Darkscape port monolitu

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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 ].

Darkscape port monolitu

Postprzez gen_Outbreak w 03 Maj 2014, 17:05

W Darkscape monolit ma base niedaleko portu. Kiedy zabijam jednego z nich wyskakuje mi to. Mam wgranego patcha.
Kod: Zaznacz wszystko
* Detected CPU: Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz [GenuineIntel], F6/M10/S9, 3192.00 mhz, 23-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: 53210 files cached, 8933Kb memory used.
Init FileSystem 1.480498 sec
Lost Alpha 'xrCore' build 5565, May  1 2014

EH: E52F6BF982292D12899856B86928CEA3

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
! Cannot open script file [user.ltx]
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\STALKER-SHOC\ in registry
* [win32]: free[4048148 K], reserved[50312 K], committed[95780 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[18750 K], process heap[18750 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7367 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices Generic Hardware
SOUND: OpenAL: system  default SndDevice name is Generic Hardware
SOUND: OpenAL: All available devices:
1. Generic Software, Spec Version 1.1  eax[2] efx[no] xram[no]
2. Generic Software, Spec Version 1.1  eax[2] efx[no] xram[no]
Executing config-script "c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
! Cannot open script file [user.ltx]
SOUND: Selected device is Generic Software
* sound: EAX 2.0 extension: present
* sound: EAX 2.0 deferred: present
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:10DE]-[device:11C0]: NVIDIA GeForce GTX 660 
* GPU driver: 9.18.13.3523
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 4029 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 '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'
count of .thm files=1034
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 1024x768
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 8
- r1_tf_mipbias 0.
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[3795664 K], reserved[74780 K], committed[323796 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[121459 K], process heap[121459 K], game lua[3468 K], render[254 K]
* [x-ray]: economy: strings[6954 K], smem[0 K]
"c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 0 ms
* phase cmem: 128438 K
* phase time: 4 ms
* phase cmem: 123711 K
$ LA_DBG:[7350] Game_Start: Engine v1.3001(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
* Log file has been saved successfully!
* phase time: 101 ms
* phase cmem: 128229 K
* phase time: 1 ms
* phase cmem: 128208 K
* Loading spawn registry...
* 23329 spawn points are successfully loaded
* Loading objects...
* 34016 objects are successfully loaded
* Loading Store...
$ LA_DBG:[7350] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[7350] load_storehouse: size=[13]/[3631]bytes : Build=[5529]
$ LA_DBG:[7350] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[7350] Game_Init: Ver=[1.3001] Build=[5529=>5529] MemUsage=[16934.496]kB
$ LA_DBG:[7350] GameTime=[07:21:30] Map(39)=[la15_darkscape], knowMaps=[7]
* Log file has been saved successfully!
* Game trolololo wycieczka is successfully loaded from file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\trolololo wycieczka.sav' (2.146s)
* phase time: 2146 ms
* phase cmem: 195684 K
* phase time: 10 ms
* phase cmem: 195768 K
* client : connection accepted - <>
* phase time: 4 ms
* phase cmem: 195814 K
* phase time: 3 ms
* phase cmem: 195814 K
* phase time: 3356 ms
* phase cmem: 303721 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert
compiling shader vert
compiling shader add_point
compiling shader vert_point
compiling shader add_spot
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader simple
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
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 wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader tree_w
compiling shader tree_s
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader avg4
* phase time: 110 ms
* phase cmem: 307361 K
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65519 verts, 2047 Kb
* [Loading VB] 59791 verts, 1868 Kb
* [Loading VB] 65534 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] 65533 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] 65528 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65524 verts, 2047 Kb
* [Loading VB] 65515 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65518 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65517 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65493 verts, 2046 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 56594 verts, 1768 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65486 verts, 2046 Kb
* [Loading VB] 33205 verts, 1037 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048569 indices, 2047 Kb
* [Loading IB] 789981 indices, 1542 Kb
* phase time: 55 ms
* phase cmem: 307628 K
* phase time: 31 ms
* phase cmem: 313339 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 43859 v(20), 28121 p
* [DETAILS] Batch(61), VB(856K), IB(164K)
* phase time: 13 ms
* phase cmem: 313411 K
* Loading HOM: c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la15_darkscape\level.hom
* phase time: 4 ms
* phase cmem: 313496 K
* phase time: 4 ms
* phase cmem: 313645 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 21 ms
* phase cmem: 335146 K
* t-report - base: 1211, 510471 K
* t-report - lmap: 36, 36868 K
* phase time: 677 ms
* phase cmem: 357223 K
* phase time: 11 ms
* phase cmem: 357221 K
* [win32]: free[2782736 K], reserved[90944 K], committed[1320560 K]
* [ D3D ]: textures[558437 K]
* [x-ray]: crt heap[357217 K], process heap[357217 K], game lua[34877 K], render[269 K]
* [x-ray]: economy: strings[21653 K], smem[0 K]
compiling shader model_def_hq
compiling shader model_def_hq_2
compiling shader model_def_lq
compiling shader model_def_lq_2
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_shadow
compiling shader model_def_shadow_2
* Log file has been saved successfully!
$ LA_DBG:[13963] la_ammo:ar:Build_Tables:Exluded:Ammo=[ammo_5.7x28_ap],box_size=NIL:<Warning!>
* Log file has been saved successfully!
compiling shader model_def_lqs_0
compiling shader model_def_point_0
compiling shader model_def_spot_0
compiling shader model_env_hq
compiling shader model_env_hq_0
compiling shader model_env_lq
compiling shader model_env_lq_0
compiling shader model_def_shadow_0
compiling shader base_lplanes
compiling shader model_def_lplanes_0
compiling shader model_def_hq_1
compiling shader model_def_lq_1
compiling shader model_def_point_1
compiling shader model_def_spot_1
compiling shader model_def_shadow_1
compiling shader model_def_hq_0
compiling shader model_def_lq_0
compiling shader model_def_lqs_1
compiling shader model_env_hq_1
compiling shader model_env_lq_1
compiling shader model_distort_2
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_distort_0
* MEMORY USAGE: 464157 K
* End of synchronization A[1] R[1]
! ERROR: SV: can't find children [9851] of parent [391117544]
stack trace:

0023:6DD25F29 xrGame.dll, CDialogHolder::operator=()
0023:6DF84937 xrGame.dll, xrFactory_Create()
0023:6DFADDA8 xrGame.dll, xrFactory_Create()
0023:6DFAE5B5 xrGame.dll, xrFactory_Create()
0023:73496D1F xrLua.dll, lua_yield()


ktos cos poradzi ?
Awatar użytkownika
gen_Outbreak
Kot

Posty: 19
Dołączenie: 29 Kwi 2014, 16:35
Ostatnio był: 07 Maj 2014, 20:33
Frakcja: Czyste Niebo
Ulubiona broń: Sniper VLA
Kozaki: 3

Reklamy Google

Re: Darkscape port monolitu

Postprzez Iwaszka w 03 Maj 2014, 20:39

Monolit? U mnie byli najemnicy...
Normalnie szło wybić wszystkich. Jesteś tam przed wykonaniem zdać dla grzechu czy po?
Awatar użytkownika
Iwaszka
Weteran

Posty: 695
Dołączenie: 23 Cze 2010, 13:56
Ostatnio był: 22 Cze 2022, 20:09
Miejscowość: Poznań
Frakcja: Najemnicy
Ulubiona broń: Vintar BC
Kozaki: 272


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