[Problem] Ciągłe bugtrapy wysypisko

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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 ].

[Problem] Ciągłe bugtrapy wysypisko

Postprzez mayer99 w 15 Maj 2014, 23:57

Jestem aktualnie na wysypisku, w Kordonie LA zaskoczyła mnie stabilnością i miodnością...:)
Na wysypisku po rozmowie z Biesem po około 1 minucie gry mam nieustanne wyloty do windy. Próbowałem kombinować z suwakami, ustawieniami grafy, ale nic to nie daje. Oczywiscie patch 1.0003 jest zainstalowany. Gram na full dx9, komp 3,6 Ghz, 8GB ram, karta graf 1GB. Wklejam loga, nie jestem od nich expertem, ale w kilka modów pogrywałem i ja nic tu nie widzę.Dodam jeszcze, że po wczytaniu save'ów z Kordonu nie było żadnych problemów. W Kordonie gra i buczy...Log:

Kod: Zaznacz wszystko
Detected CPU: AMD FX(tm)-4100 Quad-Core Processor [AuthenticAMD], F15/M1/S2, 3624.00 mhz, 43-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: 53361 files cached, 8100Kb memory used.
Init FileSystem 1.963473 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"...
[d:\gry\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R2.dll
Loading DLL: xrGame.dll
* [win32]: free[4063612 K], reserved[51776 K], committed[78852 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[17286 K], process heap[17286 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 "d:\gry\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\gry\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:\gry\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx"...
~ Invalid syntax in call to 'r2_ssao'
~ Valid arguments: st_opt_off/st_opt_low/st_opt_medium/st_opt_high
[d:\gry\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx] successfully loaded.
Executing config-script "d:\gry\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\gry\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:\gry\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
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:1002]-[device:9442]: ATI Radeon HD 4800 Series
* GPU driver: 8.17.10.1129
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 727 M
*          DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* 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
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_volumetric_sun
compiling shader accum_volumetric_sun_cascade
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 16
- 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
compiling shader yuv2rgb
* [win32]: free[3789468 K], reserved[92056 K], committed[312716 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[118210 K], process heap[118210 K], game lua[3467 K], render[166 K]
* [x-ray]: economy: strings[6953 K], smem[0 K]
"d:\gry\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 0 ms
* phase cmem: 125068 K
* phase time: 15 ms
* phase cmem: 120350 K
$ LA_DBG:[14892] Game_Start: Engine v1.3001(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
* Log file has been saved successfully!
* phase time: 199 ms
* phase cmem: 124863 K
* phase time: 2 ms
* phase cmem: 124863 K
* Loading spawn registry...
* 23329 spawn points are successfully loaded
* Loading objects...
* 34554 objects are successfully loaded
* Loading Store...
$ LA_DBG:[14892] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[14892] load_storehouse: size=[12]/[3439]bytes : Build=[5529]
$ LA_DBG:[14892] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[14892] Game_Init: Ver=[1.3001] Build=[5529=>5529] MemUsage=[17127.840]kB
$ LA_DBG:[14892] GameTime=[07:37:55] Map(20)=[la02_garbage], knowMaps=[2]
* Log file has been saved successfully!
* Game garbage sniper is successfully loaded from file 'd:\gry\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\garbage sniper.sav' (4.123s)
* phase time: 4123 ms
* phase cmem: 186325 K
* phase time: 11 ms
* phase cmem: 186421 K
* client : connection accepted - <>
* phase time: 32 ms
* phase cmem: 186486 K
* phase time: 16 ms
* phase cmem: 186486 K
* phase time: 4907 ms
* phase cmem: 282950 K
compiling shader effects_glow_p
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_aref_bump_d-hq
compiling shader deffer_base_aref_bump
compiling shader shadow_direct_base_aref
compiling shader shadow_direct_base_aref
compiling shader deffer_base_flat_d
compiling shader deffer_base_flat_d
compiling shader deffer_base_flat
compiling shader deffer_base_flat
compiling shader accum_emissive
compiling shader simple
compiling shader deffer_base_aref_flat
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 deffer_base_lmh_aref_flat_d
compiling shader deffer_base_lmh_aref_flat
compiling shader lmapE
compiling shader lmapE
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_lmh_bump-hq
compiling shader water_soft
compiling shader water_soft
compiling shader waterd_soft
compiling shader waterd_soft
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat
compiling shader deffer_tree_bump_d-hq
compiling shader deffer_tree_bump
compiling shader shadow_direct_base
compiling shader shadow_direct_tree
compiling shader deffer_tree_flat
compiling shader deffer_tree_s_flat
compiling shader shadow_direct_tree_s
compiling shader deffer_tree_s_bump_d-hq
compiling shader deffer_tree_s_bump
compiling shader deffer_tree_s_flat_d
compiling shader deffer_base_bump-hq
compiling shader deffer_tree_bump-hq
* phase time: 446 ms
* phase cmem: 286590 K
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 37175 verts, 1161 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] 65533 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65533 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] 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] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 56809 verts, 1775 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 58750 verts, 1835 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] 1048569 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 212433 indices, 414 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 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] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65532 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65134 verts, 763 Kb
* [Loading VB] 600 verts, 7 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] 1048572 indices, 2047 Kb
* [Loading IB] 804579 indices, 1571 Kb
* phase time: 110 ms
* phase cmem: 286904 K
* phase time: 54 ms
* phase cmem: 290870 K
compiling shader deffer_detail_w_flat
compiling shader deffer_detail_s_flat
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 63196 v(20), 40626 p
* [DETAILS] Batch(61), VB(1234K), IB(238K)
* phase time: 52 ms
* phase cmem: 290970 K
* Loading HOM: d:\gry\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la02_garbage\level.hom
* phase time: 6 ms
* phase cmem: 291025 K
* phase time: 8 ms
* phase cmem: 291062 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 31 ms
* phase cmem: 307885 K
* t-report - base: 1744, 801969 K
* t-report - lmap: 18, 18434 K
* phase time: 2031 ms
* phase cmem: 308235 K
* phase time: 6 ms
* phase cmem: 308235 K
* [win32]: free[2542112 K], reserved[111280 K], committed[1540848 K]
* [ D3D ]: textures[831501 K]
* [x-ray]: crt heap[308231 K], process heap[308231 K], game lua[35221 K], render[199 K]
* [x-ray]: economy: strings[21618 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:[27075] la_ammo:ar:Build_Tables:Exluded:Ammo=[ammo_5.7x28_ap],box_size=NIL:<Warning!>
* Log file has been saved successfully!
compiling shader deffer_model_bump-hq_0
compiling shader deffer_model_bump_0
compiling shader shadow_direct_model_0
compiling shader deffer_model_bump-hq_1
compiling shader deffer_model_bump_1
compiling shader shadow_direct_model_1
compiling shader deffer_model_flat_0
compiling shader accum_emissivel
compiling shader base_lplanes
compiling shader model_def_lplanes_0
compiling shader deffer_model_flat_1
compiling shader deffer_model_bump_d-hq_0
compiling shader deffer_model_flat_2
compiling shader model_env_lq
compiling shader model_env_lq_1
compiling shader model_env_lq_0
compiling shader deffer_model_bump_d-hq_1
compiling shader deffer_model_flat_d_0
compiling shader model_def_lq
compiling shader model_def_lq_0
compiling shader deffer_model_flat_d_1
compiling shader model_distort4glass_0
compiling shader model_def_lq_2
compiling shader shadow_direct_model_aref_0
compiling shader shadow_direct_model_aref_1
compiling shader deffer_model_bump_d-hq_2
compiling shader shadow_direct_model_aref_2
* MEMORY USAGE: 369690 K
* End of synchronization A[1] R[1]
compiling shader yuv2rgb
* [win32]: free[2178760 K], reserved[121184 K], committed[1894296 K]
* [ D3D ]: textures[936582 K]
* [x-ray]: crt heap[371155 K], process heap[371155 K], game lua[36987 K], render[4990 K]
* [x-ray]: economy: strings[12941 K], smem[7170 K]
$ LA_DBG:[82989] xr_effects:set_npc_position:=[gar_gman]_to_[gar_gman_jump1]
$ LA_DBG:[84575] xr_effects:set_npc_position:=[gar_gman]_to_[gar_gman_jump2]
$ LA_DBG:[86265] xr_effects:set_npc_position:=[gar_gman]_to_[gar_gman_jump3]
$ LA_DBG:[87861] xr_effects:set_npc_position:=[gar_gman]_to_[gar_gman_jump4]
$ LA_DBG:[89607] xr_effects:set_npc_position:=[gar_gman]_to_[gar_gman_jump5]
$ LA_DBG:[91988] xr_effects:set_npc_position:=[gar_gman]_to_[gar_gman_jump6]
compiling shader yuv2rgb
* [win32]: free[2169764 K], reserved[126228 K], committed[1898248 K]
* [ D3D ]: textures[945116 K]
* [x-ray]: crt heap[356690 K], process heap[356690 K], game lua[38126 K], render[5865 K]
* [x-ray]: economy: strings[13199 K], smem[7149 K]
$ LA_DBG:[147900] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[147900] Game_Save:BuildMod=[5529]:[07:53:26]:MemUsage=[28415.188]kB:TimeFactor=[7]
$ LA_DBG:[147900] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[147900] treasure_manager:save: #treasure=[1],size=[27]
~ NetPacket #1 stores 819 objects in 8239b
~ NetPacket #2 stores 1044 objects in 6799b
~ Used 2 NetPacket(s) total objects 1863 total stored 15038b
* Saving spawns...
* Saving objects...
* 34540 objects are successfully saved
* Writing Store...
$ LA_DBG:[147900] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[147900] save_storehouse: size=[12]/[3795]bytes : Build=[5529]
$ LA_DBG:[147900] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Plz help....może te nogi nieszczęsne usunąć jak piszą na MODDB, nie mam juz innych pomysłów...
LA to cudo brak mi słów pop prostu...dzieki Panowie .... Szkoda, że nie mogę pohulać od wysypiska... :|
Wklejam kolejnego loga, już po komendzie wyłączenia nóg Streloka z konsoli; tutaj juz jakis błąd jest.....
Log:
Kod: Zaznacz wszystko
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: ...k.e.r. - lost alpha\gamedata\scripts\xr_gulag.script:873: attempt to index field 'Object_didnt_begin_job' (a function value)
 

stack trace:

0023:6AFE461F xrCore.dll, xrDebug::fatal()
0023:6A461ECE xrGame.dll, CDialogHolder::operator=()
0023:00D93AF9 XR_3DA.exe, CRenderDevice::on_idle()
0023:6AFD1C1C xrCore.dll, thread_spawn()


PLZ HELP!!!!!

Uwagi moderatora:

No, prawie waćpanowi wyszły te tagi... - ati
Awatar użytkownika
mayer99
Łowca

Posty: 439
Dołączenie: 20 Lut 2011, 12:22
Ostatnio był: 23 Paź 2024, 10:24
Miejscowość: 3miasto
Frakcja: Wolność
Ulubiona broń: Sniper SGI
Kozaki: 41

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Re: Ciągłe bugtrapy wysypisko

Postprzez PainChiller w 26 Cze 2014, 21:57

Jak widzę wywalają skrypty odpowiedzialne (jestem pewien na 80%) za spawn wszystkiego (AI i przedmiotów) ("Gulag")
Mam kilka pomysłów (rób w kolejności)

1) zmniejsz rozdzielczość na 800x600

Jak ni działa

2) jak masz mody - wywal je

Jak ni działa

3) zainstaluj ponownie patch

Jak ni działa

4) Przeinstaluj LA i pacz

Jak ni działa

5)Tylko czekaj na nowego patcha. nie mam więcej pomysłów
Ja nie kłamię, Ja oszczędnie dysponuje prawdą.
Awatar użytkownika
PainChiller
Modder

Posty: 705
Dołączenie: 29 Gru 2013, 16:16
Ostatnio był: 30 Wrz 2023, 15:26
Miejscowość: Gdzieś w Poznańskiej Zonie
Frakcja: Monolit
Ulubiona broń: Gauss Gun
Kozaki: 191


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