Viktus Opublikowano 10 Maja 2020 Zgłoś Udostępnij Opublikowano 10 Maja 2020 Wracam sobie do sidora z dokumentami z Agropromu, a tu nagle 50 metrów od jego bunkra wylot do pulpitu. Za każdym razem, próbowałem reinstalować grę itp. Miałem to samo wcześniej u barmana, ale wystarczyło usunąć moda zmieniającego ceny, żeby ruszyło. Tutaj log: Spoiler * Detected CPU: Intel(R) Core(TM) i7-8750H CPU @ 2.20GHz [GenuineIntel], F6/M14/S10, 2209.00 mhz, 15-clk 'rdtsc' * CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT * CPU cores/threads: 6/12 Initializing File System... Processing archive gamedata.db0. Processing archive gamedata.db1. using fs-ltx fsgame.ltx Processing archive gamedata\anims.db0. Processing archive gamedata\levels.db0. Processing archive gamedata\meshes.db0. Processing archive gamedata\shaders.db0. Processing archive gamedata\sounds.db0. Processing archive gamedata\sounds.db1. Processing archive gamedata\textures.db0. Processing archive gamedata\textures.db1. Processing archive gamedata\textures.db2. Processing archive gamedata\textures.db3. Processing archive gamedata\textures.db4. Processing archive gamedata\textures.db5. Processing archive gamedata\levels\ai_test.db0. Processing archive gamedata\levels\la01_escape.db0. Processing archive gamedata\levels\la02_garbage.db0. Processing archive gamedata\levels\la03_agroprom.db0. Processing archive gamedata\levels\la04_darkdolina.db0. Processing archive gamedata\levels\la04u_darklab.db0. Processing archive gamedata\levels\la05_bar_rostok.db0. Processing archive gamedata\levels\la06_yantar.db0. Processing archive gamedata\levels\la07_military.db0. Processing archive gamedata\levels\la08_deadcity.db0. Processing archive gamedata\levels\la09_swamp.db0. Processing archive gamedata\levels\la10_radar.db0. Processing archive gamedata\levels\la10u_bunker.db0. Processing archive gamedata\levels\la11_pripyat.db0. Processing archive gamedata\levels\la12_stancia.db0. Processing archive gamedata\levels\la12u_sarcofag.db0. Processing archive gamedata\levels\la13_generators.db0. Processing archive gamedata\levels\la13u_oso.db0. Processing archive gamedata\levels\la13u_warlab.db0. Processing archive gamedata\levels\la14_rostok_factory.db0. Processing archive gamedata\levels\la14u_secret_lab.db0. Processing archive gamedata\levels\la15_darkscape.db0. Processing archive gamedata\levels\la16_lost_factory.db0. Processing archive gamedata\levels\la16u_labx16.db0. Processing archive gamedata\levels\la17_outskirts.db0. Processing archive gamedata\levels\la17u_labx7.db0. Processing archive gamedata\levels\la18_damned.db0. Processing archive gamedata\levels\la19_country.db0. Processing archive gamedata\levels\la20_forgotten.db0. Processing archive gamedata\levels\la22_forest.db0. Processing archive gamedata\levels\la23_oldroad.db0. Processing archive gamedata\levels\la24_antennas.db0. Processing archive mods\bins_update.xdb0. Processing archive mods\ladc_rus_voice.xdb. Processing archive mods\ladc_z_new_extended.xdb0. Processing archive mods\ladc_z_new_extended.xdb1. Processing archive mods\ladc_z_new_extended.xdb2. Processing archive mods\mod_anim_detectors.xdb0. Processing archive mods\mod_global_hd_hands.xdb0. Processing archive mods\mod_global_hd_hands.xdb1. Processing archive mods\mod_y_shadersfixes.xdb0. Processing archive mods\x_fix_225_extended.xdb0. FS: 52078 files cached, 6159Kb memory used. Init FileSystem 0.495102 sec Lost Alpha 'xrCore' build 7760, May 6 2020 EH: 013C2CF52B0F3A14FD9ADA1C951F05EC Initializing Engine... Starting INPUT device... Loading DLL: xrRender_R2.dll Loading DLL: xrRender_R3.dll refCount:m_pAdapter 1 Loading DLL: xrRender_R4.dll Executing config-script "user.ltx"... [appdata\user.ltx] successfully loaded. Loading DLL: xrRender_R4.dll Loading DLL: xrGame.dll * [win32]: free[3954704 K], reserved[122812 K], committed[116724 K] * [ D3D ]: textures[0 K] * [x-ray]: crt heap[22755 K], process heap[22755 K], game lua[0 K], render[0 K] * [x-ray]: economy: strings[10122 K], smem[0 K] SOUND: OpenAL: All available devices: 1. Generic Software, spec. 1.1 (default) 2. Generic Software on Głośniki (Realtek(R) Audio), spec. 1.1 3. Generic Software on Głośniki (Steam Streaming Speakers), spec. 1.1 4. Generic Software on Głośniki (Steam Streaming Microphone), spec. 1.1 5. Generic Software on CABLE Input (VB-Audio Virtual Cable), spec. 1.1 6. Generic Software on VoiceMeeter Input (VB-Audio VoiceMeeter VAIO), spec. 1.1 7. Generic Software on M2252D (NVIDIA High Definition Audio), spec. 1.1 Executing config-script "gamedata\config\default_controls.ltx"... [gamedata\config\default_controls.ltx] successfully loaded. Executing config-script "user.ltx"... Executing config-script "gamedata\config\rspec_high.ltx"... ! Unknown command: r1_detail_textures ~ Invalid syntax in call to 'r__detail_density' ~ Valid arguments: float value in range [0.1800,0.4000] [gamedata\config\rspec_high.ltx] successfully loaded. Executing config-script "gamedata\config\default_controls.ltx"... [gamedata\config\default_controls.ltx] successfully loaded. [appdata\user.ltx] successfully loaded. SOUND: Selected device is Generic Software * SOUND: EAX extension: present * SOUND: EAX deferred: present * sound : cache: 65537 kb, 4856 lines, 13820 bpl Starting RENDER device... * GPU [vendor:10DE]-[device:1C20]: NVIDIA GeForce GTX 1060 * GPU driver type: hardware * CREATE: DeviceREF: 4 * Texture memory: 3072 M * Direct3D feature level used: 11.0 * GPU shading: vs(0/4.0/40), ps(0/4.0/40) * GPU vertex cache: unrecognized, 24 * NVidia MGPU: Logical(1), Physical(1) * Starting rendering as 2-GPU. * DVB created: 4096K * DIB created: 512K * Reading Textures:LTX * Reading Textures:THM: Count of .thm files: = 1556 Material is assigned in LTX, skipping THM (act\act_puh) Material setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_br1) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_br1) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_br1) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br1) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br1) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_br2) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_br2) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_br2) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br2) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br2) Bump Name setting Material is assigned in LTX, skipping THM (briks\briks_br2a) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br2a) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br2a) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_br3) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_br3) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_br3) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br3) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br3) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_br4) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_br4) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_br4) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_br4) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_br4) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_dirt_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_dirt_01) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_dirt_01) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_dirt_01) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_dirt_01) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_inside_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_inside_01) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_inside_01) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_inside_01) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_inside_01) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_inside_02) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_inside_02) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_inside_02) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_inside_02) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_inside_02) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (briks\briks_inside_03) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (briks\briks_inside_03) Detail Name setting Material is assigned in LTX, skipping THM (briks\briks_inside_03) Material setting Parallax is assigned true in LTX, skipping THM (briks\briks_inside_03) Parallax setting Bump Name is assigned in LTX, skipping THM (briks\briks_inside_03) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (crete\crete_walls11) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (crete\crete_walls11) Detail Name setting Material is assigned in LTX, skipping THM (crete\crete_walls11) Material setting Parallax is assigned true in LTX, skipping THM (crete\crete_walls11) Parallax setting Bump Name is assigned in LTX, skipping THM (crete\crete_walls11) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (door\door_gate_metal_04) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (door\door_gate_metal_04) Detail Name setting Material is assigned in LTX, skipping THM (door\door_gate_metal_04) Material setting Parallax is assigned true in LTX, skipping THM (door\door_gate_metal_04) Parallax setting Bump Name is assigned in LTX, skipping THM (door\door_gate_metal_04) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (door\door_wood_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (door\door_wood_01) Detail Name setting Material is assigned in LTX, skipping THM (door\door_wood_01) Material setting Parallax is assigned true in LTX, skipping THM (door\door_wood_01) Parallax setting Bump Name is assigned in LTX, skipping THM (door\door_wood_01) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (floor\floor_tile_05) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (floor\floor_tile_05) Detail Name setting Material is assigned in LTX, skipping THM (floor\floor_tile_05) Material setting Parallax is assigned true in LTX, skipping THM (floor\floor_tile_05) Parallax setting Bump Name is assigned in LTX, skipping THM (floor\floor_tile_05) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (floor\floor_tile_05_a) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (floor\floor_tile_05_a) Detail Name setting Material is assigned in LTX, skipping THM (floor\floor_tile_05_a) Material setting Parallax is assigned true in LTX, skipping THM (floor\floor_tile_05_a) Parallax setting Bump Name is assigned in LTX, skipping THM (floor\floor_tile_05_a) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (floor\floor_tile_06) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (floor\floor_tile_06) Detail Name setting Material is assigned in LTX, skipping THM (floor\floor_tile_06) Material setting Parallax is assigned true in LTX, skipping THM (floor\floor_tile_06) Parallax setting Bump Name is assigned in LTX, skipping THM (floor\floor_tile_06) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_fence1) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_fence1) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_fence1) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_fence1) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_fence1) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_fence_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_fence_01) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_fence_01) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_fence_01) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_fence_01) Bump Name setting Material is assigned in LTX, skipping THM (mtl\mtl_railroad_01) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_railroad_01) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_railroad_01) Bump Name setting Material is assigned in LTX, skipping THM (mtl\mtl_railroad_01_darkgravel) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_railroad_01_darkgravel) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_railroad_01_darkgravel) Bump Name setting Material is assigned in LTX, skipping THM (mtl\mtl_railroad_02) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_railroad_02) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_railroad_02) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_sarcofag_t) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_sarcofag_t) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_sarcofag_t) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_sarcofag_t) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_sarcofag_t) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_stena_ch_08) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_stena_ch_08) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_stena_ch_08) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_stena_ch_08) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_stena_ch_08) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_truba_ql02) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_truba_ql02) Detail Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_tubes3c) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_tubes3c) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_tubes3c) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_tubes3c) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_tubes3c) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_tubes6) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_tubes6) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_tubes6) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_tubes6) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_tubes6) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_tubes7) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_tubes7) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_tubes7) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_tubes7) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_tubes7) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls11) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls11) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls11) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls11) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls11) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls11_tail) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls11_tail) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls11_tail) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls11_tail) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls11_tail) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls13) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls13) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls13) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls13) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls13) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls14) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls14) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls14) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls14) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls14) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (mtl\mtl_walls9b) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (mtl\mtl_walls9b) Detail Name setting Material is assigned in LTX, skipping THM (mtl\mtl_walls9b) Material setting Parallax is assigned true in LTX, skipping THM (mtl\mtl_walls9b) Parallax setting Bump Name is assigned in LTX, skipping THM (mtl\mtl_walls9b) Bump Name setting Material is assigned in LTX, skipping THM (prop\prop_shirma) Material setting Parallax is assigned true in LTX, skipping THM (prop\prop_shirma) Parallax setting Bump Name is assigned in LTX, skipping THM (prop\prop_shirma) Bump Name setting Material is assigned in LTX, skipping THM (prop\prop_shirma1) Material setting Parallax is assigned true in LTX, skipping THM (prop\prop_shirma1) Parallax setting Bump Name is assigned in LTX, skipping THM (prop\prop_shirma1) Bump Name setting Material is assigned in LTX, skipping THM (prop\prop_switch) Material setting Parallax is assigned true in LTX, skipping THM (prop\prop_switch) Parallax setting BumpDiffuse Flag is assigned in LTX, skipping THM (ston\ston_beton_ch_10) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (ston\ston_beton_ch_10) Detail Name setting Material is assigned in LTX, skipping THM (ston\ston_beton_ch_10) Material setting Parallax is assigned true in LTX, skipping THM (ston\ston_beton_ch_10) Parallax setting Bump Name is assigned in LTX, skipping THM (ston\ston_beton_ch_10) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (ston\ston_bricks2) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (ston\ston_bricks2) Detail Name setting Material is assigned in LTX, skipping THM (ston\ston_bricks2) Material setting Parallax is assigned true in LTX, skipping THM (ston\ston_bricks2) Parallax setting Bump Name is assigned in LTX, skipping THM (ston\ston_bricks2) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (ston\ston_bricks3) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (ston\ston_bricks3) Detail Name setting Material is assigned in LTX, skipping THM (ston\ston_bricks3) Material setting Parallax is assigned true in LTX, skipping THM (ston\ston_bricks3) Parallax setting Bump Name is assigned in LTX, skipping THM (ston\ston_bricks3) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) Detail Name setting Material is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) Material setting Parallax is assigned true in LTX, skipping THM (trees\trees_bark_sux_mox) Parallax setting Bump Name is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (veh\veh_kamazwheel1) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (veh\veh_kamazwheel1) Detail Name setting Material is assigned in LTX, skipping THM (veh\veh_kamazwheel1) Material setting Parallax is assigned true in LTX, skipping THM (veh\veh_kamazwheel1) Parallax setting Bump Name is assigned in LTX, skipping THM (veh\veh_kamazwheel1) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (veh\veh_nivawheels1) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (veh\veh_nivawheels1) Detail Name setting Material is assigned in LTX, skipping THM (veh\veh_nivawheels1) Material setting Parallax is assigned true in LTX, skipping THM (veh\veh_nivawheels1) Parallax setting Bump Name is assigned in LTX, skipping THM (veh\veh_nivawheels1) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (veh\veh_vagon1_01) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (veh\veh_vagon1_01) Detail Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (wind\wind_04) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (wind\wind_04) Detail Name setting Material is assigned in LTX, skipping THM (wind\wind_04) Material setting Parallax is assigned true in LTX, skipping THM (wind\wind_04) Parallax setting Material is assigned in LTX, skipping THM (wind\wind_j07) Material setting Parallax is assigned true in LTX, skipping THM (wind\wind_j07) Parallax setting BumpDiffuse Flag is assigned in LTX, skipping THM (wood\wood_jasik2) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (wood\wood_jasik2) Detail Name setting Material is assigned in LTX, skipping THM (wood\wood_jasik2) Material setting Parallax is assigned true in LTX, skipping THM (wood\wood_jasik2) Parallax setting Bump Name is assigned in LTX, skipping THM (wood\wood_jasik2) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (wood\wood_plank4) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (wood\wood_plank4) Detail Name setting Material is assigned in LTX, skipping THM (wood\wood_plank4) Material setting Parallax is assigned true in LTX, skipping THM (wood\wood_plank4) Parallax setting Bump Name is assigned in LTX, skipping THM (wood\wood_plank4) Bump Name setting Material is assigned in LTX, skipping THM (wpn\wpn_colt1911) Material setting Parallax is assigned true in LTX, skipping THM (wpn\wpn_colt1911) Parallax setting Material is assigned in LTX, skipping THM (wpn\wpn_pm) Material setting Parallax is assigned true in LTX, skipping THM (wpn\wpn_pm) Parallax setting Bump Name is assigned in LTX, skipping THM (wpn\wpn_pm) Bump Name setting * Reading Textures:MINI LTX: Count of .ltx files in Textures: = 137 * HWDST/PCF supported and used * Managed textures disabled - r__tf_aniso 12 - r2_tf_mipbias 0. Script debugger succesfully restarted. Starting engine... ---Engine is freezed, saving log * Log file has been saved successfully! "c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha dc\bins\xr_3da.exe" -noprefetch -nospawncheck -ss_tga -start server(wikto_quicksave_3/single/alife/load) * phase time: 8 ms * phase cmem: 160246 K $ Frame [3]; : Game_Start: Engine ver. Release(7760), Game: v2.29.gold(181128)(7235) $ Frame [3]; : level_weathers:initing level_weathers $ Frame [3]; : surge_manager:surge_manager inited $ Frame [3]; : garbage_cleaner:init * Log file has been saved successfully! * phase time: 206 ms * phase cmem: 166461 K * phase time: 4 ms * phase cmem: 169614 K * Loading spawn registry... * 27333 spawn points are successfully loaded * Loading objects... * 36704 objects are successfully loaded $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[50] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[50] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[50] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[100] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[100] $ Frame [5]; : se_monster:get_ini: check_distance=(true), min_distance=[100] $ Frame [5]; : se_monster:get_ini: check_distance=(false), min_distance=[150] * Loading Store... $ Frame [5]; : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ $ Frame [5]; : load_storehouse: size=[15]/[6410]bytes : Build=[7235] $ Frame [5]; : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ $ Frame [5]; : Game_Init: Ver=[] Build=[7235=>7235] MemUsage=[20296.680]kB $ Frame [5]; : GameTime=[14:24:07] Map(19)=[la01_escape], knowMaps=[5] * Log file has been saved successfully! * Game wikto_quicksave_3 is successfully loaded from file 'appdata\savedgames\wikto_quicksave_3.sav' (3.343s) * phase time: 3342 ms * phase cmem: 234307 K * phase time: 15 ms * phase cmem: 234688 K * client : connection accepted - <> * phase time: 42 ms * phase cmem: 234744 K * phase time: 16 ms * phase cmem: 234755 K * phase time: 100 ms * phase cmem: 297788 K * phase time: 1439 ms * phase cmem: 392217 K * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 36682 verts, 1146 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65532 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65532 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 63865 verts, 1995 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65512 verts, 2047 Kb * [Loading VB] 20330 verts, 635 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] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 1048575 indices, 2047 Kb * [Loading IB] 451317 indices, 881 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65533 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65533 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 26622 verts, 311 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] 865962 indices, 1691 Kb * phase time: 122 ms * phase cmem: 400891 K * phase time: 38 ms * phase cmem: 409140 K * [DETAILS] VertexConsts(256), Batch(61) * [DETAILS] 62098 v(20), 40565 p * [DETAILS] Batch(61), VB(1212K), IB(237K) * phase time: 161 ms * phase cmem: 420158 K * Loading HOM: gamedata\levels\la01_escape\level.hom * phase time: 14 ms * phase cmem: 421777 K * phase time: 23 ms * phase cmem: 423992 K - Game configuring : Started - Game configuring : Finished * phase time: 28 ms * phase cmem: 446881 K Texture.size = 2342, i = 24, delta = 100 *Spawning thread# 1 *Spawning thread# 2 *Spawning thread# 3 *Spawning thread# 4 *Spawning thread# 5 *Spawning thread# 6 *Spawning thread# 7 *Spawning thread# 8 *Spawning thread# 9 *Spawning thread# 10 *Thread# 1 is for textures from 0 to 100 *Spawning thread# 11 *Thread# 2 is for textures from 100 to 200 *Spawning thread# 12 *Thread# 3 is for textures from 200 to 300 *Spawning thread# 13 *Thread# 4 is for textures from 300 to 400 *Spawning thread# 14 *Thread# 5 is for textures from 400 to 500 *Spawning thread# 15 *Spawning thread# 16 *Thread# 6 is for textures from 500 to 600 *Thread# 7 is for textures from 600 to 700 *Spawning thread# 17 *Thread# 8 is for textures from 700 to 800 *Spawning thread# 18 *Thread# 9 is for textures from 800 to 900 *Spawning thread# 19 *Thread# 10 is for textures from 900 to 1000 *Thread# 11 is for textures from 1000 to 1100 *Thread# 12 is for textures from 1100 to 1200 *Thread# 13 is for textures from 1200 to 1300 *Spawning thread# 20 *Spawning thread# 21 *Thread# 14 is for textures from 1300 to 1400 *Thread# 15 is for textures from 1400 to 1500 *Spawning thread# 22 *Spawning thread# 23 *Thread# 16 is for textures from 1500 to 1600 *Thread# 17 is for textures from 1600 to 1700 *Thread# 18 is for textures from 1700 to 1800 *Thread# 19 is for textures from 1800 to 1900 *Thread# 20 is for textures from 1900 to 2000 *Thread# 21 is for textures from 2000 to 2100 *Spawning thread# 24 Spawning threads: Done! readythreadscount = 0 * t-report - base: 2312, 5298 K * t-report - lmap: 30, 0 K *Thread# 22 is for textures from 2100 to 2200 *Thread# 23 is for textures from 2200 to 2300 *Thread# 24 is for textures from 2300 to 2400 * phase time: 15 ms * phase cmem: 474063 K *Thread# 24 : Done! *Thread# 23 : Done! *Thread# 10 : Done! *Thread# 11 : Done! *Thread# 4 : Done! *Thread# 12 : Done! *Thread# 9 : Done! *Thread# 8 : Done! *Thread# 13 : Done! *Thread# 5 : Done! *Thread# 3 : Done! *Thread# 2 : Done! *Thread# 6 : Done! *Thread# 22 : Done! *Thread# 21 : Done! * phase time: 1166 ms * phase cmem: 401143 K * phase time: 20 ms * phase cmem: 401068 K * [win32]: free[3259836 K], reserved[180796 K], committed[753608 K] * [ D3D ]: textures[895531 K] * [x-ray]: crt heap[400716 K], process heap[400832 K], game lua[52205 K], render[216 K] * [x-ray]: economy: strings[16130 K], smem[1444 K] *Thread# 1 : Done! *Thread# 20 : Done! * Log file has been saved successfully! $ Frame [30]; : level_weathers:presets level_weathers $ Frame [30]; : level_weathers:WeatherManager:__init: is dynamic = true : 14:25:03 * Log file has been saved successfully! $ Frame [30]; : garbage_cleaner:Cleaning garbage based on 28 ids. *Thread# 7 : Done! *Thread# 16 : Done! *Thread# 15 : Done! ---Engine is freezed, saving log * Log file has been saved successfully! *Thread# 17 : Done! *Thread# 14 : Done! --incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763 --try x2=634.560547 or y2=1325.645874 *Thread# 19 : Done! --incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244 --try x2=894.455017 or y2=1291.380981 --incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763 --try x2=634.560547 or y2=1325.645874 --incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244 --try x2=894.455017 or y2=1291.380981 * MEMORY USAGE: 550794 K * End of synchronization A[1] R[1] *** Game Loading Time: 18889 ms *Thread# 18 : Done! *MT Texture Loading Finished ahtung !!! [5115] CInventory::DropItem pIItem->m_pCurrentInventory!=this this = [520] stack trace: 0023:7ABAC852 xrGame.dll, CDialogHolder::operator=() 0023:7AB03C36 xrGame.dll, CDialogHolder::operator=() 0023:78F4A86D nvwgf2um.dll, NVAPI_Thunk() 0023:791DE49E nvwgf2um.dll, NVAPI_Thunk() Jakieś pomysły? Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
kondotier Opublikowano 11 Maja 2020 Zgłoś Udostępnij Opublikowano 11 Maja 2020 @Viktus W katalogu zapisów pozostawić 2 - 3 ostatnie, pozostałe przenieść do katalogu poza modem. Taki katalog bezpieczeństwa. Grać na ostatnim zapisie, ale wybrać inną drogę do Sidora. Obejść wioskę na ile się da z daleka i wejść od tyłu. Czasem mod nie rozumie się z graczem i uznaje jego drogę za nieprawidłową. Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Viktus Opublikowano 11 Maja 2020 Autor Zgłoś Udostępnij Opublikowano 11 Maja 2020 Hmm, niestety nic to nie daje. Wokół sidora jest jakaś ewidentna strefa no go. Tym razem log błędu był trochę inny. Spoiler * Log file has been saved successfully! $ Frame [30]; : level_weathers:presets level_weathers $ Frame [30]; : level_weathers:WeatherManager:__init: is dynamic = true : 14:24:08 *Thread# 7 : Done! * Log file has been saved successfully! $ Frame [30]; : garbage_cleaner:Cleaning garbage based on 28 ids. *Thread# 16 : Done! *Thread# 15 : Done! ---Engine is freezed, saving log * Log file has been saved successfully! *Thread# 17 : Done! *Thread# 14 : Done! --incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763 --try x2=634.560547 or y2=1325.645874 *Thread# 19 : Done! --incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244 --try x2=894.455017 or y2=1291.380981 --incorrect global rect definition for map [la07_military] kw=0.200989 kh=0.198763 --try x2=634.560547 or y2=1325.645874 --incorrect global rect definition for map [la23_oldroad] kw=0.200235 kh=0.201244 --try x2=894.455017 or y2=1291.380981 * MEMORY USAGE: 547871 K * End of synchronization A[1] R[1] *** Game Loading Time: 19396 ms *Thread# 18 : Done! *MT Texture Loading Finished * [win32]: free[3054856 K], reserved[208280 K], committed[931104 K] * [ D3D ]: textures[1895295 K] * [x-ray]: crt heap[544279 K], process heap[544279 K], game lua[50231 K], render[12425 K] * [x-ray]: economy: strings[38340 K], smem[190813 K] $ Frame [10416]; : ui_mm_opt_video:InitControls:>cap_preset $ Frame [10416]; : ui_mm_opt_video:InitControls:>cap_renderer $ Frame [10416]; : ui_mm_opt_video:InitControls:<cap_renderer * DX11: failed to register window class ahtung !!! [10868] CInventory::DropItem pIItem->m_pCurrentInventory!=this this = [520] stack trace: 0023:5744C852 xrGame.dll, CDialogHolder::operator=() 0023:573A3C36 xrGame.dll, CDialogHolder::operator=() 0023:57D2000D MSVCR120.dll, vsprintf_s() 0023:580E05F2 xrCore.dll, xrMemory::mem_alloc() 0023:580DAB69 xrCore.dll, CLocatorAPI::r_open() 0023:7678330A msvcrt.dll, wscanf_s() Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
kondotier Opublikowano 11 Maja 2020 Zgłoś Udostępnij Opublikowano 11 Maja 2020 @Viktus Masz skopany plik handlu. Nie robiłeś jakichś poprawek? Tyle tylko, że nie znam się na tym jak to usunąć, bo linii z brakami log wykazał sporo. Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Viktus Opublikowano 11 Maja 2020 Autor Zgłoś Udostępnij Opublikowano 11 Maja 2020 Na początku wgrałem moda, na bardziej korzystne ceny, ale wywalało barmana, więc cofnąłem zmiany. Teraz nie mam. Chociaż ostatnio dodałem 1 punkt do handlu, w umiejętnościach, może to coś psuje. Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Makro730 Opublikowano 11 Maja 2020 Zgłoś Udostępnij Opublikowano 11 Maja 2020 (edytowane) Poprawiony Plik Handlu dostosowany do LADE Ev2.29. Handlarze skupują Złom. Nie musicie dziękować https://megawrzuta.pl/download/6b5d06c26b50e03081cabb25559fa189.html Edytowane 11 Maja 2020 przez Makro730 Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Viktus Opublikowano 11 Maja 2020 Autor Zgłoś Udostępnij Opublikowano 11 Maja 2020 Niestety nowe pliki nie pomagają. Już nie mam pomysłu o co może chodzić. Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Makro730 Opublikowano 11 Maja 2020 Zgłoś Udostępnij Opublikowano 11 Maja 2020 (edytowane) Jeśli wrzuciłeś nowy silnik [Build 7760], to musisz usunąć cały folder "shaders" i "device" Spróbuj tej opcji tylko zrób kopie plików. Te foldery zawarte są już bins_update.xdb0 Edytowane 11 Maja 2020 przez Makro730 Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Viktus Opublikowano 11 Maja 2020 Autor Zgłoś Udostępnij Opublikowano 11 Maja 2020 No ok, tylko nic to nie zmienia, jak się crashowało tak robi to dalej :( Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Makro730 Opublikowano 11 Maja 2020 Zgłoś Udostępnij Opublikowano 11 Maja 2020 Dziwne , straszne dziwne, trudno mi tak w ciemno stwierdzić co jest przyczyną zrób screen plików, nie ma co gdybać. Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Viktus Opublikowano 11 Maja 2020 Autor Zgłoś Udostępnij Opublikowano 11 Maja 2020 Jakich plików? Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Makro730 Opublikowano 11 Maja 2020 Zgłoś Udostępnij Opublikowano 11 Maja 2020 (edytowane) Kilka Zrzutów Ekranu , ja to wygląda u mnie. Spoiler bins gamedata Lost Alpha DC Extended mods config Spróbuj wywalać pojedyncze foldery z "config" może coś zaskoczy. Edytowane 11 Maja 2020 przez Makro730 Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Viktus Opublikowano 11 Maja 2020 Autor Zgłoś Udostępnij Opublikowano 11 Maja 2020 Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Makro730 Opublikowano 11 Maja 2020 Zgłoś Udostępnij Opublikowano 11 Maja 2020 Tak na początek wyłącz wszystkie mody, a w szczególności dwa ostatnie na liście. Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Viktus Opublikowano 11 Maja 2020 Autor Zgłoś Udostępnij Opublikowano 11 Maja 2020 Już próbowałem, niestety bez x_fix_225 nie startuje. Zaczynałem grać na LADCE 2.27 i po aktualizacji do 2.29 trzeba było zainstalować tego moda, żeby zadziałało. Uruchamiałem już grę bez żadnych modów oprócz tego Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Makro730 Opublikowano 11 Maja 2020 Zgłoś Udostępnij Opublikowano 11 Maja 2020 (edytowane) Umie było podobnie grałem na LADCE 2.23 bez żadnych zgrzytów, a teraz po łatce LADCE 2.29 są same problemy. Ale na obecna chwile chodzi, zobaczymy później. Wszystko zależy od ustawień w grze. Spróbuj na innych ustawieniach jak jeszcze tego nie robiłeś. Edytowane 11 Maja 2020 przez Makro730 Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
Viktus Opublikowano 11 Maja 2020 Autor Zgłoś Udostępnij Opublikowano 11 Maja 2020 Próbowałem na dx 10 i statycznym oświetleniu Cytuj Odnośnik do komentarza Udostępnij na innych stronach Więcej opcji udostępniania...
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