Crash w Developer's Cut - Kordon

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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 ].

Crash w Developer's Cut - Kordon

Postprzez StriełokzPolski w 28 Kwi 2017, 14:20

Dobra do rzeczy-jestem w kordonie,po wizięciu zadania specialnego od sidora
jest 17:00, ide spać do niezależnie jakiej godziny - crash z logiem:
:

Kod: Zaznacz wszystko
* Detected CPU: Intel(R) Pentium(R) CPU N3540 @ 2.16GHz [GenuineIntel], F6/M7/S8, 2166.00 mhz, 26-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
* CPU cores/threads: 4/4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 56861 files cached, 8832Kb memory used.
Init FileSystem 4.485996 sec
Lost Alpha 'xrCore' build 6655, Apr 26 2017

EH: 524F1F499ED9BE7A0C97CA07B48F0C0A

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"...
[c:\games\ - lost alpha242\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\-SHOC\ in registry
* [win32]: free[4041640 K], reserved[47624 K], committed[104976 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[19730 K], process heap[19730 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[10323 K], smem[0 K]
SOUND: OpenAL: All available devices:
1. Generic Software, spec. 1.1 (default)
2. Generic Software on Głośniki (Realtek High Definition Audio), spec. 1.1
Executing config-script "c:\games\ - lost alpha242\gamedata\config\default_controls.ltx"...
[c:\games\ - lost alpha242\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "c:\games\ - lost alpha242\gamedata\config\rspec_low.ltx"...
[c:\games\ - lost alpha242\gamedata\config\rspec_low.ltx] successfully loaded.
Executing config-script "c:\games\ - lost alpha242\gamedata\config\default_controls.ltx"...
[c:\games\ - lost alpha242\gamedata\config\default_controls.ltx] successfully loaded.
[c:\games\ - lost alpha242\appdata\user.ltx] successfully loaded.
SOUND: Selected device is Generic Software
* SOUND: EAX extension: present
* SOUND: EAX deferred: present
* sound : cache: 49152 kb, 3642 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:8086]-[device:F31]: Intel(R) HD Graphics
* GPU driver: 10.18.10.4276
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 1780 M
*          DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: recognized, 32
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
count of .thm files=1292
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 1366x768
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
compiling shader particle
compiling shader particle
compiling shader particle_distort
- r__tf_aniso 2
- r1_tf_mipbias 0.5
compiling shader simple_color
compiling shader portal
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_gradient
Loading DLL: xrGameSpy.dll
compiling shader yuv2rgb
compiling shader yuv2rgb
* [win32]: free[3833392 K], reserved[68404 K], committed[292444 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[111706 K], process heap[111706 K], game lua[3510 K], render[268 K]
* [x-ray]: economy: strings[9905 K], smem[0 K]
compiling shader model_def_hq
compiling shader model_def_hq_3
compiling shader model_def_lq
compiling shader model_def_lq_3
compiling shader add_point
compiling shader model_def_point_3
compiling shader add_spot
compiling shader model_def_spot_3
compiling shader model_shadow
compiling shader model_def_shadow_3
"c:\games\ - lost alpha242\bins\xr_3da.exe" -external -noprefetch
* phase time: 0 ms
* phase cmem: 132887 K
* phase time: 81 ms
* phase cmem: 127112 K
$ LA_DBG:[14962] Game_Start: Engine v1.4000(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
$ LA_DBG:[14962] level_weathers:initing level_weathers
$ LA_DBG:[14962] surge_manager:surge_manager inited
* Log file has been saved successfully!
* phase time: 751 ms
* phase cmem: 129967 K
* phase time: 7 ms
* phase cmem: 129967 K
* Loading spawn registry...
* 25242 spawn points are successfully loaded
* Loading objects...
* 39756 objects are successfully loaded
$ LA_DBG:[14962] se_monster:get_ini: check_distance=(true), min_distance=[50]
$ LA_DBG:[14962] se_monster:get_ini: check_distance=(true), min_distance=[50]
$ LA_DBG:[14962] se_monster:get_ini: check_distance=(true), min_distance=[50]
$ LA_DBG:[14962] se_monster:get_ini: check_distance=(false), min_distance=[150]
* Loading Store...
$ LA_DBG:[14962] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[14962] load_storehouse: size=[13]/[2798]bytes : Build=[5529]
$ LA_DBG:[14962] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[14962] Game_Init: Ver=[1.4000] Build=[5529=>5529] MemUsage=[20939.895]kB
$ LA_DBG:[14962] GameTime=[16:46:16] Map(19)=[la01_escape], knowMaps=[1]
* Log file has been saved successfully!
* Game test is successfully loaded from file 'c:\games\ - lost alpha242\appdata\savedgames\test.sav' (16.199s)
* phase time: 16198 ms
* phase cmem: 203374 K
* phase time: 93 ms
* phase cmem: 203749 K
* client : connection accepted - <>
* phase time: 46 ms
* phase cmem: 203814 K
* phase time: 18 ms
* phase cmem: 203814 K
* phase time: 7180 ms
* phase cmem: 292247 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert
compiling shader vert
compiling shader vert_point
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader vert_dt
compiling shader vert_dt
compiling shader simple
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap_dt
compiling shader lmap_dt
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader tree_s_dt
compiling shader tree_s
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader tree_w
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_w_dt
compiling shader avg4
* phase time: 1020 ms
* phase cmem: 294568 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
* phase time: 1261 ms
* phase cmem: 389652 K
* phase time: 227 ms
* phase cmem: 394390 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 62098 v(20), 40565 p
* [DETAILS] Batch(61), VB(1212K), IB(237K)
* phase time: 163 ms
* phase cmem: 395858 K
* Loading HOM: c:\games\ - lost alpha242\gamedata\levels\la01_escape\level.hom
* phase time: 58 ms
* phase cmem: 396316 K
* phase time: 224 ms
* phase cmem: 396702 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 128 ms
* phase cmem: 416232 K
* t-report - base: 1276, 370312 K
* t-report - lmap: 58, 59399 K
* phase time: 39210 ms
* phase cmem: 876624 K
* phase time: 55 ms
* phase cmem: 876624 K
* [win32]: free[2972028 K], reserved[82976 K], committed[1139236 K]
* [ D3D ]: textures[446953 K]
* [x-ray]: crt heap[876624 K], process heap[876624 K], game lua[43801 K], render[313 K]
* [x-ray]: economy: strings[34249 K], smem[1060 K]
compiling shader model_def_hq_2
compiling shader model_def_lq_2
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_def_shadow_2
* Log file has been saved successfully!
$ LA_DBG:[82684] level_weathers:presets level_weathers
$ LA_DBG:[82684] level_weathers:r1 active
$ LA_DBG:[82684] level_weathers:WeatherManager:__init: dynamic = false : 16:54:10
$ LA_DBG:[82684] level_weathers:has sav
* Log file has been saved successfully!
compiling shader model_env_hq
compiling shader model_env_hq_1
compiling shader model_env_lq
compiling shader model_env_lq_1
compiling shader model_def_point_1
compiling shader model_def_spot_1
compiling shader model_def_shadow_1
compiling shader model_def_lqs_1
compiling shader model_def_lplanes_0
compiling shader model_def_hq_1
compiling shader model_def_lq_1
compiling shader model_env_hq_0
compiling shader model_env_lq_0
compiling shader model_def_point_0
compiling shader model_def_spot_0
compiling shader model_def_shadow_0
compiling shader model_def_hq_0
compiling shader model_def_lq_0
compiling shader model_def_lqs_0
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_distort4glass_2
compiling shader model_def_lqs_2
* MEMORY USAGE: 996265 K
* End of synchronization A[1] R[1]
m_bSlotsUseful
m_bSlotsUseful
m_bSlotsUseful
m_bSlotsUseful
m_bSlotsUseful
save plizpliz
$ LA_DBG:[205750] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[205750] Game_Save:BuildMod=[5529]:[17:08:32]:MemUsage=[35397.238]kB:TimeFactor=[7]
$ LA_DBG:[205750] task_manager:save:#tasks=[75]/[0],size=[1150]
$ LA_DBG:[205750] treasure_manager:save: #treasure=[0],size=[20]
~ Used 7 NetPacket(s) total objects 5262 total stored 51658b
* Saving spawns...
* Saving objects...
* 39811 objects are successfully saved
* Writing Store...
$ LA_DBG:[205750] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[205750] save_storehouse: size=[13]/[2723]bytes : Build=[5529]
$ LA_DBG:[205750] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game plizpliz.sav is successfully saved to file 'c:\games\ - lost alpha242\appdata\savedgames\plizpliz.sav'
compiling shader yuv2rgb
$ LA_DBG:[234767] level_weathers:for tests: start preblow
$ LA_DBG:[234767] level_weathers:r1 active
$ LA_DBG:[234767] level_weathers:WeatherManager:__init: dynamic = false : 18:20:48
$ LA_DBG:[234767] level_weathers:sCondlist = [{=actor_on_level(la01_escape)+esc_fixer_teleported}true,false]
$ LA_DBG:[234767] level_weathers:list = [table: 47FD7328]
$ LA_DBG:[234767] level_weathers:level condition for [la01_escape] = [true] and type = [string]
$ LA_DBG:[234767] level_weathers:level cond met for blowout
$ LA_DBG:[234767] level_weathers:not underground
$ LA_DBG:[234767] level_weathers:not in weather restrictor
$ LA_DBG:[234767] level_weathers:actor sleeping or tired
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...lost alpha242\gamedata\scripts\level_weathers.script:631: attempt to call method 'SelectWeather' (a nil value)
 
FATAL ERROR
 
[error]Expression    : fatal error
[error]Function      : CScriptEngine::lua_error
[error]File          : script_engine.cpp
[error]Line          : 75
[error]Description   : <no expression>
[error]Arguments     : LUA error: ...lost alpha242\gamedata\scripts\level_weathers.script:631: attempt to call method 'SelectWeather' (a nil value)
 

stack trace:

0023:6C60470F xrCore.dll, xrDebug::fatal()
0023:05868BCB xrGame.dll, CDialogHolder::operator=()
0023:000DE04D XR_3DA.exe, CEvent::operator=()
0023:001247F8 XR_3DA.exe, CRenderDevice::FrameMove()
0023:00124951 XR_3DA.exe, CRenderDevice::on_idle()
0023:0012488A XR_3DA.exe, CRenderDevice::message_loop()
0023:001253FE XR_3DA.exe, CRenderDevice::Run()
0023:000F2271 XR_3DA.exe, CApplication::CApplication()

----------------------------------------
mam developer cuta!
Thenex
StriełokzPolski
Kot

Posty: 38
Dołączenie: 16 Cze 2016, 15:31
Ostatnio był: 01 Sty 2019, 18:55
Frakcja: Samotnicy
Ulubiona broń: Akm 74/2U
Kozaki: 0

Reklamy Google

Re: Crash w Developer's Cut - Kordon

Postprzez HitFan w 28 Kwi 2017, 19:17

Może nie na temat, ale dziwi mnie, że ktoś próbuje grać w to dzień po premierze, biorąc pod uwagę, że na dzień dobry dostaliśmy patch, którzy skaszalocił grę. Część gier AAA jest nie grywalne w dniu premiery, a tu mówimy o fanowskiej modyfikacji...
Najlepiej dajmy grze chwilę czasu.
/ Gaming rig / Intel i5-4460 3.2GHz / 8GB DDR3 RAM / GTX 960 STRIX 2GB GDDR5 RAM / Windows 10 x64 /
/ Coding machine / Intel i5-7200U 2.7GHz / 8GB DDR4 RAM / R5 M330 2GB GDDR3 RAM / Windows 10 x64 /
Awatar użytkownika
HitFan
Weteran

Posty: 651
Dołączenie: 21 Sty 2012, 17:26
Ostatnio był: 15 Lut 2022, 20:18
Miejscowość: Bytom
Frakcja: Samotnicy
Ulubiona broń: Obokan
Kozaki: 86

Re: Crash w Developer's Cut - Kordon

Postprzez The Witcher w 28 Kwi 2017, 19:43

Powinno być niby naprawione w tym patchu 1.4001. Jak nie to komuś innemu skleciłem na szybko fixa i możesz go używać póki nie naprawią sami.

http://www120.zippyshare.com/v/C7pYo9Uc/file.html

Za ten post The Witcher otrzymał następujące punkty reputacji:
Positive StriełokzPolski.
The Witcher
Legenda

Posty: 1175
Dołączenie: 31 Lip 2008, 09:03
Ostatnio był: 05 Lis 2023, 13:22
Ulubiona broń: --
Kozaki: 325

Re: Crash w Developer's Cut - Kordon

Postprzez StriełokzPolski w 29 Kwi 2017, 08:41

thx działa
wóda leci!
Thenex
StriełokzPolski
Kot

Posty: 38
Dołączenie: 16 Cze 2016, 15:31
Ostatnio był: 01 Sty 2019, 18:55
Frakcja: Samotnicy
Ulubiona broń: Akm 74/2U
Kozaki: 0


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