MOVR  R0.z, c[0];
MOVR  oCol.xyw, R0.xyzz;
MADR  oCol.z, R0.w, -c[1].x, oCol;
END
# 8 instructions, 1 R-regs, 0 H-regs
LUPS->airjet: shader error: Vertex info
-----------
Internal error: assembly compile error for vertex shader at offset 2126:
-- error message --
line 66, column 14:  error: invalid operand variable
-- internal assembly text --
!!ARBvp1.0
OPTION NV_vertex_program3;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile vp40
#program main
#semantic gl_ModelViewMatrix
#semantic gl_ProjectionMatrix
#semantic timer
#var float4 gl_Vertex : $vin.POSITION : POSITION : -1 : 1
#var float4 gl_MultiTexCoord0 : $vin.TEXCOORD0 : TEXCOORD0 : -1 : 1
#var float4 gl_MultiTexCoord1 : $vin.TEXCOORD1 : TEXCOORD1 : -1 : 1
#var float4 gl_MultiTexCoord2 : $vin.TEXCOORD2 : TEXCOORD2 : -1 : 1
#var float4 gl_Position : $vout.POSITION : HPOS : -1 : 1
#var float4 gl_TexCoord[0] : $vout.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] : $vout.TEX1 : TEX1 : -1 : 1
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4x4 gl_ModelViewMatrix :  : c[0], 4 : -1 : 1
#var float4x4 gl_ProjectionMatrix :  : c[4], 4 : -1 : 1
#var float timer :  : c[8] : -1 : 1
#var float distortion : $vout.TEX2 : TEX2 : -1 : 1
#const c[9] = 0.2 0.8
PARAM c[10] = { program.local[0..8],
		{ 0.2, 0.80000001 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP CC;
BB1:
MUL   R0.xyz, vertex.texcoord[1].y, c[1];
MAD   R0.xyz, vertex.texcoord[1].x, c[0], R0;
MAD   R0.xyz, vertex.texcoord[1].z, c[2], R0;
MAD   R0.xyz, vertex.texcoord[1].w, c[3], R0;
ADD   R0.xyz, R0, -c[3];
DP3   R0.w, R0, R0;
RSQ   R0.w, R0.w;
DP3   R1.x, c[3], c[3];
RSQ   R1.x, R1.x;
MUL   R0.xyz, R0.w, R0;
MUL   R1.xyz, R1.x, c[3];
MUL   R2.xyz, R0.yzxw, R1.zxyw;
MAD   R1.xyz, R0.zxyw, R1.yzxw, -R2;
DP3   R0.w, R1, R1;
RSQ   R0.w, R0.w;
MOV   R2.xy, vertex.texcoord[0];
MUL   R2.xy, vertex.position.yxzw, R2.yxzw;
MUL   R1.xyz, R0.w, R1;
MUL   R1.xyz, R2.x, R1;
MAD   R0.xyz, R0, R2.y, R1;
ADD   R0.xyz, R0, c[3];
MUL   R1, R0.y, c[5];
MAD   R1, R0.x, c[4], R1;
MAD   R1, R0.z, c[6], R1;
MOV   R0, c[7];
MAD   result.position, R0, c[3].w, R1;
MUL   R2.xy, vertex.position.zwzw, c[9].y;
MUL   R0.x, R2, vertex.texcoord[0].z;
MOV   R0.y, R2;
MOV   R0.zw, result.texcoord[1];
MUL   R1.x, vertex.texcoord[2].w, c[8];
MAD   result.texcoord[1], R1.x, c[9].x, R0;
MOV   result.texcoord[0].xy, vertex.position.zwzw;
MOV   result.texcoord[2].x, vertex.texcoord[0].w;
END
# 34 instructions, 3 R-regs
LUPS->SphereDistortion: criticle shader error: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 1792:
-- error message --
line 59, column 15:  error: variable not valid as a source register
line 84, column 13:  error: invalid operand variable
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic gl_ProjectionMatrix
#semantic center
#semantic strength
#semantic screenInverse
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] :  :  : -1 : 0
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4 gl_FragCoord : $vin.WPOS : WPOS : -1 : 1
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float3 gl_FragDepth : $vout.DEPR : DEPR : -1 : 1
#var float4x4 gl_ProjectionMatrix :  : c[0], 4 : -1 : 1
#var float2 center :  : c[7] : -1 : 1
#var float strength :  : c[9] : -1 : 1
#var float2 screenInverse :  : c[8] : -1 : 1
#var <none> $kill_0000 : $vout.$kill : $kill : -1 : 0
#const c[4] = 1 0.5 2 0
#const c[5] = -0.0187293 0.074261 0.2121144 1.570729
#const c[6] = 1.570796 30 3
PARAM c[10] = { program.local[0..3],
		{ 1, 0.5, 2, 0 },
		{ -0.018729299, 0.074261002, 0.21211439, 1.5707288 },
		{ 1.5707964, 30, 3 },
		program.local[7..9] };
TEMP R0;
TEMP R1;
SHORT TEMP H0;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MULR  R0.xy, fragment.texcoord[0], fragment.texcoord[0];
ADDR  R0.x, R0, R0.y;
RSQR  R0.z, R0.x;
RCPR  R0.w, R0.z;
SGTRC HC.x, R0.w, c[4];
ADDR  R1.x, R0.w, -c[4];
ADDR  R0.xy, fragment.position, -c[7];
MULR  R0.xy, R0.z, R0;
MOVR_SAT R1.x, -R1;
MOVR  R1.y, c[6].z;
MADR  R1.y, -R1.x, c[4].z, R1;
MULR  R1.x, R1, R1;
MULR  R1.x, R1, R1.y;
MULR  R0.z, R1.x, c[9].x;
MULR  R0.xy, R0, c[8];
MULR  R1.xy, R0, R0.z;
MOVR  R0.xyz, oCol.xyww;
MOVR  R1.z, c[4].x;
MOVR  R0.xyz(EQ.x), R1;
MOVR  R1.x, c[5].y;
MADR  R1.y, |R0.w|, c[5].x, R1.x;
ADDR  R1.x, -|R0.w|, c[4];
MADR  R1.y, |R0.w|, R1, -c[5].z;
RSQR  R1.x, R1.x;
MADR  R1.y, |R0.w|, R1, c[5].w;
SLTR  H0.x, R0.w, c[4].w;
RCPR  R1.x, R1.x;
MADR  R1.x, -R1, R1.y, c[6];
MULR  R1.y, H0.x, R1.x;
MADR  R1.x, -R1.y, c[4].z, R1;
MOVR  R0.w, c[2].z;
MADR  R0.w, fragment.position.z, c[4].z, R0;
COSR  R1.x, R1.x;
ADDR  R0.w, R0, -c[4].x;
MULR  R1.x, R1, c[6].y;
RCPR  R0.w, R0.w;
MADR  R0.w, R0, c[2], -R1.x;
MULR  R0.w, R0, c[4].z;
RCPR  R0.w, R0.w;
MULR  R1.y, R0.w, c[2].w;
MOVR  R1.x, c[4].y;
MOVR  R0.w, result.depth.z;
MADR  R1.x, R1, -c[2].z, R1.y;
ADDR  R0.w(EQ.x), R1.x, c[4].y;
KIL   GT.x;
MOVR  oCol.xyw, R0.xyzz;
MOVR  result.depth.z, R0.w;
END
# 47 instructions, 2 R-regs, 1 H-regs
LUPS->UnitPieceLights: Critical Shader Error: HBlurShader: Fragment info
-------------
Internal error: assembly compile error for fragment shader at offset 1905:
-- error message --
line 58, column 23:  error: variable not valid as a source register
-- internal assembly text --
!!ARBfp1.0
OPTION NV_fragment_program2;
# cgc version 1.5.0000, build date Jun 20 2006 18:05:12
# command line args: 
#vendor NVIDIA Corporation
#version 1.0.02
#profile fp40
#program main
#semantic gl_TextureMatrix
#semantic tex0
#semantic screenY
#var float4 gl_TexCoord[0] : $vin.TEX0 : TEX0 : -1 : 1
#var float4 gl_TexCoord[1] :  :  : -1 : 0
#var float4 gl_TexCoord[2] :  :  : -1 : 0
#var float4 gl_TexCoord[3] :  :  : -1 : 0
#var float4 gl_TexCoord[4] :  :  : -1 : 0
#var float4 gl_TexCoord[5] :  :  : -1 : 0
#var float4 gl_TexCoord[6] :  :  : -1 : 0
#var float4 gl_TexCoord[7] :  :  : -1 : 0
#var float4 gl_FragColor : $vout.COLOR : COL : -1 : 1
#var float4x4 gl_TextureMatrix[0] :  : c[0], 4 : -1 : 1
#var float4x4 gl_TextureMatrix[1] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[2] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[3] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[4] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[5] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[6] :  : , 4 : -1 : 0
#var float4x4 gl_TextureMatrix[7] :  : , 4 : -1 : 0
#var sampler2D tex0 :  : texunit 0 : -1 : 1
#var int screenY :  : c[4] : -1 : 1
#const c[5] = 0.372 -2 0.301 -3
#const c[6] = 0.212 -4 0.129 -5
#const c[7] = 0.069 -6 0.054 -7
#const c[8] = 0.013 0.4 7 6
#const c[9] = 5 4 3 2
PARAM c[10] = { program.local[0..4],
		{ 0.37200001, -2, 0.301, -3 },
		{ 0.212, -4, 0.12899999, -5 },
		{ 0.068999998, -6, 0.054000001, -7 },
		{ 0.013, 0.40000001, 7, 6 },
		{ 5, 4, 3, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP RC;
TEMP HC;
OUTPUT oCol = result.color;
MULR  R0.xy, fragment.texcoord[0].y, c[1];
MADR  R0.xy, fragment.texcoord[0].x, c[0], R0;
MADR  R0.xy, fragment.texcoord[0].z, c[2], R0;
MADR  R3.xy, fragment.texcoord[0].w, c[3], R0;
RCPR  R2.w, c[4].x;
MADR  R2.xyz, R2.w, c[9].zyww, R3.y;
ADDR  R0.y, R3, R2.w;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[5].x, oCol;
MOVR  R0.y, R2.z;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[5].z, R1;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[6].x, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[6].z, R1;
MADR  R2.xy, R2.w, c[8].wzzw, R3.y;
MADR  R0.y, R2.w, c[9].x, R3;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[7].x, R1;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[7].z, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[8].x, R1;
TEX   R0, R3, texture[0], 2D;
MADR  R1, R0, c[8].y, R1;
MADR  R2.xy, R2.w, c[7].wyzw, R3.y;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[8].x, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[7].z, R1;
MADR  R2.xy, R2.w, c[6].wyzw, R3.y;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[7].x, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[6].z, R1;
MADR  R2.xy, R2.w, c[5].wyzw, R3.y;
MOVR  R0.y, R2.x;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R1, R0, c[6].x, R1;
MOVR  R0.y, R2;
MOVR  R0.x, R3;
TEX   R0, R0, texture[0], 2D;
MADR  R0, R0, c[5].z, R1;
ADDR  R1.y, R3, -R2.w;
MOVR  R1.x, R3;
TEX   R1, R1, texture[0], 2D;
MADR  oCol, R1, c[5].x, R0;
END
# 68 instructions, 4 R-regs, 0 H-regs
LUPS->UnitCloaker: criticle shader error: (22) : error C1115: unable to find compatible overloaded function "mix"
Loaded widget:  Lups                <lups_wrapper.lua>
Loaded widget:  CustomFormations    <unit_customformations.lua>
LuaUI v0.2
Client connected on slot 2
Client connected on slot 1
Client connected on slot 3
Player gunblob[CA] joined as 0
Player Edible[CA] joined as 2
Player [LCC]jK joined as 1
Player SteveZissou joined as 3
GameID: 8b5dc24705b4a7ce04becf94bba49098
------------------------------------------------------
LUPS: jK is here! Sending error log (so he can fix your problems):
LUPS: "ShockWave" part. class removed (class requested it during initialization)
LUPS: "UnitJitter" part. class removed (class requested it during initialization)
LUPS: "AirJet" part. class removed (class requested it during initialization)
LUPS: "SphereDistortion" part. class removed (class requested it during initialization)
LUPS: "UnitPieceLight" part. class removed (class requested it during initialization)
LUPS: "UnitCloaker" part. class removed (class requested it during initialization)
------------------------------------------------------
Max Windmill altitude bonus is: 8%
<gunblob[CA]> I get lups error with unit cloaker
Speed set to 0.8 [[LCC]jK]
Speed set to 1.0 [[LCC]jK]
<[LCC]jK> oh
<gunblob[CA]> says something about mix
Commander: Build pos blocked
<[LCC]jK> k
<gunblob[CA]> I'll give you error message later
Clogger is being attacked
Clogger is being attacked
Clogger is being attacked
A.K. is being attacked
A.K. is being attacked
Clogger is being attacked
Team0 (gunblob[CA]) is pushing up daisies
Game over
Reloaded cmdcolors with: cmdcolors.tmp
Reloaded cmdcolors with: cmdcolors.tmp
Path cache hits 14 18%
Path cache hits 41 9%