# Zew Czystego Nieba

**URL:** <https://stalkerteam.pl/t/zew-czystego-nieba/27307>\
**Category:** Zew Czystego Nieba\
**Tags:** repack, call-of-clear-sky, zmiany-graficzne, nowe-bronie\
**Created:** [14 Marzec 2020 13:10 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307 "2020-03-14T13:10:23Z")\
**Posts on this page:** 20\
**Page:** 5

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**Autor:** ![Revter](https://stalkerteam.pl/user_avatar/stalkerteam.pl/revter/32/1540_2.png) [@Revter](https://stalkerteam.pl/u/Revter)\
**Data wpisu:** [10 Maj 2020 13:04 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/81 "2020-05-10T13:04:52Z")

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Na pewno normalnie to nie wygląda. Radziłbym w takim wypadku przeprowadzić reinstalację, tylko tym razem posiłkując się poradnikiem do instalacji. Chyba, że ktoś ma inny pomysł.

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**Autor:** ![Szczepan9205](https://stalkerteam.pl/user_avatar/stalkerteam.pl/szczepan9205/32/1576_2.png) [@Szczepan9205](https://stalkerteam.pl/u/Szczepan9205)\
**Data wpisu:** [10 Maj 2020 13:24 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/82 "2020-05-10T13:24:57Z")

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@Naznaczony2001﻿﻿ Musiałeś coś skopać przy instalacji bo napisy powinny się normalnie wyświetlić(przynajmniej u mnie się wyświetlają i nikt nie zgłaszał, że ich brakuje) to raz a dwa HUD ekwipunku, który masz na zdjęciu jest już stary i został zmieniony na nowy w patchu 0.01.

Więc tak, jak masz ściągnięty mod to wypakowujesz go gdzie tam uważasz(nie nakładasz go na Zew Prypeci ten mod to jest standalone czyli gra zintegrowana z modem), jak masz już wypakowanego moda to wypakowujesz zawartość patcha, to co Ci się wypakuje to folder o nazwie Patches, wchodzisz do niego i kopiujesz plik patch\_0.01.db0 i wklejasz do folderu **content** w folderze z modem i to wszystko. Jeśli chodzi o spolszczenie to folder **gamedata** i **localization** muszą być w tym samym folderze co foldery **content** i **engine** czyli w głównym folderze moda(spolszczenie zawiera folder content bo w środku są tekstury z polskimi napisami do launchera którym odpala się moda, ale jego podmiana przy instalacji spolszczenia zamienia tylko te tekstury, nic więcej nie zmienia). I to wszystko, postaw mod od nowa zgodnie z tym co tu napisałem i powinno wszystko grać.

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**Autor:** ![Naznaczony2001](https://stalkerteam.pl/user_avatar/stalkerteam.pl/naznaczony2001/32/491_2.png) [@Naznaczony2001](https://stalkerteam.pl/u/Naznaczony2001)\
**Data wpisu:** [10 Maj 2020 15:34 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/83 "2020-05-10T15:34:44Z")

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> 2 godziny temu, Revter napisał:
> 
> Na pewno normalnie to nie wygląda. Radziłbym w takim wypadku przeprowadzić reinstalację, tylko tym razem posiłkując się poradnikiem do instalacji. Chyba, że ktoś ma inny pomysł.

Robiłem według instrukcji- i nie pierwszy raz instaluje już mody do stalkera i wiem że lepiej się trzymać zamieszczonej instrukcji bo można coś łatwo skopać.

> 2 godziny temu, Szczepan9205 napisał:
> 
> @Naznaczony2001﻿﻿ Musiałeś coś skopać przy instalacji bo napisy powinny się normalnie wyświetlić(przynajmniej u mnie się wyświetlają i nikt nie zgłaszał, że ich brakuje) to raz a dwa HUD ekwipunku, który masz na zdjęciu jest już stary i został zmieniony na nowy w patchu 0.01.
> 
> Więc tak, jak masz ściągnięty mod to wypakowujesz go gdzie tam uważasz(nie nakładasz go na Zew Prypeci ten mod to jest standalone czyli gra zintegrowana z modem), jak masz już wypakowanego moda to wypakowujesz zawartość patcha, to co Ci się wypakuje to folder o nazwie Patches, wchodzisz do niego i kopiujesz plik patch\_0.01.db0 i wklejasz do folderu **content** w folderze z modem i to wszystko. Jeśli chodzi o spolszczenie to folder **gamedata** i **localization** muszą być w tym samym folderze co foldery **content** i **engine** czyli w głównym folderze moda(spolszczenie zawiera folder content bo w środku są tekstury z polskimi napisami do launchera którym odpala się moda, ale jego podmiana przy instalacji spolszczenia zamienia tylko te tekstury, nic więcej nie zmienia). I to wszystko, postaw mod od nowa zgodnie z tym co tu napisałem i powinno wszystko grać.

Problem w tym że robiłem wszystko według instrukcji i instalowałem to już dwa razy i za każdym razem jest tak samo.

[![](https://discourse-static.stalkerteam.pl/file/stalkerteam-discourse/original/3X/3/c/3c7d2dfff2c72b3bd329f60cb836ec867dbd441b.webp)](https://attachments.stalkerteam.pl/monthly_2020_05/1773102385_Zrzutekranu(37).png.6e7618cdc2be03d49ef3c401bb503109.png)

[![](https://discourse-static.stalkerteam.pl/file/stalkerteam-discourse/original/3X/a/c/acac5e053c4f006b41d6e3eada5aef1be35c8387.webp)](https://attachments.stalkerteam.pl/monthly_2020_05/1793314019_Zrzutekranu(38).png.5b922d884066c83bd7cf41846bd4b118.png)

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<div class="post-metadata">

**Autor:** ![Szczepan9205](https://stalkerteam.pl/user_avatar/stalkerteam.pl/szczepan9205/32/1576_2.png) [@Szczepan9205](https://stalkerteam.pl/u/Szczepan9205)\
**Data wpisu:** [10 Maj 2020 16:09 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/84 "2020-05-10T16:09:33Z")

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Hmm to dziwne to trochę…No dobra to spróbujmy zrobić tak jak ja zrobiłem jak patch wyszedł, usuń ten plik patch\_0.01.db0 z folderu content i wrzuć do gamedaty to:

> **Spoiler**
>
> [https://mega.nz/file/qEAiiaxa#5-PTiOVL7Pb03Wd6rSH9hbl1kBIpeoQfOaOPx6fCKfI](https://mega.nz/file/qEAiiaxa#5-PTiOVL7Pb03Wd6rSH9hbl1kBIpeoQfOaOPx6fCKfI)

To są wypakowane pliki tego nowego patcha, musiałem je wypakować, żeby dobrać się do plików tekstowych i przetłumaczyć je przed wypuszczeniem spolszczenia, ale to te same pliki które zawiera to archiwum db0.

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<div class="post-metadata">

**Autor:** ![Naznaczony2001](https://stalkerteam.pl/user_avatar/stalkerteam.pl/naznaczony2001/32/491_2.png) [@Naznaczony2001](https://stalkerteam.pl/u/Naznaczony2001)\
**Data wpisu:** [10 Maj 2020 16:21 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/85 "2020-05-10T16:21:16Z")

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> 11 minut temu, Szczepan9205 napisał:
> 
> Hmm to dziwne to trochę…No dobra to spróbujmy zrobić tak jak ja zrobiłem jak patch wyszedł, usuń ten plik patch\_0.01.db0 z folderu content i wrzuć do gamedaty to:
> 
> > **Pokaż ukrytą zawartość**
> >
> > [https://mega.nz/file/qEAiiaxa#5-PTiOVL7Pb03Wd6rSH9hbl1kBIpeoQfOaOPx6fCKfI](https://mega.nz/file/qEAiiaxa#5-PTiOVL7Pb03Wd6rSH9hbl1kBIpeoQfOaOPx6fCKfI)
> 
> To są wypakowane pliki tego nowego patcha, musiałem je wypakować, żeby dobrać się do plików tekstowych i przetłumaczyć je przed wypuszczeniem spolszczenia, ale to te same pliki które zawiera to archiwum db0.

Dziękuję-działa ❗😂❤

[![](https://discourse-static.stalkerteam.pl/file/stalkerteam-discourse/original/3X/6/e/6e1e7e8af76163936a90b4cb23a25aa3e1e88cb1.jpeg)](https://attachments.stalkerteam.pl/monthly_2020_05/ss_naznaczony_05-10-20_18-19-59_(marsh).jpg.cc4e2bd4bc02c6d603d261d8f3fd696c.jpg)

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<div class="post-metadata">

**Autor:** ![Szczepan9205](https://stalkerteam.pl/user_avatar/stalkerteam.pl/szczepan9205/32/1576_2.png) [@Szczepan9205](https://stalkerteam.pl/u/Szczepan9205)\
**Data wpisu:** [10 Maj 2020 19:52 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/86 "2020-05-10T19:52:00Z")

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@Naznaczony2001﻿﻿ Nie ma za co 🙂 Aczkolwiek dziwi mnie to, że po wrzuceniu tego archiwum .db0 pliki łatki nie zastąpiły poprzednich i miałeś problem z HUD-em, bo Agrael miał podobną sytuację, ale jak wrzucił archiwum do folderu content to wszystko u niego działało.

W każdym razie najważniejsze, że działa także miłej gry Ci życzę tylko postaraj się nie zjeść zębów na wojnie frakcji bo ten Faction Commander, który jest zintegrowany z modem nie działa do końca tak jak powinien zresztą Agrael już o tym wspominał. Da się z niego korzystać i dzięki temu bawić się we wojnę frakcji, ale do tego żeby działał bez zarzutu dużo mu brakuje niestety choć z tego co wiem to ten commander nigdy nie był jakiś idealny, ale chyba i tak jest lepszy od skryptu który miał tendencje do zawieszania się bo miałem tak kilka razy jak ogrywałem oryginalne Czyste Niebo, że przejmowałem jakiś ważny punkt i oddziały mojej frakcji nie wyruszały żeby go przejąć.

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**Autor:** ![kanon1022](https://stalkerteam.pl/user_avatar/stalkerteam.pl/kanon1022/32/411_2.png) [@kanon1022](https://stalkerteam.pl/u/kanon1022)\
**Data wpisu:** [11 Maj 2020 15:32 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/87 "2020-05-11T15:32:39Z")

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@Szczepan9205 Co to oznacza ,brak pamięci , mam wyloty na Kordonie po naciśnięci ESC.

> **Spoiler**
>
> FATAL ERROR
> 
> [error] Expression :   
> [error] Function : out\_of\_memory\_handler  
> [error] File : xrDebug.cpp  
> [error] Line : 298  
> [error] Description : fatal error  
> [error] Arguments : Out of memory. Memory request: 8192 K

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**Autor:** ![tom3kb](https://stalkerteam.pl/user_avatar/stalkerteam.pl/tom3kb/32/437_2.png) [@tom3kb](https://stalkerteam.pl/u/tom3kb)\
**Data wpisu:** [11 Maj 2020 15:58 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/88 "2020-05-11T15:58:10Z")

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@kanon1022 rozdziałka, opcje i ewentualnie oświetlenie w dół.

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**Autor:** ![Szczepan9205](https://stalkerteam.pl/user_avatar/stalkerteam.pl/szczepan9205/32/1576_2.png) [@Szczepan9205](https://stalkerteam.pl/u/Szczepan9205)\
**Data wpisu:** [11 Maj 2020 15:58 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/89 "2020-05-11T15:58:52Z")

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@kanon1022Trafiały mi się wyloty z powodu braku pamięci i u mnie pomogło zjechanie w dół z ustawieniami graficznymi, a konkretnie jak zjechałem w dół ze szczegółowością tekstur o mniej więcej 1/4 paska z maksymalnej to przestało mi wywalać grę. Także moja rada, pobaw się ustawieniami grafiki i zobacz w którym momencie przestanie Ci wywalać grę.

Dużo zależy od tego jaki masz komputer bo jakby nie patrzeć ten mod używa tekstur o wysokiej rozdzielczości, i mimo że wykorzystuje lokacje wzięte z Anomaly (które samo w sobie jest świetnie zoptymalizowane to w tym modzie zawsze jest taki punkt na horyzoncie, w który jak spojrzysz to klatki spadają w dół, ja np mam ogółem 60 klatek jak gram, ale jak spojrzę w konkretne miejsce to spadają do 35-40 i nie da się tego naprawić obniżając jakość grafiki poprzez zjechanie z jedną opcją grafiki w dół, ja lubię mieć ładnie wyglądający świat przed oczami więc jeśli w większości miejsc mam 60 FPS to nie zwracam uwagi na te spadki). No a poza tym mod wykorzystuje ReShade, który też obciąża trochę komputer, więc trzeba pamiętać, że jeśli czysty Zew Prypeci lub Czyste Niebo chodziło nam na maksymalnych ustawieniach w 60 klatkach to nie znaczy, że mod też pójdzie na najwyższych 😊

@tom3kb Właśnie z renderem oświetlenia w tym modzie jest problem, o ile DX10 i 11 działają jak trzeba to na DX9 i statycznym robi się niegrywalny bo FPSy spadają do 15-20, a dlaczego tak się dzieje to nie wiem(w moim przypadku przynajmniej tak się działo jak przyszło mi przechodzić przez podziemia Agropromu no ale jakoś dałem radę) 😕

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<div class="post-metadata">

**Autor:** ![kanon1022](https://stalkerteam.pl/user_avatar/stalkerteam.pl/kanon1022/32/411_2.png) [@kanon1022](https://stalkerteam.pl/u/kanon1022)\
**Data wpisu:** [11 Maj 2020 17:14 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/90 "2020-05-11T17:14:15Z")

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@Szczepan9205 Co to jest ,już nie mogę z tym modem.

> **Spoiler**
>
> Detected CPU: Intel(R) Core™ i7-4710HQ CPU @ 2.50GHz [GenuineIntel], F6/M12/S3, 2493.00 mhz, 19-clk ‘rdtsc’  
> \* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT  
> \* CPU cores/threads: 4/8
> 
> Initializing File System…  
> using fs-ltx fsgame.ltx  
> FS: 38850 files cached 22 archives, 6899Kb memory used.  
> Init FileSystem 1.348437 sec  
> ‘xrCore’ build 6907, Jan 3 2018
> 
> -----loading d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\configs\system.ltx  
> -----loading d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\configs\system.ltx  
> Initializing Engine…  
> Starting INPUT device…  
> Loading DLL: xrRender\_R2  
> Loading DLL: xrRender\_R3  
> Loading DLL: xrRender\_R3  
> Loading DLL: xrRender\_R4  
> Loading DLL: xrRender\_R4  
> command line -skip\_reg -noprefetch  
> Executing config-script “user.ltx”…  
> [d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\content\userdata\user.ltx] successfully loaded.  
> Loading DLL: xrRender\_R2  
> Loading DLL: xrGame  
> ! Player name in registry is empty! (InstallUserName)  
> Executing config-script “d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\configs\default\_controls.ltx”…  
> [d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\configs\default\_controls.ltx] successfully loaded.  
> Executing config-script “user.ltx”…  
> Executing config-script “d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\configs\rspec\_default.ltx”…  
> [d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\configs\rspec\_default.ltx] successfully loaded.  
> Executing config-script “d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\configs\default\_controls.ltx”…  
> [d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\configs\default\_controls.ltx] successfully loaded.  
> ~ Invalid syntax in call to ‘psp\_cam\_offset’  
> ~ Valid arguments: vector3 in range [-1.000000e+03,-1.000000e+03,-1.000000e+03]-[1.000000e+03,1.000000e+03,1.000000e+03]  
> ~ Invalid syntax in call to ‘r2\_aa\_break’  
> ~ Valid arguments: vector3 in range [0.000000e+00,0.000000e+00,0.000000e+00]-[1.000000e+00,1.000000e+00,1.000000e+00]  
> ~ Invalid syntax in call to ‘r2\_aa\_weight’  
> ~ Valid arguments: vector3 in range [0.000000e+00,0.000000e+00,0.000000e+00]-[1.000000e+00,1.000000e+00,1.000000e+00]  
> ~ Invalid syntax in call to ‘sv\_adm\_menu\_ban\_time’  
> ~ Valid arguments: ui\_mp\_am\_10\_minutes/ui\_mp\_am\_30\_minutes/ui\_mp\_am\_1\_hour/ui\_mp\_am\_6\_hours/ui\_mp\_am\_1\_day/ui\_mp\_am\_1\_week/ui\_mp\_am\_1\_month/ui\_mp\_am\_3\_monthes/ui\_mp\_am\_forever  
> [d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\content\userdata\user.ltx] successfully loaded.  
> SOUND: OpenAL: enumerate devices…  
> SOUND: OpenAL: EnumerationExtension Present  
> dir[0]=D:\S.T.A.L.K.E.R. - Call of Clear Sky v.1.6.2\engine\   
> dir[1]=D:\S.T.A.L.K.E.R. - Call of Clear Sky v.1.6.2\   
> dir[2]=D:\S.T.A.L.K.E.R. - Call of Clear Sky v.1.6.2\engine\   
> dir[3]=C:\WINDOWS\system32\   
> CleanDeviceSpecifierList  
> CleanDeviceSpecifierList Generic Hardware  
> devices Generic Hardware  
> SOUND: OpenAL: system default SndDevice name is Generic Hardware  
> SOUND: OpenAL: default SndDevice name set to Generic Software  
> SOUND: OpenAL: All available devices:
> 
> 1. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
> 2. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]  
> SOUND: Selected device is Generic Software  
> \* sound: EAX 2.0 extension: absent  
> \* sound: EAX 2.0 deferred: absent  
> \* sound : cache: 65537 kb, 4856 lines, 13820 bpl  
> Starting RENDER device…  
> \* GPU [vendor:10DE]-[device:1392]: NVIDIA GeForce GTX 860M  
> \* GPU driver: 26.21.14.4587  
> \* CREATE: DeviceREF: 1  
> \* Vertex Processor: PURE HARDWARE  
> \* Texture memory: 4056 M  
> \* DDI-level: 9.0  
> \* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)  
> \* GPU vertex cache: unrecognized, 16  
> \* NVidia MGPU: Logical(1), Physical(1)  
> ! AGS: Initialization failed (3)  
> \* Starting rendering as 2-GPU.  
> \* DVB created: 1536K  
> \* DIB created: 512K  
> ! Renderer doesn’t support blender ‘effects\shadow\_world’  
> \* NULLRT supported  
> \* …and used  
> \* HWDST/PCF supported and used  
> \* NV-DBT supported and used  
> compiling shader dumb  
> compiling shader dumb  
> compiling shader accum\_mask  
> compiling shader accum\_sun\_mask  
> compiling shader copy\_p  
> compiling shader accum\_volume  
> compiling shader copy  
> compiling shader accum\_sun\_near  
> compiling shader accum\_sun  
> compiling shader accum\_sun\_cascade  
> compiling shader accum\_sun\_cascade\_far  
> compiling shader accum\_omni\_unshadowed  
> compiling shader accum\_omni\_normal  
> compiling shader accum\_omni\_transluent  
> compiling shader accum\_spot\_unshadowed  
> compiling shader accum\_spot\_normal  
> compiling shader accum\_spot\_fullsize  
> compiling shader accum\_volumetric  
> compiling shader accum\_volumetric  
> compiling shader accum\_indirect  
> compiling shader bloom\_build  
> compiling shader bloom\_filter  
> compiling shader bloom\_filter\_f  
> compiling shader ssao\_calc  
> compiling shader combine\_1  
> compiling shader depth\_downs  
> compiling shader bloom\_luminance\_1  
> compiling shader bloom\_luminance\_2  
> compiling shader bloom\_luminance\_3  
> compiling shader combine\_1  
> compiling shader combine\_2\_AA  
> compiling shader combine\_2\_NAA  
> compiling shader combine\_2\_AA\_D  
> compiling shader combine\_2\_NAA\_D  
> compiling shader combine\_volumetric  
> compiling shader postprocess  
> compiling shader postprocess\_CM  
> compiling shader distort  
> compiling shader particle\_distort  
> compiling shader particle  
> compiling shader particle  
> compiling shader particle\_s-blend  
> compiling shader particle-clip  
> compiling shader particle\_s-add  
> compiling shader particle\_s-aadd  
> compiling shader deffer\_particle  
> compiling shader deffer\_particle
> 
> - r\_\_tf\_aniso 10
> - r2\_tf\_mipbias 0.  
> compiling shader portal  
> compiling shader portal  
> compiling shader simple\_color  
> compiling shader editor  
> compiling shader sky2  
> compiling shader sky2  
> compiling shader clouds  
> compiling shader clouds  
> Starting engine…  
> compiling shader stub\_default  
> compiling shader effects\_sun  
> compiling shader hud\_font  
> ! Player name in registry is empty! (InstallUserName)  
> compiling shader yuv2rgb  
> ! Invalid ogg-comment version, file: d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\sounds\characters\_voice\scenario\video\ati.ogg  
> intro\_start intro\_logo  
> \* DVB created: 1536K  
> \* DIB created: 512K  
> compiling shader dumb  
> compiling shader dumb  
> compiling shader accum\_mask  
> compiling shader accum\_sun\_mask  
> compiling shader copy\_p  
> compiling shader accum\_volume  
> compiling shader copy  
> compiling shader accum\_sun\_near  
> compiling shader accum\_sun  
> compiling shader accum\_sun\_cascade  
> compiling shader accum\_sun\_cascade\_far  
> compiling shader accum\_omni\_unshadowed  
> compiling shader accum\_omni\_normal  
> compiling shader accum\_omni\_transluent  
> compiling shader accum\_spot\_unshadowed  
> compiling shader accum\_spot\_normal  
> compiling shader accum\_spot\_fullsize  
> compiling shader accum\_volumetric  
> compiling shader accum\_volumetric  
> compiling shader accum\_indirect  
> compiling shader bloom\_build  
> compiling shader bloom\_filter  
> compiling shader bloom\_filter\_f  
> compiling shader ssao\_calc  
> compiling shader combine\_1  
> compiling shader depth\_downs  
> compiling shader bloom\_luminance\_1  
> compiling shader bloom\_luminance\_2  
> compiling shader bloom\_luminance\_3  
> compiling shader combine\_1  
> compiling shader combine\_2\_AA  
> compiling shader combine\_2\_NAA  
> compiling shader combine\_2\_AA\_D  
> compiling shader combine\_2\_NAA\_D  
> compiling shader combine\_volumetric  
> compiling shader postprocess  
> compiling shader postprocess\_CM  
> compiling shader distort
> - r\_\_tf\_aniso 10
> - r2\_tf\_mipbias 0.  
> \* RM\_Dump: textures : 870  
> \* RM\_Dump: rtargets : 17  
> \* RM\_Dump: vs : 14  
> \* RM\_Dump: ps : 47  
> \* RM\_Dump: dcl : 12  
> \* RM\_Dump: states : 49  
> \* RM\_Dump: tex\_list : 447  
> \* RM\_Dump: matrices : 0  
> \* RM\_Dump: lst\_constants: 0  
> \* RM\_Dump: v\_passes : 941  
> \* RM\_Dump: v\_elements: 941  
> \* RM\_Dump: v\_shaders : 550  
> \* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)  
> \* GPU vertex cache: unrecognized, 16  
> \* NVidia MGPU: Logical(1), Physical(1)  
> ! AGS: Initialization failed (3)  
> \* Starting rendering as 2-GPU.  
> \*\*\* RESET [228 ms]  
> \* MEMORY USAGE: 161117 K  
> \* End of synchronization A[1] R[1]  
> intro\_delete ::update\_logo\_intro  
> compiling shader yuv2rgb  
> ! Missing ogg-comment, file: d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\sounds\music\mm\menu\_ambient.ogg  
> \* [win32]: free[3730056 K], reserved[71744 K], committed[392440 K]  
> \* [D3D]: textures[16 K]  
> \* [x-ray]: process heap[130098 K]  
> \* [x-ray]: economy: strings[9908 K], smem[0 K]  
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> \* 0.0 : [1] shoker\_mod\explosions\explosion\_smoke01  
> \* 0.0 : [1] shoker\_mod\explosions\final\_expl  
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> \* 0.0 : [2] sky\cloudy\_light\_rain\03-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\04-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\04-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\05-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\05-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\05-30-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\05-30-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\06-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\06-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\06-30-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\06-30-cloudy-light-rain#small  
> \* 0.0 : [4] sky\cloudy\_light\_rain\07-00-cloudy-light-rain  
> \* 0.0 : [4] sky\cloudy\_light\_rain\07-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\08-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\08-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\09-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\09-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\10-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\10-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\11-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\11-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\12-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\12-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\13-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\13-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\14-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\14-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\15-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\15-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\16-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\16-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\17-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\17-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\18-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\18-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\18-30-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\18-30-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\20-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\20-00-cloudy-light-rain#small  
> \* 0.0 : [4] sky\cloudy\_light\_rain\20-30-cloudy-light-rain  
> \* 0.0 : [4] sky\cloudy\_light\_rain\20-30-cloudy-light-rain#small  
> \* 0.0 : [4] sky\cloudy\_light\_rain\20-40-cloudy-light-rain  
> \* 0.0 : [4] sky\cloudy\_light\_rain\20-40-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\21-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\21-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\22-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\22-00-cloudy-light-rain#small  
> \* 0.0 : [2] sky\cloudy\_light\_rain\23-00-cloudy-light-rain  
> \* 0.0 : [2] sky\cloudy\_light\_rain\23-00-cloudy-light-rain#small  
> \* 0.0 : [5] sky\sky\_12\_vibros\_cube  
> \* 0.0 : [5] sky\sky\_12\_vibros\_cube#small  
> \* 0.0 : [26] sky\sky\_13\_cube  
> \* 0.0 : [26] sky\sky\_13\_cube#small  
> \* 0.0 : [16] sky\sky\_13\_cube\_night  
> \* 0.0 : [16] sky\sky\_13\_cube\_night#small  
> \* 0.0 : [12] sky\sky\_13\_vibros\_cube  
> \* 0.0 : [12] sky\sky\_13\_vibros\_cube#small  
> \* 0.0 : [10] sky\sky\_14\_cube  
> \* 0.0 : [10] sky\sky\_14\_cube#small  
> \* 0.0 : [4] sky\sky\_17\_clouds\_cube  
> \* 0.0 : [4] sky\sky\_17\_clouds\_cube#small  
> \* 0.0 : [4] sky\sky\_17\_cube  
> \* 0.0 : [4] sky\sky\_17\_cube#small  
> \* 0.0 : [8] sky\sky\_18\_cube  
> \* 0.0 : [8] sky\sky\_18\_cube#small  
> \* 0.0 : [11] sky\sky\_19\_cube  
> \* 0.0 : [11] sky\sky\_19\_cube#small  
> \* 0.0 : [4] sky\sky\_1\_clouds\_cube  
> \* 0.0 : [4] sky\sky\_1\_clouds\_cube#small  
> \* 0.0 : [4] sky\sky\_20\_clouds\_cube  
> \* 0.0 : [4] sky\sky\_20\_clouds\_cube#small  
> \* 0.0 : [4] sky\sky\_20\_cube  
> \* 0.0 : [4] sky\sky\_20\_cube#small  
> \* 0.0 : [4] sky\sky\_2\_clouds\_cube  
> \* 0.0 : [4] sky\sky\_2\_clouds\_cube#small  
> \* 0.0 : [4] sky\sky\_2\_cube  
> \* 0.0 : [4] sky\sky\_2\_cube#small  
> \* 0.0 : [12] sky\sky\_3\_cube  
> \* 0.0 : [12] sky\sky\_3\_cube#small  
> \* 0.0 : [3] sky\sky\_4\_cube  
> \* 0.0 : [3] sky\sky\_4\_cube#small  
> \* 0.0 : [30] sky\sky\_5\_cube  
> \* 0.0 : [30] sky\sky\_5\_cube#small  
> \* 0.0 : [7] sky\sky\_6\_cube  
> \* 0.0 : [7] sky\sky\_6\_cube#small  
> \* 0.0 : [11] sky\sky\_7\_cube  
> \* 0.0 : [11] sky\sky\_7\_cube#small  
> \* 0.0 : [8] sky\sky\_8\_cube  
> \* 0.0 : [8] sky\sky\_8\_cube#small  
> \* 0.0 : [51] sky\sky\_9\_cube  
> \* 0.0 : [51] sky\sky\_9\_cube#small  
> \* 0.0 : [786] sky\sky\_oblaka  
> \* 0.0 : [3] sky\storm\00-00-storm  
> \* 0.0 : [3] sky\storm\00-00-storm#small  
> \* 0.0 : [6] sky\storm\01-00-storm  
> \* 0.0 : [6] sky\storm\01-00-storm#small  
> \* 0.0 : [6] sky\storm\02-00-storm  
> \* 0.0 : [6] sky\storm\02-00-storm#small  
> \* 0.0 : [3] sky\storm\03-00-storm  
> \* 0.0 : [3] sky\storm\03-00-storm#small  
> \* 0.0 : [3] sky\storm\05-00-storm  
> \* 0.0 : [3] sky\storm\05-00-storm#small  
> \* 0.0 : [3] sky\storm\06-00-storm  
> \* 0.0 : [3] sky\storm\06-00-storm#small  
> \* 0.0 : [3] sky\storm\06-30-storm  
> \* 0.0 : [3] sky\storm\06-30-storm#small  
> \* 0.0 : [6] sky\storm\07-00-storm  
> \* 0.0 : [6] sky\storm\07-00-storm#small  
> \* 0.0 : [6] sky\storm\08-00-storm  
> \* 0.0 : [6] sky\storm\08-00-storm#small  
> \* 0.0 : [6] sky\storm\09-00-storm  
> \* 0.0 : [6] sky\storm\09-00-storm#small  
> \* 0.0 : [3] sky\storm\10-00-storm  
> \* 0.0 : [3] sky\storm\10-00-storm#small  
> \* 0.0 : [3] sky\storm\11-00-storm  
> \* 0.0 : [3] sky\storm\11-00-storm#small  
> \* 0.0 : [3] sky\storm\12-00-storm  
> \* 0.0 : [3] sky\storm\12-00-storm#small  
> \* 0.0 : [3] sky\storm\13-00-storm  
> \* 0.0 : [3] sky\storm\13-00-storm#small  
> \* 0.0 : [3] sky\storm\14-00-storm  
> \* 0.0 : [3] sky\storm\14-00-storm#small  
> \* 0.0 : [3] sky\storm\15-00-storm  
> \* 0.0 : [3] sky\storm\15-00-storm#small  
> \* 0.0 : [3] sky\storm\16-00-storm  
> \* 0.0 : [3] sky\storm\16-00-storm#small  
> \* 0.0 : [3] sky\storm\17-00-storm  
> \* 0.0 : [3] sky\storm\17-00-storm#small  
> \* 0.0 : [3] sky\storm\18-00-storm  
> \* 0.0 : [3] sky\storm\18-00-storm#small  
> \* 0.0 : [3] sky\storm\19-30-storm  
> \* 0.0 : [3] sky\storm\19-30-storm#small  
> \* 0.0 : [3] sky\storm\19-50-storm  
> \* 0.0 : [3] sky\storm\19-50-storm#small  
> \* 0.0 : [3] sky\storm\20-20-storm  
> \* 0.0 : [3] sky\storm\20-20-storm#small  
> \* 0.0 : [6] sky\storm\20-35-storm  
> \* 0.0 : [6] sky\storm\20-35-storm#small  
> \* 0.0 : [6] sky\storm\21-35-storm  
> \* 0.0 : [6] sky\storm\21-35-storm#small  
> \* 0.0 : [3] sky\storm\22-00-storm  
> \* 0.0 : [3] sky\storm\22-00-storm#small  
> \* 0.0 : [1] survarium\fx\fx\lights\big\_bonfire\_flame  
> \* 0.0 : [1] survarium\fx\fx\lights\bonfire\_flame\_2  
> \* 0.0 : [1] survarium\fx\fx\lights\bonfire\_flame\_3  
> \* 0.0 : [1] survarium\fx\fx\lights\bonfire\_flame\_top  
> \* 0.0 : [1] ui\ui\_actor\_sleep\_screen  
> \* 0.0 : [1] ui\ui\_fog\_of\_war  
> \* 0.0 : [1] water\water\_dudv  
> \* 0.0 : [1] wm\wm\_blood\_1  
> \* 0.0 : [1] wm\wm\_blood\_1\_1  
> \* 0.0 : [1] wm\wm\_blood\_1\_2  
> \* 0.0 : [1] wm\wm\_blood\_1\_3  
> \* 0.0 : [1] wm\wm\_blood\_drop\_4  
> \* 0.0 : [1] wm\wm\_bullet\_asfalt\_1  
> \* 0.0 : [1] wm\wm\_bullet\_asfalt\_2  
> \* 0.0 : [1] wm\wm\_bullet\_asfalt\_3  
> \* 0.0 : [1] wm\wm\_bullet\_brick\_1  
> \* 0.0 : [1] wm\wm\_bullet\_brick\_2  
> \* 0.0 : [1] wm\wm\_bullet\_concrete  
> \* 0.0 : [1] wm\wm\_bullet\_concrete\_1  
> \* 0.0 : [1] wm\wm\_bullet\_concrete\_2  
> \* 0.0 : [1] wm\wm\_bullet\_concrete\_4  
> \* 0.0 : [1] wm\wm\_bullet\_concrete\_5  
> \* 0.0 : [1] wm\wm\_bullet\_concrete\_6  
> \* 0.0 : [1] wm\wm\_bullet\_concrete\_7  
> \* 0.0 : [1] wm\wm\_bullet\_glass01  
> \* 0.0 : [1] wm\wm\_bullet\_glass02  
> \* 0.0 : [1] wm\wm\_bullet\_glass03  
> \* 0.0 : [1] wm\wm\_bullet\_glass04  
> \* 0.0 : [1] wm\wm\_bullet\_ground  
> \* 0.0 : [1] wm\wm\_bullet\_ground\_1  
> \* 0.0 : [1] wm\wm\_bullet\_ground\_2  
> \* 0.0 : [1] wm\wm\_bullet\_metall\_thik  
> \* 0.0 : [1] wm\wm\_bullet\_metall\_thik\_1  
> \* 0.0 : [1] wm\wm\_bullet\_metall\_thik\_2  
> \* 0.0 : [1] wm\wm\_bullet\_metall\_thik\_3  
> \* 0.0 : [1] wm\wm\_bullet\_metall\_thin  
> \* 0.0 : [1] wm\wm\_bullet\_metall\_thin\_1  
> \* 0.0 : [1] wm\wm\_bullet\_metall\_thin\_2  
> \* 0.0 : [1] wm\wm\_bullet\_metall\_thin\_3  
> \* 0.0 : [1] wm\wm\_bullet\_metall\_thin\_4  
> \* 0.0 : [1] wm\wm\_bullet\_wood  
> \* 0.0 : [1] wm\wm\_bullet\_wood\_1  
> \* 0.0 : [1] wm\wm\_bullet\_wood\_2  
> \* 0.0 : [1] wm\wm\_bullet\_wood\_3  
> \* 0.0 : [1] wm\wm\_bullet\_wood\_4  
> \* 0.0 : [1] wm\wm\_bullet\_wood\_5  
> \* 0.0 : [1] wm\wm\_bullet\_wood\_6  
> \* 0.0 : [1] wm\wm\_bullet\_wood\_7  
> \* 0.0 : [1] wm\wm\_bullet\_wood\_8  
> \* 0.0 : [1] wm\wm\_bullet\_wood\_9  
> \* 0.0 : [1] wm\wm\_grenade  
> \* 0.0 : [1] wm\wm\_knife\_dead  
> \* 0.0 : [1] wm\wm\_knife\_horiz  
> \* 0.0 : [1] wm\wm\_knife\_horiz\_blood  
> \* 0.0 : [1] wm\wm\_knife\_horiz\_blood1  
> \* 0.0 : [1] wm\wm\_knife\_horiz\_metal  
> \* 0.0 : [1] wm\wm\_knife\_horiz\_ston  
> \* 0.0 : [1] wm\wm\_knife\_wood  
> \* 0.0 : [1] wm\wm\_knife\_wood1  
> \* 0.0 : [1] wm\wm\_knife\_wood2  
> \* 4.1 : [1] ui\ui\_ani\_cursor  
> \* 8.1 : [1] 222  
> \* 16.1 : [1] ui\ui\_font\_hud\_01  
> \* 64.1 : [1] ui\ui\_font\_console\_02  
> \* 64.1 : [1] ui\ui\_font\_hud\_02  
> \* 128.1 : [1] ui\ui\_font\_arial\_14\_1600\_cent  
> \* 256.1 : [1] ui\ui\_font\_letter\_16\_1600\_cent  
> \* 256.1 : [1] ui\ui\_font\_letter\_18\_1600\_cent  
> \* 512.1 : [1] ui\ui\_font\_graff\_19\_1600\_cent  
> \* 512.1 : [1] ui\ui\_font\_graff\_22\_1600\_cent  
> \* 512.1 : [1] ui\ui\_font\_letter\_25\_1600\_cent  
> \* 1024.1 : [1] ui\ui\_actor\_mp\_screen  
> \* 1024.1 : [1] ui\ui\_actor\_multiplayer\_background  
> \* 1024.1 : [1] ui\ui\_font\_graff\_32\_1600\_cent  
> \* 2025.1 : [1] ui\new\_mm\new\_mm\_bg\_loaddlg  
> \* 2048.1 : [1] ui\ui\_font\_graff\_50\_1600\_cent  
> \* 4096.1 : [1] ui\ui\_actor\_hint\_wnd  
> \* 4096.1 : [1] ui\ui\_actor\_main\_menu  
> \* 4096.1 : [1] ui\ui\_actor\_multiplayer\_game\_menu  
> \* 4096.1 : [1] ui\ui\_common  
> \* 8100.0 : [1] ui\new\_mm\new\_mm\_vidbg  
> \* 8100.1 : [1] ui\new\_mm\new\_mm\_bars  
> \* 8100.1 : [1] ui\new\_mm\new\_mm\_bg  
> \* 8100.1 : [1] ui\new\_mm\new\_mm\_modlogo  
> compiling shader deffer\_base\_bump-hq  
> compiling shader deffer\_model\_bump-hq\_4  
> compiling shader deffer\_base\_bump  
> compiling shader deffer\_model\_bump\_4  
> compiling shader shadow\_direct\_model\_4  
> engine\xrEngine.exe -skip\_reg -noprefetch  
> \* phase time: 0 ms  
> \* phase cmem: 251519 K  
> ! Player name in registry is empty! (InstallUserName)
> - slot\_0 medkit
> - slot\_1 bandage
> - slot\_2 antirad
> - slot\_3 conserva  
> \* phase time: 110 ms  
> \* phase cmem: 173071 K  
> \* phase time: 4 ms  
> \* phase cmem: 173053 K  
> \* Loading spawn registry…  
> \* 11581 spawn points are successfully loaded  
> \* Loading objects…  
> \* 23833 objects are successfully loaded  
> \* Game 222 is successfully loaded from file ‘d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\content\userdata\savedgames\222.scop’ (3.616s)  
> \* phase time: 3616 ms  
> \* phase cmem: 243237 K  
> \* phase time: 26 ms  
> \* phase cmem: 245470 K  
> \* phase time: 21 ms  
> \* phase cmem: 245470 K
> 
> # New player created.
> 
> \* WARNING: player not logged in  
> \* client : connection accepted -   
> \* phase time: 50 ms  
> \* phase cmem: 245502 K  
> \* phase time: 16 ms  
> \* phase cmem: 245502 K  
> \* phase time: 2315 ms  
> \* phase cmem: 396728 K  
> compiling shader deffer\_base\_bump\_d-hq  
> compiling shader deffer\_base\_bump\_d-hq  
> compiling shader deffer\_base\_bump  
> compiling shader shadow\_direct\_base  
> compiling shader deffer\_base\_bump-hq  
> compiling shader deffer\_base\_flat  
> compiling shader deffer\_base\_flat  
> compiling shader base\_lplanes  
> compiling shader base\_lplanes  
> compiling shader deffer\_base\_flat\_d  
> compiling shader deffer\_base\_flat\_d  
> compiling shader deffer\_base\_aref\_flat  
> compiling shader shadow\_direct\_base\_aref  
> compiling shader shadow\_direct\_base\_aref  
> compiling shader water\_soft  
> compiling shader water\_soft  
> compiling shader waterd\_soft  
> compiling shader waterd\_soft  
> compiling shader deffer\_base\_aref\_bump\_d-hq  
> compiling shader deffer\_base\_aref\_bump  
> compiling shader deffer\_impl\_flat\_d  
> compiling shader deffer\_impl\_flat\_d  
> compiling shader deffer\_impl\_flat  
> compiling shader deffer\_base\_lmh\_aref\_bump\_d-hq  
> compiling shader deffer\_base\_lmh\_bump\_d-hq  
> compiling shader deffer\_base\_lmh\_aref\_bump  
> compiling shader deffer\_base\_lmh\_bump  
> compiling shader deffer\_base\_lmh\_bump\_d-hq  
> compiling shader deffer\_base\_lmh\_bump  
> compiling shader deffer\_base\_lmh\_steep\_d-hq  
> compiling shader deffer\_base\_lmh\_bump-hq  
> compiling shader deffer\_base\_lmh\_bump-hq  
> compiling shader deffer\_base\_lmh\_flat\_d  
> compiling shader deffer\_base\_lmh\_flat\_d  
> compiling shader deffer\_base\_lmh\_flat  
> compiling shader deffer\_base\_lmh\_flat  
> compiling shader lmapE  
> compiling shader lmapE  
> compiling shader deffer\_base\_lmh\_aref\_bump-hq  
> compiling shader deffer\_base\_lmh\_steep-hq  
> compiling shader deffer\_base\_lmh\_aref\_flat  
> compiling shader vert  
> compiling shader vert  
> compiling shader deffer\_base\_steep-hq  
> compiling shader deffer\_base\_aref\_bump-hq  
> compiling shader deffer\_tree\_bump-hq  
> compiling shader deffer\_tree\_bump  
> compiling shader shadow\_direct\_tree  
> compiling shader deffer\_tree\_flat  
> compiling shader shadow\_direct\_base  
> compiling shader lod  
> compiling shader lod  
> compiling shader deffer\_tree\_s\_bump-hq  
> compiling shader deffer\_tree\_s\_bump  
> compiling shader shadow\_direct\_tree\_s  
> compiling shader deffer\_tree\_s\_bump\_d-hq  
> compiling shader deffer\_tree\_bump\_d-hq  
> \* phase time: 291 ms  
> \* phase cmem: 398331 K  
> \* [Loading VB] 65532 verts, 2047 Kb  
> \* [Loading VB] 65533 verts, 2047 Kb  
> \* [Loading VB] 65531 verts, 2047 Kb  
> \* [Loading VB] 65535 verts, 2047 Kb  
> \* [Loading VB] 65532 verts, 2047 Kb  
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> \* [Loading VB] 58048 verts, 1814 Kb  
> \* [Loading VB] 12381 verts, 386 Kb  
> \* [Loading VB] 65529 verts, 2047 Kb  
> \* [Loading VB] 65534 verts, 2047 Kb  
> \* [Loading VB] 65535 verts, 2047 Kb  
> \* [Loading VB] 65535 verts, 2047 Kb  
> \* [Loading VB] 65531 verts, 2047 Kb  
> \* [Loading VB] 65531 verts, 2047 Kb  
> \* [Loading VB] 65532 verts, 2047 Kb  
> \* [Loading VB] 65532 verts, 2047 Kb  
> \* [Loading VB] 65532 verts, 2047 Kb  
> \* [Loading VB] 65518 verts, 2047 Kb  
> \* [Loading VB] 65519 verts, 2047 Kb  
> \* [Loading VB] 65532 verts, 2047 Kb  
> \* [Loading VB] 65526 verts, 2047 Kb  
> \* [Loading VB] 65518 verts, 2047 Kb  
> \* [Loading VB] 65532 verts, 2047 Kb  
> \* [Loading VB] 65533 verts, 2047 Kb  
> \* [Loading VB] 65534 verts, 2047 Kb  
> \* [Loading VB] 1176 verts, 36 Kb  
> \* [Loading VB] 65535 verts, 2047 Kb  
> \* [Loading VB] 65535 verts, 2047 Kb  
> \* [Loading VB] 65534 verts, 2047 Kb  
> \* [Loading VB] 65535 verts, 2047 Kb  
> \* [Loading VB] 65534 verts, 2047 Kb  
> \* [Loading VB] 65470 verts, 2045 Kb  
> \* [Loading VB] 6630 verts, 207 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048572 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048572 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048572 indices, 2047 Kb  
> \* [Loading IB] 1048572 indices, 2047 Kb  
> \* [Loading IB] 833202 indices, 1627 Kb  
> \* [Loading VB] 65534 verts, 767 Kb  
> \* [Loading VB] 65535 verts, 767 Kb  
> \* [Loading VB] 65535 verts, 767 Kb  
> \* [Loading VB] 65534 verts, 767 Kb  
> \* [Loading VB] 65532 verts, 767 Kb  
> \* [Loading VB] 65534 verts, 767 Kb  
> \* [Loading VB] 65535 verts, 767 Kb  
> \* [Loading VB] 65533 verts, 767 Kb  
> \* [Loading VB] 65532 verts, 767 Kb  
> \* [Loading VB] 65535 verts, 767 Kb  
> \* [Loading VB] 65534 verts, 767 Kb  
> \* [Loading VB] 13510 verts, 158 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 1048572 indices, 2047 Kb  
> \* [Loading IB] 1048572 indices, 2047 Kb  
> \* [Loading IB] 1048572 indices, 2047 Kb  
> \* [Loading IB] 1048575 indices, 2047 Kb  
> \* [Loading IB] 534513 indices, 1043 Kb  
> \* phase time: 89 ms  
> \* phase cmem: 516941 K  
> \* phase time: 47 ms  
> \* phase cmem: 525158 K  
> compiling shader deffer\_detail\_w\_flat  
> compiling shader deffer\_detail\_s\_flat  
> \* [DETAILS] VertexConsts(256), Batch(61)  
> \* [DETAILS] 48739 v(20), 31842 p  
> \* [DETAILS] Batch(61), VB(951K), IB(186K)  
> \* phase time: 32 ms  
> \* phase cmem: 526386 K  
> \* Loading HOM: d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\levels\escape\level.hom  
> \* phase time: 14 ms  
> \* phase cmem: 526666 K  
> \* phase time: 7 ms  
> \* phase cmem: 526666 K  
> \* phase time: 11 ms  
> \* phase cmem: 526666 K  
> CResourceManager::DeferredUpload → START, size = 1652  
> TextureLoading → thread 1 started!  
> TextureLoading → thread 2 started!  
> ! Can’t find texture ‘amik\weapons\flame\flameshoot\_2’  
> ! Can’t find texture ‘amik\weapons\flame\flameshoot\_3’  
> TextureLoading → thread 3 started!  
> ! Can’t find texture ‘amik\weapons\flame\flameshoot\_4’  
> ! Can’t find texture ‘amik\weapons\flame\flameshoot\_5’  
> TextureLoading → thread 4 started!  
> ! Can’t find texture ‘amik\weapons\flame\mg42out’  
> TextureLoading → thread 5 started!  
> ! Can’t find texture ‘amik\weapons\flame\trace’  
> ! Can’t find texture ‘amik\weapons\flame\trace\_01’  
> TextureLoading → thread 6 started!  
> ! Can’t find texture ‘amik\weapons\flame\trail’  
> TextureLoading → thread 7 started!  
> TextureLoading → thread 8 started!  
> ! Can’t find texture ‘amik\weapons\flash\_01’  
> TextureLoading → thread 9 started!  
> ! Can’t find texture ‘amik\weapons\flash\_02’  
> TextureLoading → thread 10 started!  
> TextureLoading → thread 11 started!  
> TextureLoading → thread 12 started!  
> ! Can’t find texture ‘amik\weapons\flash\_04’  
> TextureLoading → thread 13 started!  
> TextureLoading → thread 14 started!  
> ! Can’t find texture ‘amik\weapons\flash\_05’  
> TextureLoading → thread 15 started!  
> ! Can’t find texture ‘amik\weapons\grishik\357mag’  
> TextureLoading → thread 16 started!  
> TextureLoading → thread 17 started!  
> ! Can’t find texture ‘amik\weapons\grishik\45’  
> ! Can’t find texture ‘amik\weapons\grishik\50\_ae’  
> ! Can’t find texture ‘amik\weapons\grishik\5x45x39’  
> ! Can’t find texture ‘amik\weapons\grishik\5x45x39\_00’  
> ! Can’t find texture ‘amik\weapons\grishik\5x45x39\_01’  
> ! Can’t find texture ‘amik\weapons\grishik\5x56x45’  
> ! Can’t find texture ‘pfx\pfx\_dist\_lightning\_02’  
> ! Can’t find texture ‘amik\weapons\grishik\5x56x45\_00’  
> ! Can’t find texture ‘amik\weapons\grishik\5x7x28’  
> ! Can’t find texture ‘amik\weapons\grishik\6x5x50’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x25\_0’  
> ! Can’t find texture ‘fx\fx\_sun\_spiky\_artistpavel’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x25\_1’  
> ! Can’t find texture ‘fx\fx\_sun\_spiky\_artistpavel\_white’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x25\_2’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x25\_3’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x25\_4’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x39\_00’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x39\_01’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x39\_02’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x39\_03’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x51\_1’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x51\_2’  
> ! Can’t find texture ‘amik\weapons\grishik\7x62x54’  
> ! Can’t find texture ‘amik\weapons\grishik\7x7x57’  
> ! Can’t find texture ‘amik\weapons\grishik\7x92x57’  
> ! Can’t find texture ‘amik\weapons\grishik\9x18\_1’  
> ! Can’t find texture ‘amik\weapons\grishik\9x18\_2’  
> ! Can’t find texture ‘amik\weapons\grishik\9x18\_3’  
> ! Can’t find texture ‘amik\weapons\grishik\9x39’  
> ! Can’t find texture ‘amik\weapons\mg42out’  
> ! Can’t find texture ‘amik\weapons\shells\_12x70’  
> ! Can’t find texture ‘amik\weapons\shells\_ak’  
> ! Can’t find texture ‘amik\weapons\shells\_ak\_01’  
> ! Can’t find texture ‘amik\weapons\smokeshoot\_0’  
> ! Can’t find texture ‘amik\weapons\smokeshoot\_1’  
> ! Can’t find texture ‘amik\weapons\trace’  
> ! Can’t find texture ‘amik\weapons\trace\_01’  
> ! Can’t find texture ‘glow\glow\_anamorphic’  
> ! Can’t find texture ‘glow\glow\_blue’  
> ! Can’t find texture ‘glow\glow\_fire1\_soc’  
> ! Can’t find texture ‘glow\glow\_rays’  
> ! Can’t find texture ‘glow\glow\_reddish1’  
> ! Can’t find texture ‘amik\anomaly\electric\_radial’  
> ! Can’t find texture ‘amik\explosions\anim\_dirtexp\_3’  
> ! Can’t find texture ‘amik\explosions\boom\_0’  
> ! Can’t find texture ‘amik\explosions\boom\_1’  
> ! Can’t find texture ‘amik\explosions\boom\_2’  
> ! Can’t find texture ‘amik\explosions\decal\_concrete’  
> ! Can’t find texture ‘amik\explosions\explo\_end’  
> ! Can’t find texture ‘amik\explosions\explosion\_dynamite\explosion\_din’  
> ! Can’t find texture ‘amik\explosions\explosion\_dynamite\flashlight’  
> ! Can’t find texture ‘amik\explosions\explosion\_dynamite\smoke’  
> ! Can’t find texture ‘amik\explosions\explosion\_flash\_atlas’  
> ! Can’t find texture ‘amik\explosions\explosion\_fuelcan\boom\_1’  
> ! Can’t find texture ‘amik\explosions\explosion\_fuelcan\boom\_3’  
> ! Can’t find texture ‘amik\explosions\explosion\_fuelcan\grey\_xpl’  
> ! Can’t find texture ‘amik\explosions\explosion\_smoke03’  
> ! Can’t find texture ‘amik\explosions\final\_expl’  
> ! Can’t find texture ‘amik\explosions\ring\_grey’  
> ! Can’t find texture ‘amik\explosions\smoke128\_3w’  
> ! Can’t find texture ‘amik\explosions\smoke2’  
> ! Can’t find texture ‘amik\explosions\smoke\_cannon’  
> ! Can’t find texture ‘amik\explosions\smoke\_white\_tiled3’  
> ! Can’t find texture ‘amik\fly\fly’  
> ! Can’t find texture ‘amik\hit\_fx\blood\962e6155’  
> ! Can’t find texture ‘amik\hit\_fx\blood\blood’  
> ! Can’t find texture ‘amik\hit\_fx\blood\m’  
> ! Can’t find texture ‘amik\hit\_fx\water\_splash\water\_splash\_anim’  
> ! Can’t find texture ‘amik\hit\_fx\water\_splash\water\_spurt’  
> ! Can’t find texture ‘amik\mine\mine’  
> ! Can’t find texture ‘amik\nature\list’  
> ! Can’t find texture ‘amik\nature\stonedebris1’  
> ! Can’t find texture ‘amik\nature\wood\_part’  
> ! Can’t find texture ‘amik\static\gas\_light\flame\_zippo’  
> ! Can’t find texture ‘amik\weapons\00’  
> ! Can’t find texture ‘amik\weapons\12x70’  
> ! Can’t find texture ‘amik\weapons\6ways1’  
> ! Can’t find texture ‘amik\weapons\6ways2’  
> ! Can’t find texture ‘amik\weapons\9x39’  
> ! Can’t find texture ‘amik\weapons\btr\muzzle 6ways1’  
> ! Can’t find texture ‘amik\weapons\btr\muzzle 6ways2’  
> ! Can’t find texture ‘amik\weapons\dtk\_2’  
> ! Can’t find texture ‘amik\weapons\dtk\_3’  
> ! Can’t find texture ‘amik\weapons\dtk\_4’  
> ! Can’t find texture ‘amik\weapons\dtk\_4\_1’  
> ! Can’t find texture ‘pfx\pfx\_intense2\_a’  
> ! Can’t find texture ‘amik\weapons\dtk\_5’  
> ! Can’t find texture ‘amik\weapons\dtk\_6’  
> ! Can’t find texture ‘amik\weapons\dtk\_8’  
> ! Can’t find texture ‘amik\weapons\flame\flameshoot\_1’  
> TextureLoading → thread 1 finished!  
> ! Can’t find texture ‘pfx\pfx\_light’  
> ! Can’t find texture ‘shoker\_mod\explosions\explosion\_smoke01’  
> ! Can’t find texture ‘shoker\_mod\explosions\final\_expl’  
> ! Can’t find texture ‘shoker\_mod\explosions\firesmokeparticle’  
> ! Can’t find texture ‘shoker\_mod\pfx\pfx\_ak\_shells\_1’  
> ! Can’t find texture ‘shoker\_mod\pfx\pfx\_shells1’  
> ! Can’t find texture ‘shoker\_mod\pfx\pfx\_shells2’  
> ! Can’t find texture ‘shoker\_mod\pfx\pfx\_shells3’  
> ! Can’t find texture ‘shoker\_mod\pfx\pfx\_smoke\_1’  
> ! Can’t find texture ‘pfx\pfx\_smoke\_c’  
> ! Can’t find texture ‘pfx\pfx\_snow\_10’  
> ! Can’t find texture ‘pfx\pfx\_snow\_100’  
> ! Can’t find texture ‘pfx\pfx\_snow\_20’  
> ! Can’t find texture ‘det\det\_list’  
> ! Can’t find texture ‘pfx\pfx\_snow\_30’  
> ! Can’t find texture ‘pfx\pfx\_snow\_40’  
> ! Can’t find texture ‘pfx\pfx\_snow\_50’  
> ! Can’t find texture ‘pfx\pfx\_snow\_60’  
> ! Can’t find texture ‘pfx\pfx\_snow\_70’  
> ! Can’t find texture ‘pfx\pfx\_snow\_80’  
> ! Can’t find texture ‘pfx\pfx\_snow\_90’  
> TextureLoading → thread 9 finished!  
> TextureLoading → thread 17 finished!  
> ! Can’t find texture ‘cloud\cotcirrus\_l0\_01’  
> ! Can’t find texture ‘cloud\cotcirrus\_l0\_010’  
> ! Can’t find texture ‘cloud\cotcirrus\_l0\_011’  
> ! Can’t find texture ‘cloud\cotcirrus\_l0\_012’  
> ! Can’t find texture ‘cloud\cotcirrus\_l0\_016’  
> ! Can’t find texture ‘cloud\cotcirrus\_l0\_017’  
> ! Can’t find texture ‘cloud\cotcirrus\_l0\_019’  
> ! Can’t find texture ‘cloud\cotcirrus\_l0\_020’  
> ! Can’t find texture ‘cloud\cotcirrus\_l0\_03’  
> ! Can’t find texture ‘cloud\cotlower09’  
> ! Can’t find texture ‘cloud\cotlower10’  
> ! Can’t find texture ‘cloud\cotlower11’  
> ! Can’t find texture ‘cloud\cotlowerxia’  
> ! Can’t find texture ‘cloud\cotlowerxib’  
> ! Can’t find texture ‘cloud\cotlowerxic’  
> ! Can’t find texture ‘cloud\cotlowerxid’  
> ! Can’t find texture ‘cloud\cotlowerxie’  
> ! Can’t find texture ‘cloud\cotlowerxif’  
> ! Can’t find texture ‘cloud\cotlowerxig’  
> ! Can’t find texture ‘cloud\cotlowerxij’  
> ! Can’t find texture ‘pfx\smoke\pfx\_smoke\_a’  
> TextureLoading → thread 8 finished!  
> TextureLoading → thread 16 finished!  
> TextureLoading → thread 2 finished!  
> ! Can’t find texture ‘pfx\electro\_exl1’  
> ! Can’t find texture ‘pfx\electroexpl2’  
> ! Can’t find texture ‘pfx\pfx\_ani-explosion-01’  
> TextureLoading → thread 6 finished!  
> TextureLoading → thread 10 finished!  
> TextureLoading → thread 15 finished!  
> TextureLoading → thread 4 finished!  
> ! Can’t find texture ‘flare\flare\_04’  
> TextureLoading → thread 3 finished!  
> ! Can’t find texture ‘survarium\fx\fx\lights\big\_bonfire\_flame’  
> ! Can’t find texture ‘survarium\fx\fx\lights\bonfire\_flame\_2’  
> ! Can’t find texture ‘survarium\fx\fx\lights\bonfire\_flame\_3’  
> ! Can’t find texture ‘survarium\fx\fx\lights\bonfire\_flame\_top’  
> TextureLoading → thread 14 finished!  
> ! Can’t find texture ‘pfx\pfx\_dist2a’  
> TextureLoading → thread 7 finished!  
> TextureLoading → thread 12 finished!  
> TextureLoading → thread 11 finished!  
> TextureLoading → thread 13 finished!  
> TextureLoading → thread 5 finished!  
> texture loading time: 1704  
> \* t-report - base: 1641, 1601563 K  
> \* t-report - lmap: 11, 11265 K  
> \* WARNING: player not logged in  
> PS new version, 1  
> \* phase time: 1921 ms  
> \* phase cmem: 2279772 K  
> \* phase time: 26 ms  
> \* phase cmem: 2279769 K  
> \* [win32]: free[1402960 K], reserved[96996 K], committed[2694284 K]  
> \* [D3D]: textures[1667328 K]  
> \* [x-ray]: process heap[2279769 K]  
> \* [x-ray]: economy: strings[21429 K], smem[606 K]  
> compiling shader deffer\_model\_bump-hq\_3  
> compiling shader deffer\_model\_bump\_3  
> compiling shader shadow\_direct\_model\_3  
> compiling shader deffer\_model\_bump-hq\_0  
> compiling shader deffer\_model\_bump\_0  
> compiling shader shadow\_direct\_model\_0  
> compiling shader deffer\_model\_flat\_0  
> compiling shader shadow\_direct\_model\_aref\_0  
> compiling shader accum\_emissive  
> compiling shader deffer\_model\_bump-hq\_2  
> compiling shader deffer\_model\_bump\_2  
> compiling shader shadow\_direct\_model\_2  
> compiling shader model\_env\_lq  
> compiling shader model\_env\_lq\_0  
> compiling shader shadow\_direct\_model\_aref\_3  
> compiling shader deffer\_model\_bump\_d-hq\_0  
> compiling shader deffer\_model\_bump-hq\_1  
> compiling shader deffer\_model\_bump\_1  
> compiling shader shadow\_direct\_model\_1  
> compiling shader model\_def\_lplanes\_0  
> compiling shader deffer\_model\_flat\_1  
> compiling shader accum\_emissivel  
> compiling shader model\_env\_lq\_2  
> compiling shader model\_distort4glass\_2  
> compiling shader deffer\_model\_flat\_2  
> compiling shader deffer\_model\_flat\_3  
> compiling shader model\_distort\_2  
> compiling shader model\_distort\_1  
> compiling shader particle\_alphaonly  
> compiling shader shadow\_direct\_model\_aref\_2  
> compiling shader model\_env\_lq\_1  
> compiling shader deffer\_model\_bump\_d-hq\_1  
> compiling shader model\_def\_lplanes\_1  
> ! Missing ogg-comment, file: d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\sounds\weapons\w1300\w1300\_load.ogg  
> ! Missing ogg-comment, file: d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\gamedata\sounds\weapons\w1300\w1300\_close.ogg  
> compiling shader deffer\_model\_bump\_d-hq\_3  
> compiling shader deffer\_model\_bump\_d-hq\_2  
> intro\_start game\_loaded  
> \* MEMORY USAGE: 2835788 K  
> \* End of synchronization A[1] R[1]  
> intro\_delete ::update\_game\_loaded  
> Set slots blocked: activating slot [-1], Frame[3541]  
> ! ERROR: SV: can’t find children [26535] of parent [-765881744]  
> ! ERROR: SV: can’t find children [26880] of parent [393659456]  
> ! ERROR: SV: can’t find children [27393] of parent [393288944]  
> ! ERROR: SV: can’t find children [28160] of parent [393943040]  
> ! ERROR: SV: can’t find children [28417] of parent [392994128]  
> ! ERROR: SV: can’t find children [28674] of parent [392992144]  
> ! ERROR: SV: can’t find children [28928] of parent [393283488]  
> ! ERROR: SV: can’t find children [29186] of parent [392991152]  
> ! ERROR: SV: can’t find children [29441] of parent [393945520]  
> ! ERROR: SV: can’t find children [29710] of parent [393945024]  
> ! ERROR: SV: can’t find children [29952] of parent [392991648]  
> ! ERROR: SV: can’t find children [30210] of parent [391957936]  
> ! ERROR: SV: can’t find children [30466] of parent [393282000]  
> ! ERROR: SV: can’t find children [30729] of parent [393940560]  
> ! ERROR: SV: can’t find children [31233] of parent [393656480]  
> ! ERROR: SV: can’t find children [31745] of parent [393279520]  
> ! ERROR: SV: can’t find children [32011] of parent [392995616]  
> ! ERROR: SV: can’t find children [32256] of parent [-892244672]  
> ! ERROR: SV: can’t find children [33536] of parent [-765883232]  
> ! ERROR: SV: can’t find children [33794] of parent [393289936]  
> ! ERROR: SV: can’t find children [34817] of parent [392993632]  
> compiling shader yuv2rgb  
> \* [win32]: free[636036 K], reserved[166980 K], committed[3391224 K]  
> \* [D3D]: textures[2149446 K]  
> \* [x-ray]: process heap[2899312 K]  
> \* [x-ray]: economy: strings[27661 K], smem[7402 K]  
> \* [win32]: free[625792 K], reserved[166804 K], committed[3401644 K]  
> \* [D3D]: textures[2152495 K]  
> \* [x-ray]: process heap[2904271 K]  
> \* [x-ray]: economy: strings[27661 K], smem[7402 K]  
> \* Saving spawns…  
> \* Saving objects…  
> \* 23829 objects are successfully saved  
> \* Game 2222.scop is successfully saved to file ‘d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\content\userdata\savedgames\2222.scop’  
> ! ERROR: SV: can’t find children [35072] of parent [-765882736]  
> ! ERROR: SV: can’t find children [35332] of parent [-765882240]  
> Set slots blocked: activating prev slot [5], Frame[21250]  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> !SV:ge\_destroy: [16116] not found on server  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> ! level\_path().failed() during navigation  
> !SV:ge\_destroy: [16104] not found on server  
> !SV:ge\_destroy: [16077] not found on server  
> !SV:ge\_destroy: [16130] not found on server  
> item place [1000474659]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1000474659]  
> item place [1000472579]  
> item place [1000472579]  
> Set slots blocked: activating slot [-1], Frame[26900]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1000472579]  
> item place [1001193475]  
> item place [1001193475]  
> item place [1001193475]  
> item place [1001193475]  
> item place [1001193475]  
> ! ERROR: SV: can’t find children [35604] of parent [-765876784]  
> ! ERROR: SV: can’t find children [35840] of parent [393940064]  
> ! ERROR: SV: can’t find children [36097] of parent [393288944]  
> ! ERROR: SV: can’t find children [36354] of parent [393945520]  
> ! ERROR: SV: can’t find children [36608] of parent [393941056]  
> all ok. item [23760] removed from list  
> all ok. item [54866] removed from list  
> ! ERROR: SV: can’t find children [36864] of parent [393282000]  
> ! ERROR: SV: can’t find children [37120] of parent [392992144]  
> item place [1001193475]  
> item place [1001193475]  
> item place [1001193475]  
> ! ERROR: SV: can’t find children [37893] of parent [393944032]  
> ! ERROR: SV: can’t find children [38145] of parent [392996608]  
> ! ERROR: SV: can’t find children [38656] of parent [-765877776]  
> ! ERROR: SV: can’t find children [39168] of parent [392993136]  
> item place [1001193475]  
> item place [1001193475]  
> item place [1001193475]  
> ! ERROR: SV: can’t find children [39427] of parent [392991152]  
> ! ERROR: SV: can’t find children [39680] of parent [393292416]  
> ! ERROR: SV: can’t find children [39939] of parent [393281008]  
> ! ERROR: SV: can’t find children [40193] of parent [393284976]  
> ! ERROR: SV: can’t find children [40706] of parent [393289936]  
> ! ERROR: SV: can’t find children [40961] of parent [393945024]  
> ! ERROR: SV: can’t find children [41474] of parent [-765882240]  
> item place [1001193475]  
> item place [1001193475]  
> ! ERROR: SV: can’t find children [41731] of parent [392994624]  
> ! ERROR: SV: can’t find children [41986] of parent [392993632]  
> ! ERROR: SV: can’t find children [42241] of parent [393280016]  
> item place [1001193475]  
> item place [1001193475]  
> item place [1001193475]  
> \* [win32]: free[597100 K], reserved[167420 K], committed[3429720 K]  
> \* [D3D]: textures[2160816 K]  
> \* [x-ray]: process heap[2928407 K]  
> \* [x-ray]: economy: strings[27702 K], smem[7408 K]  
> \* [win32]: free[605868 K], reserved[167388 K], committed[3420984 K]  
> \* [D3D]: textures[2160816 K]  
> \* [x-ray]: process heap[2928363 K]  
> \* [x-ray]: economy: strings[27703 K], smem[7408 K]  
> \* Saving spawns…  
> \* Saving objects…  
> \* 23811 objects are successfully saved  
> \* Game 22222.scop is successfully saved to file ‘d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\content\userdata\savedgames\22222.scop’  
> ! ERROR: SV: can’t find children [42499] of parent [-765876288]  
> ! ERROR: SV: can’t find children [42757] of parent [-765875792]  
> ! ERROR: SV: can’t find children [43009] of parent [392992144]  
> ! ERROR: SV: can’t find children [43533] of parent [393281008]  
> ! ERROR: SV: can’t find children [43777] of parent [393282000]  
> ! ERROR: SV: can’t find children [44032] of parent [393656976]  
> ! ERROR: SV: can’t find children [44298] of parent [-765881744]  
> ! ERROR: SV: can’t find children [44800] of parent [393943040]  
> ! ERROR: SV: can’t find children [45058] of parent [393286960]  
> ! ERROR: SV: can’t find children [45317] of parent [1454412240]  
> ! ERROR: SV: can’t find children [45825] of parent [393282992]  
> ! ERROR: SV: can’t find children [46080] of parent [393656480]  
> ! ERROR: SV: can’t find children [46336] of parent [392997104]  
> ! ERROR: SV: can’t find children [46592] of parent [393289936]  
> ! ERROR: SV: can’t find children [46849] of parent [393280016]  
> ! ERROR: SV: can’t find children [47106] of parent [393659952]  
> ! ERROR: SV: can’t find children [47361] of parent [393288448]  
> ! ERROR: SV: can’t find children [47620] of parent [393286464]  
> ! ERROR: SV: can’t find children [47873] of parent [393287952]  
> ! ERROR: SV: can’t find children [48130] of parent [-765883232]  
> ! ERROR: SV: can’t find children [48640] of parent [392994128]  
> ! ERROR: SV: can’t find children [48898] of parent [-765876784]  
> ! ERROR: SV: can’t find children [49666] of parent [392990656]  
> ! ERROR: SV: can’t find children [49920] of parent [393659456]  
> ! ERROR: SV: can’t find children [50176] of parent [393281008]  
> ! ERROR: SV: can’t find children [50432] of parent [393284480]  
> ! ERROR: SV: can’t find children [51462] of parent [-765881744]  
> ! ERROR: SV: can’t find children [52224] of parent [393282992]  
> ! ERROR: SV: can’t find children [52480] of parent [393283984]  
> ! ERROR: SV: can’t find children [53016] of parent [393281504]  
> ! ERROR: SV: can’t find children [53248] of parent [393287456]  
> ! ERROR: SV: can’t find children [53505] of parent [393282000]  
> ! ERROR: SV: can’t find children [53760] of parent [392990160]  
> ! ERROR: SV: can’t find children [55040] of parent [392997104]  
> ! ERROR: SV: can’t find children [55297] of parent [392993136]  
> ! ERROR: SV: can’t find children [55809] of parent [393285472]  
> ! ERROR: SV: can’t find children [56064] of parent [393279520]  
> ! ERROR: SV: can’t find children [56320] of parent [393286960]  
> compiling shader font2  
> \* DVB created: 1536K  
> \* DIB created: 512K  
> compiling shader accum\_mask  
> compiling shader accum\_sun\_mask  
> compiling shader copy\_p  
> compiling shader accum\_sun\_near  
> compiling shader accum\_sun  
> compiling shader accum\_sun\_cascade  
> compiling shader accum\_sun\_cascade\_far  
> compiling shader accum\_omni\_unshadowed  
> compiling shader accum\_omni\_normal  
> compiling shader accum\_omni\_transluent  
> compiling shader accum\_indirect  
> compiling shader bloom\_build  
> compiling shader bloom\_filter  
> compiling shader bloom\_filter\_f  
> compiling shader ssao\_calc  
> compiling shader combine\_1  
> compiling shader depth\_downs  
> compiling shader bloom\_luminance\_1  
> compiling shader bloom\_luminance\_2  
> compiling shader bloom\_luminance\_3  
> compiling shader combine\_1  
> compiling shader combine\_2\_AA  
> compiling shader combine\_2\_NAA  
> compiling shader combine\_2\_AA\_D  
> compiling shader combine\_2\_NAA\_D  
> compiling shader combine\_volumetric  
> compiling shader postprocess  
> compiling shader postprocess\_CM  
> compiling shader distort
> 
> - r\_\_tf\_aniso 10
> - r2\_tf\_mipbias 0.  
> \* RM\_Dump: textures : 2128  
> \* RM\_Dump: rtargets : 17  
> \* RM\_Dump: vs : 78  
> \* RM\_Dump: ps : 83  
> \* RM\_Dump: dcl : 20  
> \* RM\_Dump: states : 77  
> \* RM\_Dump: tex\_list : 1528  
> \* RM\_Dump: matrices : 0  
> \* RM\_Dump: lst\_constants: 0  
> \* RM\_Dump: v\_passes : 2428  
> \* RM\_Dump: v\_elements: 2430  
> \* RM\_Dump: v\_shaders : 1324  
> \* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)  
> \* GPU vertex cache: recognized, 24  
> \* NVidia MGPU: Logical(1), Physical(1)  
> ! AGS: Initialization failed (3)  
> \* Starting rendering as 2-GPU.  
> \*\*\* RESET [556 ms]  
> \* MEMORY USAGE: 2901175 K  
> \* End of synchronization A[1] R[1]  
> ! ERROR: SV: can’t find children [56576] of parent [393942048]  
> ! ERROR: SV: can’t find children [56832] of parent [393291920]  
> @ g\_god on  
> ! ERROR: SV: can’t find children [57146] of parent [393291424]  
> \* [win32]: free[632804 K], reserved[160796 K], committed[3400640 K]  
> \* [D3D]: textures[2160818 K]  
> \* [x-ray]: process heap[2909499 K]  
> \* [x-ray]: economy: strings[27719 K], smem[7408 K]  
> \* [win32]: free[633240 K], reserved[162656 K], committed[3398344 K]  
> \* [D3D]: textures[2160818 K]  
> \* [x-ray]: process heap[2911597 K]  
> \* [x-ray]: economy: strings[27720 K], smem[7408 K]  
> \* Saving spawns…  
> \* Saving objects…  
> \* 23811 objects are successfully saved  
> \* Game 222221.scop is successfully saved to file ‘d:\s.t.a.l.k.e.r. - call of clear sky v.1.6.2\content\userdata\savedgames\222221.scop’  
> ! ERROR: SV: can’t find children [57344] of parent [391760448]  
> Set slots blocked: activating prev slot [2], Frame[88849]  
> Set slots blocked: activating slot [-1], Frame[90279]  
> Set slots blocked: activating prev slot [2], Frame[90305]  
> Set slots blocked: activating slot [-1], Frame[90357]  
> Set slots blocked: activating prev slot [2], Frame[90439]  
> ! ERROR: SV: can’t find children [57600] of parent [-765873808]  
> Set slots blocked: activating slot [-1], Frame[93764]  
> ! ERROR: SV: can’t find children [58368] of parent [-731492240]  
> ! ERROR: SV: can’t find children [58881] of parent [393660448]  
> ! ERROR: SV: can’t find children [59136] of parent [393657472]  
> ! ERROR: SV: can’t find children [59393] of parent [393283488]  
> ! ERROR: SV: can’t find children [59648] of parent [393288944]  
> ! ERROR: SV: can’t find children [59905] of parent [393289440]  
> ! ERROR: SV: can’t find children [60160] of parent [1454415120]  
> ! ERROR: SV: can’t find children [61001] of parent [-731491744]  
> item place [1000474627]  
> item place [1000472579]  
> Set slots blocked: activating prev slot [2], Frame[100634]  
> ! ERROR: SV: can’t find children [61452] of parent [-731490256]  
> ! ERROR: SV: can’t find children [61696] of parent [-731480336]  
> ! ERROR: SV: can’t find children [62210] of parent [392991648]  
> !SV:ge\_destroy: [61200] not found on server  
> ! ERROR: SV: can’t find children [62499] of parent [393943536]  
> ! ERROR: SV: can’t find children [62724] of parent [-765882736]
> 
> FATAL ERROR
> 
> [error] Expression : !m\_error\_code  
> [error] Function : raii\_guard::~raii\_guard  
> [error] File : script\_engine.cpp  
> [error] Line : 521
> 
> [LUA][Error]: …of clear sky v.1.6.2\gamedata\scripts\sim\_faction.script:633: attempt to index local ‘squad’ (a nil value)
> 
> stack traceback:  
> …of clear sky v.1.6.2\gamedata\scripts\sim\_faction.script:633: in function ‘find\_target’  
> …ar sky v.1.6.2\gamedata\scripts\sim\_squad\_generic.script:1422: in function ‘update’  
> …r sky v.1.6.2\gamedata\scripts\sim\_squad\_scripted.script:302: in function ‘update\_current\_action’  
> …r sky v.1.6.2\gamedata\scripts\sim\_squad\_scripted.script:354: in function ‘update’  
> …f clear sky v.1.6.2\gamedata\scripts\xr\_motivator.script:455: in function \<…f clear sky v.1.6.2\gamedata\scripts\xr\_motivator.script:349\>

---

<div class="post-metadata">

**Autor:** ![Szczepan9205](https://stalkerteam.pl/user_avatar/stalkerteam.pl/szczepan9205/32/1576_2.png) [@Szczepan9205](https://stalkerteam.pl/u/Szczepan9205)\
**Data wpisu:** [11 Maj 2020 17:31 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/91 "2020-05-11T17:31:48Z")

</div>

@kanon1022 Po tym co jest na końcu loga wnioskuję, że wysypał się jakiś skrypt odpowiedzialny za symulację wojny frakcji lub tego co robi Twoja własna frakcja, nie wiem dokładnie o co chodzi bo ja tego moda tylko przetłumaczyłem na język polski, a w kwestiach technicznych musiał byś się radzić chłopaków może któryś Ci podpowie o co chodzi, ale po pierwszej linijce Twojego loga widzę, że grasz na laptopie więc możliwe że po prostu mod jest za ciężki dla laptopa, pamiętaj, że ten mod to bodaj nadal 32 bitowy xRay engine więc nawet na laptopie z i7, pierdylionem ramu i choćby gtx 1080 może się wywalać bo laptop to jednak zawsze laptop, jako przykład powiem Ci coś takiego: moja mama ma laptopa, nie jest jakiś tragiczny bo ma i5, 8gb ramu i 4gb kartę graficzną, któregoś razu szykował nam się wyjazd na cały dzień to stwierdziłem co mi tam zainstaluję sobie czysty Zew Prypeci na nim przecież uciągnie go spokojnie, a przynajmniej będę miał co robić. I wiesz co się stało? Zainstalowałem, uruchomiłem na DX11 na maksymalnej grafice - 15 klatek na sekundę, zrzuciłem na średnią - 20 max 25, na niskiej ledwo 30 a na najniższej 40, a że ja lubię płynną rozgrywkę to zmieniłem render na DX9 i tam podobnie ale w końcu udało mi się go tak ustawić że miałem 60 klatek.

Jaki jest morał z tej bajki? Ano taki, że nie ma co patrzeć na numerki bo to, że laptop uciągnie Ci najnowsze gry i możesz w nie płynnie grać to nic dziwnego, ale musisz pamiętać że silnik stalkera ma już ponad 10 lat i jego ograniczenia technologiczne nie pozwalają mu wykorzystać potencjału Twojego laptopa tym bardziej, że moderzy teraz coraz częściej kładą do swoich modów tekstury większej rozdzielczości, efekty i inne wodotryski, żeby mod wyglądał ładniej i choć trochę był graficznie zbliżony do nowych gier bo tak naprawdę tylko prawdziwy fan stalkera się zainteresuje modem który jedzie na niezmienionym silniku i teksturach i wygląda jak z przed 15 lat. więc jedyne co mi przychodzi do głowy to jeszcze zjechać z ustawieniami w dół i może przestanie Ci wywalać.

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**Autor:** ![cez137](https://stalkerteam.pl/user_avatar/stalkerteam.pl/cez137/32/455_2.png) [@cez137](https://stalkerteam.pl/u/cez137)\
**Data wpisu:** [13 Maj 2020 08:39 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/92 "2020-05-13T08:39:53Z")

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wylot przy przejściu z bagien na kordon

FATAL ERROR

[error] Expression : D3DX11CreateTextureFromMemory(HW.pDevice, S-\>pointer(), S-\>length(), &LoadInfo, 0, &pTexture2D, 0)  
[error] Function : CRender::texture\_load  
[error] File : ..\xrRenderDX10\dx10Texture.cpp  
[error] Line : 478

Za mało zasobów pamięci, aby można było zakończyć tę operację.

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<div class="post-metadata">

**Autor:** ![Szczepan9205](https://stalkerteam.pl/user_avatar/stalkerteam.pl/szczepan9205/32/1576_2.png) [@Szczepan9205](https://stalkerteam.pl/u/Szczepan9205)\
**Data wpisu:** [13 Maj 2020 08:48 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/93 "2020-05-13T08:48:29Z")

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@cez137 Obstawiam to samo co w przypadku @kanon1022, musisz zjechać z ustawieniami grafiki w dół, chyba miałem wyloty z identycznym logiem na Agropromie i wtedy nawet save’ów mi nie chciało wczytać bo wywalało się z tym błędem, u mnie jeśli dobrze pamiętam to konkretnie pomogło obniżenie szczegółowości tekstur o 1/4 lub 1/2 z maksymalnych i problem ustąpił, jedyne co Ci mogę podpowiedzieć to obniżenie ustawień grafiki nic innego mi do głowy nie przychodzi, aczkolwiek tak jak w którymś z poprzednich postów wspominałem, ja tylko wsadziłem do tego moda spolszczenie z oryginalnego Czystego Nieba, jeśli chodzi o kwestie techniczne to raczej za wiele nie pomogę 😛

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<div class="post-metadata">

**Autor:** ![cez137](https://stalkerteam.pl/user_avatar/stalkerteam.pl/cez137/32/455_2.png) [@cez137](https://stalkerteam.pl/u/cez137)\
**Data wpisu:** [13 Maj 2020 09:05 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/94 "2020-05-13T09:05:23Z")

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@Szczepan9205 ja tak podejrzewałem że chodzi o grafikę ale tak wrzuciłem dla potomnych, ale dziwię się ze przy tym sprzęcie coś nie hula, fakt że mam wszystko na maxa, zejdę z ustawieniami i myślę że pomoże

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**Autor:** ![kondotier](https://stalkerteam.pl/user_avatar/stalkerteam.pl/kondotier/32/230_2.png) [@kondotier](https://stalkerteam.pl/u/kondotier)\
**Data wpisu:** [13 Maj 2020 09:15 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/95 "2020-05-13T09:15:10Z")

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@cez137 Dobry sprzęt nie pomoże, jeśli możliwości silnika moda są ograniczone. To tak jakbyś do bolidu F1 wsadził silnik z Syrenki.

Możesz jeszcze do skrótu pulpitowego dodać komendę -noprefetch . Ona powoduje przy wchodzeniu na nową lokację, wczytanie tylko części tekstur. Resztę mod doczytuje przy poruszaniu się po mapie.

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<div class="post-metadata">

**Autor:** ![Szczepan9205](https://stalkerteam.pl/user_avatar/stalkerteam.pl/szczepan9205/32/1576_2.png) [@Szczepan9205](https://stalkerteam.pl/u/Szczepan9205)\
**Data wpisu:** [13 Maj 2020 09:45 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/96 "2020-05-13T09:45:36Z")

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@kondotier i w sumie @cez137 Ten mod ma już dodany -noprefetch te, że nie uruchamia się go ze skrótu tylko autor zrobił sobie do niego jakiś launcher także nie dodawaj do skrótu bo przestanie się w ogóle uruchamiać 😛 No i tak jak @kondotier pisze, jak możliwości silnika są ograniczone to nic nie zrobisz, niby ma ten mod w swoim logo, że jest postawiony na OpenX-Ray ale coś mi się wierzyć nie chce, grałem w kilka modów na openie i nie miałem tylu problemów co z tym, no chyba, że to jakaś wczesna wersja bo ta na 95% wg mnie nie używa np. 64bitowego silnika, gdyby używała to by nie było tylu problemów 😛

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<div class="post-metadata">

**Autor:** ![kanon1022](https://stalkerteam.pl/user_avatar/stalkerteam.pl/kanon1022/32/411_2.png) [@kanon1022](https://stalkerteam.pl/u/kanon1022)\
**Data wpisu:** [14 Maj 2020 08:24 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/97 "2020-05-14T08:24:05Z")

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Witam , ja zjechałem z ustawieniami prawie do minimum , a zwłaszcza gęstość trawy.

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<div class="post-metadata">

**Autor:** ![Szczepan9205](https://stalkerteam.pl/user_avatar/stalkerteam.pl/szczepan9205/32/1576_2.png) [@Szczepan9205](https://stalkerteam.pl/u/Szczepan9205)\
**Data wpisu:** [14 Maj 2020 08:28 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/98 "2020-05-14T08:28:32Z")

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@kanon1022 I po zjechaniu z grafiką normalnie możesz już grać czy nadal Ci wywala? Gęstość trawy w sumie od zawsze była zasobo-żerna w XRayu hehe 😛

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<div class="post-metadata">

**Autor:** ![kanon1022](https://stalkerteam.pl/user_avatar/stalkerteam.pl/kanon1022/32/411_2.png) [@kanon1022](https://stalkerteam.pl/u/kanon1022)\
**Data wpisu:** [14 Maj 2020 08:52 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/99 "2020-05-14T08:52:43Z")

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@Szczepan9205 Na razie tak nie wywala, zdarza się zacięcie gry .

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<div class="post-metadata">

**Autor:** ![Szczepan9205](https://stalkerteam.pl/user_avatar/stalkerteam.pl/szczepan9205/32/1576_2.png) [@Szczepan9205](https://stalkerteam.pl/u/Szczepan9205)\
**Data wpisu:** [14 Maj 2020 09:02 UTC](https://stalkerteam.pl/t/zew-czystego-nieba/27307/100 "2020-05-14T09:02:25Z")

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@kanon1022 To dobrze, że wyloty ustały. Podejrzewam że jak grał byś na stacjonarnym to byś nie miał takich problemów no ale co zrobić, widocznie twórcy XRay nie przewidzieli, że ludzie będą chcieli grać w ich gry na laptopach 😛 A że się przycina to normalne, a-life…tzn a-life czyli ten system odpowiadający za symulację życia w zonie, zazwyczaj jak się zbliżasz do jakiegoś bardziej zaludnionego miejsca to stalkery lubią się przycinać bo gra wczytuje modele stalkerów i ładuje się właśnie a-life.

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