Lost alpha crash podczas instalacji

Regulamin forum
Przy zadawaniu pytania związanego z problemem dotyczącym gry, prosimy o podawanie treści całego loga błędu.
Lokalizacja logów:
X:\S.T.A.L.K.E.R. - Lost Alpha\appdata\logs

Logi tagujemy w [ CODE ][/ CODE ].

Lost alpha crash podczas instalacji

Postprzez cruiselight w 05 Paź 2016, 15:46

Witam

Na wstępie dodam, że dobrze ogarnąłem forum przed napisaniem posta. Problem niby trywialny ale szlag już mnie trafia.

Całość alphy rozpakowuje się bez błędów. Po wciśnięciu ikony pliku instalacyjnego ekran mi gaśnie na czarno lub zmienia się na nim rozdzielczość a po 15 mi instalacji dostaje komunikat:

Error engine: Last line in stack trace: memcpy() +116byte(s)
C:\Windows\system32\MSVRC 120.dell

Instalowałem nowego visuala x64 gdyż mam 64 bitowy system. Ściągałem MSVRC 120.dell i wrzucałem nawet do widowsa. Odpalałem jako admin w różnych zgodnościach i konfiguracjach.

Zestaw plików dostałem od znajomego już skonfigurowanego w patchu 13003. Pomysłów więcej nie mam.
Poratuje jakimiś sugestiami. Ten sam zestaw na dwóch innych komputerach poszedł od pierwszego strzału na WIN 7 ( też mam siódemkę )

edit. log poniżej

Kod: Zaznacz wszystko
* Detected CPU: Intel(R) Core(TM) i3 CPU M 350 @ 2.27GHz [GenuineIntel], F6/M5/S2, 2292.00 mhz, 26-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53503 files cached, 9722Kb memory used.
Init FileSystem 2.976972 sec
Lost Alpha 'xrCore' build 5630, Jul  5 2014

EH: 00805548CA869E992625B2B99EC003D6

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[d:\5. stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R2.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\STALKER-SHOC\ in registry
* [win32]: free[4036308 K], reserved[65184 K], committed[92748 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[19165 K], process heap[19165 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7374 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices DirectSound Software
SOUND: OpenAL: system  default SndDevice name is DirectSound Software
SOUND: OpenAL: All available devices:
1. DirectSound Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
Executing config-script "d:\5. stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\5. stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "d:\5. stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_default.ltx"...
! Unknown command:  ;please
! Unknown command:  ;aa
[d:\5. stalker lost alpha full rip - bm\s.t.] successfully loaded.
Executing config-script "d:\5. stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\5. stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
[d:\5. stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
SOUND: Selected device is DirectSound 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:A35]: NVIDIA GeForce GT 325M
* GPU driver: 9.18.13.4144
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 2656 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)
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
! Version conflict in shader 'def_shaders\def_aref'
! Version conflict in shader 'def_shaders\def_aref_v'
! Version conflict in shader 'def_shaders\def_trans'
! Version conflict in shader 'def_shaders\def_trans_v'
! Version conflict in shader 'def_shaders\def_trans_v_tuchi'
! Version conflict in shader 'def_shaders\def_vertex'
! Version conflict in shader 'def_shaders\lod_old'
! Version conflict in shader 'default'
! Version conflict in shader 'effects\lightplanes'
! Renderer doesn't support blender 'effects\shadow_world'
! Version conflict in shader 'effects\watertest-1'
! Version conflict in shader 'la_shaders\ufp_blend'
! Version conflict in shader 'particles\add'
! Version conflict in shader 'particles\alpha_add'
! Version conflict in shader 'particles\blend'
! Version conflict in shader 'particles\blend_hard'
! Version conflict in shader 'particles\dark'
! Version conflict in shader 'particles\set'
! Version conflict in shader 'selflight'
count of .thm files=1034
* 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
compiling shader particle
compiling shader particle_s-blend
compiling shader particle-clip
compiling shader particle_s-add
compiling shader particle_s-aadd
compiling shader particle_distort
compiling shader deffer_particle
compiling shader deffer_particle
- r__tf_aniso 4
- r2_tf_mipbias 0.
compiling shader portal
compiling shader portal
compiling shader simple_color
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
stack trace:

0023:7069F608 MSVCR120.dll, memcpy()
0023:70556259 xrCore.dll, IReader::r()
0023:7164CC9B xrSound.dll, CSound_manager_interface::_create()
0023:716310DC xrSound.dll
 
[error][       8]    : W magazynie brak miejsca dla wykonania tego polecenia.
cruiselight
Kot

Posty: 9
Dołączenie: 01 Wrz 2016, 11:00
Ostatnio był: 06 Paź 2016, 11:14
Kozaki: 0

Reklamy Google

Re: Lost alpha crash podczas instalacji

Postprzez tom3kb w 05 Paź 2016, 18:14

Zarzuć też tą paczke visuali ale dla systemu 32 bit pomimo tego, że masz sytem 64 bitowy, rozwiązywało to już problemy z modami w stalkerze.
Ja tak musiałem np zrobić żeby nie sypał mi się mod Breaking Point do army 3 na win 7 64 bit.
Ps. A instalowałeś te visuale i inne programiki, które były dołączone do LA?
Awatar użytkownika
tom3kb
Łowca

Posty: 540
Dołączenie: 10 Maj 2014, 17:08
Ostatnio był: 22 Sie 2023, 03:25
Frakcja: Wolność
Ulubiona broń: Vintar BC
Kozaki: 92

Re: Lost alpha crash podczas instalacji

Postprzez cruiselight w 05 Paź 2016, 19:32

Dostał wszystko co trzeba visual x86 obsługuje x32 bo nawet 32 już na oficjalnej stronie widowsa nie ma.
Stare visuale odinstalowałem i zostawiłem tylko wersje x64 i x86. Do tego najnowsze wersję codeków.
Openal tez zainstalowany. Pamietam, że x czasu temu miałem taki problem gdy gasiło mi pulpit i zmieniało rozdzielczość gdy Wiedźmina instalowałem. To wygląda definitywnie na problem z grafiką. Jeszcze kilka dni temu przeszedłem Czyste Niebo i nie było absolutnie żadnych problemów ( nic z CS nie zostało oczywiście na kompie przed próbami instalacji LA) Przed chwilą próbowałem z wyłączoną kompozycją pulpitu i trybem zgodności XP SP3 i też słabo. Po prostu nie mam pomysłów. YT już oglądałem i tricki tam pokazane z problemami z MSVRC 120.dell już stosowałem. Łapy opadły bo aby pograć czekałem ze 2 lata bo nigdy czasu nie miałem
cruiselight
Kot

Posty: 9
Dołączenie: 01 Wrz 2016, 11:00
Ostatnio był: 06 Paź 2016, 11:14
Kozaki: 0

Re: Lost alpha crash podczas instalacji

Postprzez tom3kb w 05 Paź 2016, 19:53

X86 to są właśnie te dla systemów 32 bit ;)
Są na oficjalnej stronie ms bo nawet ostatnio robiłem sobie paczkę z wszystkimi od 2005 do 2015.
Także jak masz te x86 i 64 to masz wszystko co istnieje.
Na razie też mi brak pomysłu.
Awatar użytkownika
tom3kb
Łowca

Posty: 540
Dołączenie: 10 Maj 2014, 17:08
Ostatnio był: 22 Sie 2023, 03:25
Frakcja: Wolność
Ulubiona broń: Vintar BC
Kozaki: 92

Re: Lost alpha crash podczas instalacji

Postprzez cruiselight w 05 Paź 2016, 21:44

Też tak myślałem ale... w końcu zamiast rara użyłem zipa i... instalacja normalnie odpaliła w kilka sekund. Ba nawet do głównego menu dotarłem. Sprawdziłem ustawienia i klik nowa gra. Ładowało się ładnie do momentu "press any key".

Klikałem różne "key" i w tym momencie...nic

Kod: Zaznacz wszystko
Engine error. Last line in stack trace:
 xrMemory::dbg_register()+487 byte(s)   D:\STALKER Lost Alpha Full Rip - BM\S.T.A.L.K.E.R. - Lost Alpha\bins\xrCore.dll

log mam taki... poratujcie bo trzeba to jedynie kolanem dopchnąć  :(

* Detected CPU: Intel(R) Core(TM) i3 CPU M 350 @ 2.27GHz [GenuineIntel], F6/M5/S2, 2292.00 mhz, 25-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53478 files cached, 9577Kb memory used.
Init FileSystem 4.603328 sec
Lost Alpha 'xrCore' build 5630, Jul  5 2014

EH: 00805548CA869E992625B2B99EC003D6

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[d:\stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R2.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\STALKER-SHOC\ in registry
* [win32]: free[4060916 K], reserved[50452 K], committed[82872 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[18823 K], process heap[18823 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7374 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices DirectSound Software
SOUND: OpenAL: system  default SndDevice name is DirectSound Software
SOUND: OpenAL: All available devices:
1. DirectSound Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
Executing config-script "d:\stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "d:\stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_default.ltx"...
! Unknown command:  ;please
! Unknown command:  ;aa
[d:\stalker lost alpha full rip - bm\s.t.a.l] successfully loaded.
Executing config-script "d:\stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
[d:\stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
SOUND: Selected device is DirectSound 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:A35]: NVIDIA GeForce GT 325M
* GPU driver: 9.18.13.4144
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 2656 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)
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
! Version conflict in shader 'def_shaders\def_aref'
! Version conflict in shader 'def_shaders\def_aref_v'
! Version conflict in shader 'def_shaders\def_trans'
! Version conflict in shader 'def_shaders\def_trans_v'
! Version conflict in shader 'def_shaders\def_trans_v_tuchi'
! Version conflict in shader 'def_shaders\def_vertex'
! Version conflict in shader 'def_shaders\lod_old'
! Version conflict in shader 'default'
! Version conflict in shader 'effects\lightplanes'
! Renderer doesn't support blender 'effects\shadow_world'
! Version conflict in shader 'effects\watertest-1'
! Version conflict in shader 'la_shaders\ufp_blend'
! Version conflict in shader 'particles\add'
! Version conflict in shader 'particles\alpha_add'
! Version conflict in shader 'particles\blend'
! Version conflict in shader 'particles\blend_hard'
! Version conflict in shader 'particles\dark'
! Version conflict in shader 'particles\set'
! Version conflict in shader 'selflight'
count of .thm files=1034
* 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
compiling shader particle
compiling shader particle_s-blend
compiling shader particle-clip
compiling shader particle_s-add
compiling shader particle_s-aadd
compiling shader particle_distort
compiling shader deffer_particle
compiling shader deffer_particle
- r__tf_aniso 4
- r2_tf_mipbias 0.
compiling shader portal
compiling shader portal
compiling shader simple_color
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader effects_gradient_p
compiling shader ecb_fx_generic
compiling shader stub_default
compiling shader effects_sun
compiling shader effects_flare_p
Loading DLL: xrGameSpy.dll
compiling shader yuv2rgb
* [win32]: free[3820088 K], reserved[74940 K], committed[299212 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[121605 K], process heap[121605 K], game lua[3477 K], render[169 K]
* [x-ray]: economy: strings[6964 K], smem[0 K]
$ LA_DBG:[11215] ui_mm_opt_video:InitControls:>cap_preset
$ LA_DBG:[11215] ui_mm_opt_video:InitControls:>cap_renderer
$ LA_DBG:[11215] ui_mm_opt_video:InitControls:<cap_renderer
* 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 4
- r2_tf_mipbias 0.
* RM_Dump: textures  : 632
* RM_Dump: rtargets  : 17
* RM_Dump: vs        : 15
* RM_Dump: ps        : 48
* RM_Dump: dcl       : 12
* RM_Dump: states    : 50
* RM_Dump: tex_list  : 298
* RM_Dump: matrices  : 0
* RM_Dump: lst_constants: 0
* RM_Dump: v_passes  : 635
* RM_Dump: v_elements: 635
* RM_Dump: v_shaders : 404
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: recognized, 24
* NVidia MGPU: Logical(1), Physical(1)
* Starting rendering as 2-GPU.
*** RESET [0 ms]
* MEMORY USAGE: 128564 K
* End of synchronization A[1] R[1]
xr_3da.exe  -external -noprefetch -nointro
* phase time: 0 ms
* phase cmem: 129548 K
* phase time: 97 ms
* phase cmem: 124472 K
$ LA_DBG:[11329] Game_Start: Engine v1.3003(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
$ LA_DBG:[11329] level_weathers:initing level_weathers
$ LA_DBG:[11329] surge_manager:surge_manager inited
* Log file has been saved successfully!
* phase time: 703 ms
* phase cmem: 128922 K
* phase time: 26 ms
* phase cmem: 128922 K
* Creating new game...
* Loading spawn registry...
* 23557 spawn points are successfully loaded
$ LA_DBG:[11329] Game_Init: Ver=[1.3003] Build=[5529] MemUsage=[16494.633]kB
$ LA_DBG:[11329] GameTime=[07:40:00] Map(19)=[la01_escape]
* Log file has been saved successfully!
* Saving spawns...
* Saving objects...
* 35229 objects are successfully saved
* Writing Store...
$ LA_DBG:[11329] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[11329] save_storehouse: size=[3]/[34]bytes : Build=[5529]
$ LA_DBG:[11329] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game all.sav is successfully saved to file 'd:\stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\all.sav'
* New game is successfully created!
* phase time: 23646 ms
* phase cmem: 188051 K
* phase time: 179 ms
* phase cmem: 188301 K
* client : connection accepted - <>
* phase time: 118 ms
* phase cmem: 188349 K
* phase time: 47 ms
* phase cmem: 188349 K
* phase time: 6129 ms
* phase cmem: 276703 K
compiling shader effects_glow_p
compiling shader deffer_base_aref_flat_d
compiling shader deffer_base_flat_d
compiling shader deffer_base_aref_flat
compiling shader deffer_base_flat
compiling shader shadow_direct_base_aref
compiling shader shadow_direct_base_aref
compiling shader deffer_base_bump_d-hq
compiling shader deffer_base_bump_d-hq
compiling shader deffer_base_bump
compiling shader deffer_base_bump
compiling shader shadow_direct_base
compiling shader vert
compiling shader vert
compiling shader deffer_base_flat
compiling shader accum_emissive
compiling shader simple
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader deffer_base_aref_bump_d-hq
compiling shader deffer_base_aref_bump
compiling shader deffer_base_flat_d
compiling shader deffer_base_bump-hq
compiling shader deffer_base_bump-hq
compiling shader simple
compiling shader wmark
compiling shader deffer_base_lmh_bump_d-hq
compiling shader deffer_base_lmh_bump_d-hq
compiling shader deffer_base_lmh_bump
compiling shader deffer_base_lmh_bump
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 deffer_base_lmh_aref_bump_d-hq
compiling shader deffer_base_lmh_aref_bump
compiling shader lmapE
compiling shader lmapE
compiling shader deffer_base_lmh_aref_flat
compiling shader deffer_base_lmh_aref_flat_d
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat
compiling shader water_soft
compiling shader water_soft
compiling shader waterd_soft
compiling shader waterd_soft
compiling shader deffer_tree_s_bump_d-hq
compiling shader deffer_tree_s_bump
compiling shader shadow_direct_base
compiling shader shadow_direct_tree_s
compiling shader deffer_tree_flat
compiling shader shadow_direct_tree
compiling shader deffer_tree_bump_d-hq
compiling shader deffer_tree_bump
compiling shader deffer_tree_s_flat
compiling shader deffer_tree_s_bump-hq
compiling shader deffer_tree_bump-hq
* phase time: 649 ms
* phase cmem: 280793 K
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65494 verts, 2046 Kb
* [Loading VB] 49231 verts, 1538 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] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 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] 65535 verts, 2047 Kb
* [Loading VB] 63245 verts, 1976 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] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 22280 verts, 696 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] 496983 indices, 970 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65533 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] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65532 verts, 767 Kb
* [Loading VB] 20552 verts, 240 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] 856317 indices, 1672 Kb
* phase time: 3155 ms
* phase cmem: 281138 K
* phase time: 211 ms
* phase cmem: 286693 K
compiling shader deffer_detail_w_flat
compiling shader deffer_detail_s_flat
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 62098 v(20), 40565 p
* [DETAILS] Batch(61), VB(1212K), IB(237K)
* phase time: 81 ms
* phase cmem: 286739 K
* Loading HOM: d:\stalker lost alpha full rip - bm\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la01_escape\level.hom
* phase time: 77 ms
* phase cmem: 287038 K
* phase time: 311 ms
* phase cmem: 287440 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 90 ms
* phase cmem: 303714 K
* t-report - base: 1938, 813088 K
* t-report - lmap: 30, 30723 K
* phase time: 22334 ms
* phase cmem: 341811 K
* phase time: 140 ms
* phase cmem: 341825 K
* [win32]: free[2481812 K], reserved[82936 K], committed[1629492 K]
* [ D3D ]: textures[855933 K]
* [x-ray]: crt heap[341825 K], process heap[341825 K], game lua[35013 K], render[218 K]
* [x-ray]: economy: strings[14925 K], smem[0 K]
compiling shader deffer_model_bump-hq_2
compiling shader deffer_model_bump_2
compiling shader shadow_direct_model_2
* Log file has been saved successfully!
$ LA_DBG:[69524] level_weathers:presets level_weathers
$ LA_DBG:[69524] level_weathers:r2 active
$ LA_DBG:[69524] level_weathers:WeatherManager:__init: r2_active = true : 07:46:47
$ LA_DBG:[69524] level_weathers:not has sav
$ LA_DBG:[69524] level_weathers:activating
$ LA_DBG:[69524] level_weathers:starting timer
$ LA_DBG:[69524] level_weathers:current transition: [alpha_r2]~>[alpha_r2_to_alpha_r2_at_07_00] : 07:46:47 ~> 07:46:47
* Log file has been saved successfully!
compiling shader model_env_lq
compiling shader model_env_lq_0
compiling shader model_env_lq_1
compiling shader deffer_model_flat_1
compiling shader shadow_direct_model_1
compiling shader model_def_lplanes_0
compiling shader deffer_model_flat_d_1
compiling shader shadow_direct_model_aref_1
compiling shader deffer_model_bump_d-hq_1
compiling shader deffer_model_bump_1
compiling shader deffer_model_bump-hq_1
compiling shader deffer_model_bump_d-hq_0
compiling shader deffer_model_bump_0
compiling shader shadow_direct_model_0
compiling shader deffer_model_bump-hq_0
compiling shader deffer_model_flat_0
compiling shader deffer_model_flat_d_0
compiling shader accum_emissivel
compiling shader model_def_lq
compiling shader model_def_lq_0
compiling shader deffer_model_flat_2
compiling shader deffer_model_bump_d-hq_2
compiling shader shadow_direct_model_aref_0
compiling shader model_def_lq_2
compiling shader model_distort4glass_2
compiling shader model_env_lq_2
compiling shader model_def_lq_1
$ LA_DBG:[103688] level_weathers:transition = [alpha_r2_to_alpha_r2_at_07_00]
* MEMORY USAGE: 420491 K
* End of synchronization A[1] R[1]
compiling shader yuv2rgb
stack trace:

0023:70AE01D7 xrCore.dll, xrMemory::dbg_register()
0023:70ADF608 xrCore.dll, CStreamReader::r()
0023:00217B85 XR_3DA.exe, CTheoraStream::ParseHeaders()

Uwagi moderatora:

Logi proszę w [CODE][/CODE] - caleb59
cruiselight
Kot

Posty: 9
Dołączenie: 01 Wrz 2016, 11:00
Ostatnio był: 06 Paź 2016, 11:14
Kozaki: 0

Re: Lost alpha crash podczas instalacji

Postprzez Mito w 06 Paź 2016, 19:46

Chwila, coś mi tu nie gra.

Nie byłeś w stanie odpalić instalatora, a co dopiero zainstalować LA - to jakim cudem w takim razie byłeś wcześniej w stanie podać loga błędu, skoro nie miałeś zainstalowanej gry?
(Poza tym, z tego loga wynika, że zabrakło pamięci)

A poza tym, próbowałeś po prostu wczytać zapis all.sav (który automatycznie jest tworzony przy zaczynaniu nowej gry)? No i czy zainstalowałeś wszystko co instalator LA proponował - jeżeli dobrze pamiętam, to jeszcze robił coś z bibliotekami DirectX, ale pewien nie jestem. Mógłbyś też spróbować obniżyć detale w głównym menu na minimum, a dopiero później odpalać grę. LA jest przecież na wyższych ustawieniach dość wymagające.
Spolszczenie do Misery: The Armed Zone (Ja & Imienny)
Ciekawe kiedy ilość moich kozaczków przekroczy moje IQ Image
Awatar użytkownika
Mito
Legenda

Posty: 1007
Dołączenie: 17 Sie 2014, 21:21
Ostatnio był: 29 Mar 2019, 02:46
Kozaki: 271


Powróć do Pytania i odpowiedzi

Kto jest na forum

Użytkownicy przeglądający to forum: Brak zarejestrowanych użytkowników oraz 2 gości