(01-08-2017, 07:45 AM)Aceromulator Wrote:  Hello! It appears you haven't attached the log - you can just open it in a Text Editor such as Notepad and copy and paste the contents here if it helps at all!
Does anything happen if you try to launch the game manually? Right click SOMA in your Steam Library, and select properties. Under the Local Files Tab, choose "Browse Local Files" and try running Soma.exe manually and see if any error messages occur.
Sorry, didn't realize the attachment didn't upload. Launching the game manually is no different than through steam: a black screen followed by the SOMA is not responding message. The text file is too large to paste whole here, or to a pastebin. I attached the first part of the log.
 Loading data from cloud storage
--------------------------------------------------------
 Files on steam cloud:
No could files found!
Time: 0
--------------------------------------------------------
Version 1.102
-------- THE HPL ENGINE LOG ------------
Creating Engine Modules
--------------------------------------------------------
 Creating job manager with 7 threads and 1024 jobs
 Creating graphics module
 Creating system module
 Creating resource module
 Creating input module
 Creating sound module
 Creating physics module
 Creating ai module
 Creating gui module
 Creating generate module
 Creating haptic module
 Creating scene module
 Creating script module
 Creating lipsync module
--------------------------------------------------------
Initializing Resources Module
--------------------------------------------------------
 Creating loader handlers 
 Creating resource managers
 Adding loaders to handlers 
--------------------------------------------------------
Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: -1x-1 bpp:32 rr: 60 fs:0 ms:0 driver: 0 cap:'SOMA Loading...' pos

-1x-1)
 Available drivers:
  (0) - 'windows'
  (1) - 'dummy'
 Creating window: (-1,-1) 1600 x 900 - 32 bpp flags: 3
 Setting display mode: 1600 x 900 - 32 bpp 60 hz
 Init Glew...OK
 Setting up OpenGL
  Vendor: Intel
  Renderer: Intel® HD Graphics 3000
  Version: 3.1.0 - Build 9.17.10.4229
  Max texture image units: 16
  Max texture coord units: 8
  Max texture buffer size: 65536
  Max texture array slices: 256
  Max user clip planes: 6
  Two sided stencil: 1
  Vertex Buffer Object: 1
  Anisotropic filtering: 1
  Max Anisotropic degree: 16
  Multisampling: 1
  Texture compression: 1
  Texture compression S3TC: 1
  Texture compression 3DC: 0
  Texture sRGB: 1
  Geometry Instancing: 1
  Auto generate MipMaps: 1
  Render to texture: 1
  Max draw buffers: 8
  Max color render targets: 8
  Packed depth-stencil: 1
  Texture float: 1
  GLSL Version: 1.40 - Intel Build 9.17.10.4229
  ShaderModel 2: 1
  ShaderModel 3: 1
  ShaderModel 4: 0
  Max vertex uniforms: 0
  Max fragment uniforms: 1024
  OGL ATIFragmentShader: 0
  Tesselation: 0
  MultiBindTex: 0
ERROR: Failed to compile GLSL shader ''!
Shader code:
-------------------
[0001] #version 330 
[0002] #extension GL_ARB_explicit_attrib_location : enable 
[0003] #extension GL_ARB_uniform_buffer_object : enable 
[0004] #extension GL_ARB_shading_language_420pack: enable 
[0005] ////////////////////////////////////////////////////////
[0006] // Deferred Skybox - Fragment Shader
[0007] //
[0008] // samples a cubemap skybox
[0009] ////////////////////////////////////////////////////////
[0010] 
[0011] 
[0012] 
[0013] layout(binding = 0) uniform samplerCube aSkyMap;
[0014] 
[0015] in vec4 px_vPosition; 
[0016] in vec4 px_vTexCoord0; 
[0017] in vec4 px_vColor; 
[0018] layout(location = 0) out vec4 out_vColor; 
[0019] 
[0020] void main()
[0021] {
[0022] 	vec4 px_vPosition = gl_FragCoord;
[0023] 	bool px_bFrontFacing = gl_FrontFacing;
[0024] 	int px_lPrimitiveID = gl_PrimitiveID;
[0025] 
[0026] 
[0027] 	vec4 vFinalColor;
[0028] 	
[0029] 	////////////////////
[0030] 	//Diffuse 
[0031] 	vFinalColor = texture(aSkyMap, px_vTexCoord0.xyz);
[0032] 
[0033] 	//Convert color to linear space	if needed
[0034] 
[0035] 		vFinalColor.rgb = pow(vFinalColor.rgb, vec3(2.2));
[0036] 
[0037] 
[0038] 	
[0039] 	// Multiply with 8.0 to increase precision
---------------------