Jump to content

Wylot przy przejściu do Baru


bloodrise
 Share

Recommended Posts

Jak w temacie. Gdy chcę przejść na lokację z wysypiska taki oto wylot

Spoiler

* Detected CPU: Intel(R) Core(TM) i5-8600K CPU @ 3.60GHz [GenuineIntel], F6/M14/S10, 3597.00 mhz, 28-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
* CPU cores/threads: 6/6

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\spawns.db0.
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\ladc_z_new_extended.xdb0.
Processing archive mods\ladc_z_new_extended.xdb1.
Processing archive mods\ladc_z_new_extended.xdb2.
Processing archive mods\ladc_z_new_extended.xdb50.
Processing archive mods\ladc_z_new_extended.xdb64.
Processing archive mods\ladc_z_new_extended.xdb74.
Processing archive mods\ladc_z_new_extended.xdb80.
Processing archive mods\ladc_z_new_extended.xdb81.
Processing archive mods\ladc_z_new_extended.xdb84.
Processing archive mods\ladc_z_new_extended.xdb86.
Processing archive mods\ladc_z_new_extended.xdb88.
Processing archive mods\ladc_z_new_extended.xdb91.
Processing archive mods\ladc_z_new_extended.xdb99.
Processing archive mods\mod_anim_detectors.xdb0.
Processing archive mods\mod_monster_range.xdb0.
Processing archive mods\mod_y_shadersfixes.xdb0.
Processing archive mods\mod_z_cgim.xdb0.
Processing archive mods\mod_z_cgim.xdb1.
Processing archive mods\x_fix_225_extended.xdb0.
FS: 51680 files cached, 6111Kb memory used.
Init FileSystem 0.421388 sec
Lost Alpha 'xrCore' build 7772, May 18 2020

EH: 164F65A662F5C9B433F76895DE9FD5DA

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[3949284 K], reserved[132164 K], committed[112792 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[20398 K], process heap[20398 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[11798 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 MP59G (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_extreme.ltx"...
! Unknown command:  r1_detail_textures
[gamedata\config\rspec_extreme.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:1F02]: NVIDIA GeForce RTX 2070
* 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: = 1386
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 (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
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: = 120
* HWDST/PCF supported and used
* Managed textures disabled
s != u32(-1)
s != u32(-1)
- r__tf_aniso 16
- 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(adamh_autosave/single/alife/load)
* phase time: 9 ms
* phase cmem: 159570 K
$ Frame [3]; : Game_Start: Engine ver. Release(7772), Game: v2.5Ń‘.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: 189 ms
* phase cmem: 169112 K
* phase time: 4 ms
* phase cmem: 169111 K
* Loading spawn registry...
* 27202 spawn points are successfully loaded
* Loading objects...
* 37681 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]/[7401]bytes : Build=[7235]
$ Frame [5]; : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ Frame [5]; : Game_Init: Ver=[] Build=[7235=>7235] MemUsage=[20989.508]kB
$ Frame [5]; : GameTime=[22:07:33] Map(24)=[la05_bar_rostok], MapSaved(20)=[la02_garbage], knowMaps=[7]
* Log file has been saved successfully!
* Game adamh_autosave is successfully loaded from file 'appdata\savedgames\adamh_autosave.sav' (3.691s)
* phase time: 3690 ms
* phase cmem: 232535 K
* phase time: 13 ms
* phase cmem: 232595 K
* client : connection accepted - <>
* phase time: 40 ms
* phase cmem: 232647 K
* phase time: 13 ms
* phase cmem: 232643 K
* phase time: 90 ms
* phase cmem: 296188 K
* phase time: 1789 ms
* phase cmem: 426996 K
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65518 verts, 2047 Kb
* [Loading VB] 65463 verts, 2045 Kb
* [Loading VB] 65469 verts, 2045 Kb
* [Loading VB] 12297 verts, 384 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 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] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65526 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65525 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 5117 verts, 159 Kb
* [Loading VB] 65450 verts, 2045 Kb
* [Loading VB] 3408 verts, 106 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] 650724 indices, 1270 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] 65534 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65533 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] 65534 verts, 767 Kb
* [Loading VB] 37688 verts, 441 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] 254442 indices, 496 Kb
* phase time: 119 ms
* phase cmem: 327837 K
* phase time: 18 ms
* phase cmem: 331185 K
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 52643 v(20), 33306 p
* [DETAILS] Batch(61), VB(1028K), IB(195K)
* phase time: 137 ms
* phase cmem: 331294 K
* Loading HOM: gamedata\levels\la05_bar_rostok\level.hom
* phase time: 26 ms
* phase cmem: 331937 K
* phase time: 49 ms
* phase cmem: 332423 K
- Game configuring : Started 
- Game configuring : Finished 
* phase time: 27 ms
* phase cmem: 359076 K
Texture.size = 2102, i = 22, 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
*Spawning thread# 11
*Spawning thread# 12
*Spawning thread# 13
*Spawning thread# 14
*Spawning thread# 15
*Spawning thread# 16
*Spawning thread# 17
*Spawning thread# 18
*Spawning thread# 19
*Spawning thread# 20
*Spawning thread# 21
*Spawning thread# 22
Spawning threads: Done! readythreadscount = 0
* t-report - base: 2078, 2406 K
* t-report - lmap: 24, 0 K
* phase time: 7 ms
*Thread# 1 is for textures from 0 to 100
*Thread# 2 is for textures from 100 to 200
*Thread# 3 is for textures from 200 to 300
*Thread# 4 is for textures from 300 to 400
*Thread# 5 is for textures from 400 to 500
*Thread# 6 is for textures from 500 to 600
*Thread# 7 is for textures from 600 to 700
*Thread# 8 is for textures from 700 to 800
*Thread# 9 is for textures from 800 to 900
*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
* phase cmem: 376297 K
*Thread# 14 is for textures from 1300 to 1400
*Thread# 15 is for textures from 1400 to 1500
*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
*Thread# 22 is for textures from 2100 to 2200
*Thread# 22 : Done!
*Thread# 21 : Done!
* phase time: 1526 ms
* phase cmem: 412287 K
* phase time: 28 ms
* phase cmem: 413988 K
* [win32]: free[3250420 K], reserved[177044 K], committed[766776 K]
* [ D3D ]: textures[720465 K]
* [x-ray]: crt heap[413988 K], process heap[413988 K], game lua[33012 K], render[192 K]
* [x-ray]: economy: strings[17004 K], smem[1421 K]
*Thread# 11 : Done!
*Thread# 1 : Done!
*Thread# 8 : Done!
*Thread# 9 : Done!
*Thread# 10 : Done!
*Thread# 7 : Done!
*Thread# 5 : Done!
*Thread# 4 : Done!
*Thread# 20 : Done!
*Thread# 19 : Done!
*Thread# 2 : Done!
*Thread# 18 : Done!
*Thread# 3 : Done!
*Thread# 12 : Done!
*Thread# 6 : Done!
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[23],section=[m_fraction_sniper]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[23],section=[m_fraction_specnaz]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[31],section=[sim_fresh_Zombied_stalker_t1]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[31],section=[sim_fresh_Zombied_stalker_t2]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[31],section=[sim_fresh_Zombied_stalker_t3]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[33],section=[o_Svoboda_mas_max1]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[59],section=[zone_acid_fog]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[60],section=[zone_rusty_fog]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[61],section=[torrid_zone]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[87],section=[zone_lava]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[88],section=[ammo_og-7s]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[88],section=[heli_ammo_bigpack]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[88],section=[scope_sig550_special_heli]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[88],section=[silencer_heli_gun]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[88],section=[wpn_m249_heli]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[88],section=[wpn_rpg7_m1]:[x]
$ Frame [30]; : ui_spawn_menu:Build_Tables:SubMenu=[88],section=[wpn_sig550_heli]:[x]
$ Frame [30]; : level_weathers:WeatherManager:__init: is dynamic = false : 22:08:33
* Log file has been saved successfully!
$ Frame [30]; : level_weathers:presets level_weathers
* Log file has been saved successfully!
! item [cgim_console] not found!!
! item [cgim_console] not found!!
$ Frame [30]; : garbage_cleaner:Cleaning garbage based on 3 ids.
---Engine is freezed, saving log
* Log file has been saved successfully!
! item [cgim_console] not found!!
! item [cgim_console] not found!!
* MEMORY USAGE: 524948 K
* End of synchronization A[1] R[1]
*** Game Loading Time: 15373 ms
*Thread# 17 : Done!
*Thread# 13 : Done!
$ Frame [166]; : xr_conditions:in
! Invalid section mutant_karlito_hand
! Invalid section antidote
! Invalid section xray_pda_downs
! Invalid section mutant_karlito_hand
! Invalid section antidote
! Invalid section antidote
! Invalid section xray_pda_downs
! Invalid section mutant_karlito_hand
! Invalid section antidote
ahtung !!! [180]
CInventory::DropItem pIItem->m_pCurrentInventory!=this
this = [7548]
stack trace:

0023:5240C912 xrGame.dll, CInventory::DropItem(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\xrgame\inventory.cpp, 284
0023:52381FE2 xrGame.dll, CAI_Stalker::OnEvent(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\xrgame\ai\stalker\ai_stalker_events.cpp, 82
0023:523C015A xrGame.dll, CLevel::cl_Process_Event(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\xrgame\level.cpp, 344
0023:523C00A0 xrGame.dll, CLevel::ProcessGameEvents(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\xrgame\level.cpp, 402
0023:523BF9C7 xrGame.dll, CLevel::OnFrame(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\xrgame\level.cpp, 468
0023:00BAE49D XR_3DA.exe, CRegistrator<pureFrame>::Process(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\pure.h, 86
0023:00BF54F8 XR_3DA.exe, CRenderDevice::FrameMove(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\device.cpp, 520
0023:00BF56A8 XR_3DA.exe, CRenderDevice::on_idle(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\device.cpp, 341
0023:00BF558A XR_3DA.exe, CRenderDevice::message_loop(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\device.cpp, 417
0023:00BF6270 XR_3DA.exe, CRenderDevice::Run(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\device.cpp, 462
0023:00BC26F1 XR_3DA.exe, Startup(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\x_ray.cpp, 384
0023:00BC23A7 XR_3DA.exe, WinMain_impl(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\x_ray.cpp, 979
0023:00BC1F06 XR_3DA.exe, WinMain(), g:\projects\valerok\ladc_weapon_pack\xray-svn-trunk\xr_3da\x_ray.cpp, 1032
0023:00BC07CF XR_3DA.exe, __tmainCRTStartup(), f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c, 618
0023:75526359 KERNEL32.DLL, BaseThreadInitThunk()
0023:77AA7C24 ntdll.dll, RtlGetAppContainerNamedObjectPath()
0023:77AA7BF4 ntdll.dll, RtlGetAppContainerNamedObjectPath()
 
[error][      87]    : Parametr jest niepoprawny.
 

Gram na modach na grafike oraz animacje detektrora artefaktów.

Wersja moda 1.40008

Edited by bloodrise
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.

Comunity