wysylanie informacji o bugach /monolith_factory/darkvalley

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 ].

wysylanie informacji o bugach /monolith_factory/darkvalley

Postprzez LOST_YOLO w 29 Lip 2014, 21:45

Grałem dziś od nowa na ostatnim patchu (z końcówką 2)

Oprócz tego że mam częstsze crashe niż na tym poprzednim (ale ogólnie gra działa płynniej), to:
- nie mogę przejśc misji w Dark Valley po zdobyciu bandit jacket i hasla-przepustki do bazy Monolithu. Podaje haslo, ide do kontaktu, rozmowa, ten przez radio "Boss, come here, we have a situation" i crash.

Nawet jeśli uciekne żeby nie słyszeć tego dialogu, po jakimś czasie też mam crash (po nalocie wojskowych, potrafi ten kontakt obok mnie przebiec mówiąc to).

Kradzież dokumentu na oczach szefa czy zrobienie z infiltracji krwawej łaźni pomaga - ale spodziewam się, że spie***yć może to coś potem.

Gdzie mam wysłać zapisany plik z (?) tego błędu (konsolka/okienko XRayEngine bug report czy cos takiego)? Jest w formacie zip. (Submit bug nie działa, bo nie mam klienta poczty na pc).

* Detected CPU: Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz [GenuineIntel], F6/M12/S3, 2395.00 mhz, 17-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 8

log poniżej
Kod: Zaznacz wszystko
Initializing File System...
using fs-ltx fsgame.ltx
FS: 53526 files cached, 8856Kb memory used.
Init FileSystem 1.136562 sec
Lost Alpha 'xrCore' build 5630, Jul  5 2014

EH: 2C94337ED1210C91CACAF0359300E8AC

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[c:\program files (x86)\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[4008836 K], reserved[56892 K], committed[128512 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[21376 K], process heap[21376 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7373 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 "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"...
Executing config-script "c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx"...
[c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx] successfully loaded.
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.
~ 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]
[c:\program files (x86)\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:FE4]: NVIDIA GeForce GT 750M
* GPU driver: 9.18.13.3788
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 4015 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(2), Physical(2)
* 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_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 8
- 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[3734784 K], reserved[83300 K], committed[376156 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[126468 K], process heap[126468 K], game lua[3478 K], render[203 K]
* [x-ray]: economy: strings[6964 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: 133958 K
* phase time: 12 ms
* phase cmem: 129237 K
$ LA_DBG:[6404] Game_Start: Engine v1.3002(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
$ LA_DBG:[6404] level_weathers:initing level_weathers
$ LA_DBG:[6404] surge_manager:surge_manager inited
* Log file has been saved successfully!
* phase time: 99 ms
LOST_YOLO
Kot

Posty: 18
Dołączenie: 29 Lip 2014, 21:26
Ostatnio był: 10 Sie 2014, 08:27
Frakcja: Wojskowi Stalkerzy
Ulubiona broń: Obokan
Kozaki: 0

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Re: wysylanie informacji o bugach /monolith_factory/darkvall

Postprzez Wheeljack w 30 Lip 2014, 00:19

Nic nie musisz wysyłać, żadne submit bug. Log jest podobny do nikogo, jesteś pewien, że wrzuciłeś odpowiedni plik po odpowiednim wylocie do pulpitu i ze wrzuciłeś go w całości?
Próbowałeś wczytywać wcześniejszy save, najlepiej sprzed wejścia do lokacji?
Awatar użytkownika
Wheeljack
Administrator

Posty: 1920
Dołączenie: 13 Kwi 2009, 18:52
Ostatnio był: Wczoraj, 19:51
Miejscowość: Fraktal
Ulubiona broń: GP 37
Kozaki: 725

Re: wysylanie informacji o bugach /monolith_factory/darkvall

Postprzez LOST_YOLO w 30 Lip 2014, 22:54

Masz rację, to jest log w ktorym wczytywalem save, po tej rozmowie a przed kradziezą / nalotem wojskowych.
W pewnym momencie ładowanie staje w miejscu. Wyświetla się kursor myszki i jedyne co pozostaje
ctrl alt delete. Jeśli się załaduje to słyszę rozmowę z innego budynku i crash.

Ten poprawny log zaraz podrzuce.

Spróbuje wczytywanie sprzed (jeśli mam jakiś save, a jeśli już to tylko autosave :/ ).
Od ostatniego bugu z Mole'm, na starym patchu, w misji ciut wcześniejszej, nie robiłem
quick save tylko te normalne, widać średnio to zdaje rolę.

OK dodaje log, po wczytaniu, słysze "Sir, please come to the machine room, we have a situation here" i crash.
Kod: Zaznacz wszystko
* Detected CPU: Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz [GenuineIntel], F6/M12/S3, 2427.00 mhz, 19-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 8

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53530 files cached, 8856Kb memory used.
Init FileSystem 1.153578 sec
Lost Alpha 'xrCore' build 5630, Jul  5 2014

EH: 2C94337ED1210C91CACAF0359300E8AC

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[c:\program files (x86)\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[4046000 K], reserved[55132 K], committed[93108 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[20770 K], process heap[20770 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7373 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 "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"...
Executing config-script "c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx"...
[c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx] successfully loaded.
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.
~ 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]
[c:\program files (x86)\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:FE4]: NVIDIA GeForce GT 750M
* GPU driver: 9.18.13.4052
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 3981 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(2), Physical(1)
* NVidia MGPU: 2-Way SLI detected.
* 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_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 8
- 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[3783124 K], reserved[81364 K], committed[329752 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[126123 K], process heap[126123 K], game lua[3477 K], render[203 K]
* [x-ray]: economy: strings[6964 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: 133093 K
* phase time: 17 ms
* phase cmem: 128376 K
$ LA_DBG:[6679] Game_Start: Engine v1.3002(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
$ LA_DBG:[6679] level_weathers:initing level_weathers
$ LA_DBG:[6679] surge_manager:surge_manager inited
* Log file has been saved successfully!
* phase time: 121 ms
* phase cmem: 132898 K
* phase time: 2 ms
* phase cmem: 132898 K
* Loading spawn registry...
* 23556 spawn points are successfully loaded
* Loading objects...
* 34792 objects are successfully loaded
* Loading Store...
$ LA_DBG:[6679] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[6679] load_storehouse: size=[14]/[2230]bytes : Build=[5529]
$ LA_DBG:[6679] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[6679] Game_Init: Ver=[1.3002] Build=[5529=>5529] MemUsage=[17296.172]kB
$ LA_DBG:[6679] GameTime=[17:16:36] Map(22)=[la04_darkdolina], knowMaps=[5]
* Log file has been saved successfully!
$ LA_DBG:[6679] smart_terrain:smart terrain timer [pri_mono_general3stay] has interval of [8]
$ LA_DBG:[6679] smart_terrain:smart terrain timer [pri_mono_general4stay] has interval of [7]
* Game really2 is successfully loaded from file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\really2.sav' (2.113s)
* phase time: 2112 ms
* phase cmem: 197739 K
* phase time: 13 ms
* phase cmem: 197855 K
* client : connection accepted - <>
* phase time: 8 ms
* phase cmem: 197917 K
* phase time: 3 ms
* phase cmem: 197917 K
* phase time: 2597 ms
* phase cmem: 284327 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 deffer_base_flat_d
compiling shader deffer_base_flat_d
compiling shader deffer_base_flat
compiling shader deffer_base_flat
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 vert
compiling shader vert
compiling shader accum_emissive
compiling shader simple
compiling shader deffer_model_flat
compiling shader shadow_direct_model
compiling shader model_env_lq
compiling shader model_env_lq
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader deffer_base_aref_flat_d
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_steep_d-hq
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 lmapE
compiling shader lmapE
compiling shader deffer_base_lmh_aref_bump_d-hq
compiling shader deffer_base_lmh_aref_bump
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader water_soft
compiling shader water_soft
compiling shader waterd_soft
compiling shader waterd_soft
compiling shader deffer_base_lmh_aref_flat
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat
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_bump_d-hq
compiling shader deffer_tree_bump
compiling shader shadow_direct_tree
compiling shader deffer_tree_flat
compiling shader deffer_tree_s_flat_d
compiling shader deffer_tree_s_flat
compiling shader deffer_base_bump-hq
compiling shader deffer_tree_s_bump-hq
compiling shader deffer_tree_bump-hq
* phase time: 289 ms
* phase cmem: 288370 K
* [Loading VB] 65526 verts, 2047 Kb
* [Loading VB] 65519 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65177 verts, 2036 Kb
* [Loading VB] 2128 verts, 66 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65530 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] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65520 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65526 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65522 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] 44445 verts, 1388 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] 65532 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 20211 verts, 631 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] 1048572 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 150429 indices, 293 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] 65533 verts, 767 Kb
* [Loading VB] 65535 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] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65532 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 64458 verts, 755 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] 1048572 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 89121 indices, 174 Kb
* phase time: 411 ms
* phase cmem: 288660 K
* phase time: 57 ms
* phase cmem: 293684 K
compiling shader deffer_detail_w_flat
compiling shader deffer_detail_s_flat
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 61793 v(20), 39345 p
* [DETAILS] Batch(61), VB(1206K), IB(230K)
* phase time: 34 ms
* phase cmem: 293794 K
* Loading HOM: c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la04_darkdolina\level.hom
* phase time: 7 ms
* phase cmem: 293972 K
* phase time: 7 ms
* phase cmem: 294055 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 171 ms
* phase cmem: 314830 K
* t-report - base: 1709, 746404 K
* t-report - lmap: 16, 16386 K
* phase time: 3754 ms
* phase cmem: 347514 K
* phase time: 16 ms
* phase cmem: 347512 K
* [win32]: free[2566424 K], reserved[94652 K], committed[1533164 K]
* [ D3D ]: textures[773887 K]
* [x-ray]: crt heap[347512 K], process heap[347512 K], game lua[36024 K], render[217 K]
* [x-ray]: economy: strings[22174 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:[16378] level_weathers:presets level_weathers
$ LA_DBG:[16378] level_weathers:r2 active
$ LA_DBG:[16378] level_weathers:WeatherManager:__init: r2_active = true : 17:17:44
$ LA_DBG:[16378] level_weathers:Load: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[16378] level_weathers:has sav
* Log file has been saved successfully!
compiling shader deffer_model_flat_0
compiling shader shadow_direct_model_0
compiling shader accum_emissivel
compiling shader model_def_lplanes_0
compiling shader deffer_model_bump-hq_1
compiling shader deffer_model_bump_1
compiling shader shadow_direct_model_1
compiling shader deffer_model_bump-hq_0
compiling shader deffer_model_bump_0
compiling shader deffer_model_flat_2
compiling shader deffer_model_flat_1
compiling shader shadow_direct_model_aref_0
compiling shader model_distort_2
compiling shader model_env_lq_1
compiling shader model_def_lq
compiling shader model_def_lq_1
compiling shader model_def_lq_0
compiling shader deffer_model_bump_d-hq_1
compiling shader deffer_model_bump_d-hq_0
compiling shader deffer_model_flat_d_0
compiling shader deffer_model_flat_d_1
compiling shader model_env_lq_0
compiling shader shadow_direct_model_aref_1
compiling shader deffer_model_bump_d-hq_2
compiling shader deffer_model_flat_d_2
compiling shader model_distort_0
$ LA_DBG:[21772] level_weathers:transition = [af_preblowout]
* MEMORY USAGE: 455824 K
* End of synchronization A[1] R[1]
$ LA_DBG:[33585] [error]ASSERTION FAILED:
$ LA_DBG:[33585] [error]From: gamedata\scripts\xr_effects.script in function 'Func' (1206)
$ LA_DBG:[33585] [error]Line: 1209
$ LA_DBG:[33585] [error]Description: npc doesn't have hand_radio
$ LA_DBG:[33585] ASSERTION FAILED:
stack traceback:
   ...e.r. - lost alpha\gamedata\scripts\xr_effects.script:1209: in function 'Func'
   ...k.e.r. - lost alpha\gamedata\scripts\xr_logic.script:458: in function 'pick_section_from_condlist'
   ...k.e.r. - lost alpha\gamedata\scripts\xr_logic.script:554: in function 'try_switch_to_another_section'
   ...r. - lost alpha\gamedata\scripts\bind_stalker.script:351: in function 'update_combat_type'
   ...r. - lost alpha\gamedata\scripts\bind_stalker.script:168: in function <...r. - lost alpha\gamedata\scripts\bind_stalker.script:145>
$ LA_DBG:[33585] ASSERTION FAILED ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[33585] ASSERTION FAILED ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...e.r. - lost alpha\gamedata\scripts\xr_effects.script:1211: attempt to index local 'obj' (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: ...e.r. - lost alpha\gamedata\scripts\xr_effects.script:1211: attempt to index local 'obj' (a nil value)
 

stack trace:

0023:6F52463F xrCore.dll, xrDebug::fatal()
0023:6885D376 xrGame.dll, CDialogHolder::operator=()
0023:013A4A7D XR_3DA.exe, CSheduler::ProcessStep()
0023:013A4805 XR_3DA.exe, CSheduler::Update()
0023:68827C2B xrGame.dll, CDialogHolder::operator=()



I jeszcze jeden po autosavie, to samo
Kod: Zaznacz wszystko
* Detected CPU: Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz [GenuineIntel], F6/M12/S3, 2393.00 mhz, 115-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 8

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53534 files cached, 8856Kb memory used.
Init FileSystem 1.121315 sec
Lost Alpha 'xrCore' build 5630, Jul  5 2014

EH: 2C94337ED1210C91CACAF0359300E8AC

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[c:\program files (x86)\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[4008612 K], reserved[56864 K], committed[128764 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[21376 K], process heap[21376 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7373 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 "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"...
Executing config-script "c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx"...
[c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_high.ltx] successfully loaded.
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.
~ 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]
[c:\program files (x86)\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:FE4]: NVIDIA GeForce GT 750M
* GPU driver: 9.18.13.4052
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 3981 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(2), Physical(1)
* NVidia MGPU: 2-Way SLI detected.
* 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_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 8
- 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[3724464 K], reserved[84628 K], committed[385148 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[127028 K], process heap[127028 K], game lua[3478 K], render[191 K]
* [x-ray]: economy: strings[6964 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: 134002 K
* phase time: 10 ms
* phase cmem: 129280 K
$ LA_DBG:[6385] Game_Start: Engine v1.3002(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
$ LA_DBG:[6385] level_weathers:initing level_weathers
$ LA_DBG:[6385] surge_manager:surge_manager inited
* Log file has been saved successfully!
* phase time: 101 ms
* phase cmem: 133789 K
* phase time: 2 ms
* phase cmem: 133786 K
* Loading spawn registry...
* 23556 spawn points are successfully loaded
* Loading objects...
* 34756 objects are successfully loaded
* Loading Store...
$ LA_DBG:[6385] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[6385] load_storehouse: size=[14]/[2150]bytes : Build=[5529]
$ LA_DBG:[6385] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[6385] Game_Init: Ver=[1.3002] Build=[5529=>5529] MemUsage=[17285.652]kB
$ LA_DBG:[6385] GameTime=[14:13:13] Map(22)=[la04_darkdolina], knowMaps=[5]
* Log file has been saved successfully!
* Game next schowek is successfully loaded from file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\next schowek.sav' (2.009s)
* phase time: 2009 ms
* phase cmem: 198505 K
* phase time: 11 ms
* phase cmem: 198637 K
* client : connection accepted - <>
* phase time: 7 ms
* phase cmem: 198686 K
* phase time: 4 ms
* phase cmem: 198686 K
* phase time: 2497 ms
* phase cmem: 285080 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 deffer_base_flat_d
compiling shader deffer_base_flat_d
compiling shader deffer_base_flat
compiling shader deffer_base_flat
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 vert
compiling shader vert
compiling shader accum_emissive
compiling shader simple
compiling shader deffer_model_flat
compiling shader shadow_direct_model
compiling shader model_env_lq
compiling shader model_env_lq
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader deffer_base_aref_flat_d
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 lmapE
compiling shader lmapE
compiling shader deffer_base_lmh_aref_bump_d-hq
compiling shader deffer_base_lmh_aref_bump
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader water_soft
compiling shader water_soft
compiling shader waterd_soft
compiling shader waterd_soft
compiling shader deffer_base_lmh_aref_flat
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat
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_bump_d-hq
compiling shader deffer_tree_bump
compiling shader shadow_direct_tree
compiling shader deffer_tree_flat
compiling shader deffer_tree_s_flat_d
compiling shader deffer_tree_s_flat
compiling shader deffer_base_bump-hq
compiling shader deffer_tree_s_bump-hq
compiling shader deffer_tree_bump-hq
* phase time: 278 ms
* phase cmem: 289139 K
* [Loading VB] 65526 verts, 2047 Kb
* [Loading VB] 65519 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65177 verts, 2036 Kb
* [Loading VB] 2128 verts, 66 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65530 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] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65520 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65526 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65522 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] 44445 verts, 1388 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] 65532 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 20211 verts, 631 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] 1048572 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 150429 indices, 293 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] 65533 verts, 767 Kb
* [Loading VB] 65535 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] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65532 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 64458 verts, 755 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] 1048572 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 89121 indices, 174 Kb
* phase time: 57 ms
* phase cmem: 289427 K
* phase time: 29 ms
* phase cmem: 294436 K
compiling shader deffer_detail_w_flat
compiling shader deffer_detail_s_flat
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 61793 v(20), 39345 p
* [DETAILS] Batch(61), VB(1206K), IB(230K)
* phase time: 30 ms
* phase cmem: 294513 K
* Loading HOM: c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la04_darkdolina\level.hom
* phase time: 6 ms
* phase cmem: 294708 K
* phase time: 53 ms
* phase cmem: 294775 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 73 ms
* phase cmem: 311991 K
* t-report - base: 1709, 746404 K
* t-report - lmap: 16, 16386 K
* phase time: 901 ms
* phase cmem: 344661 K
* phase time: 13 ms
* phase cmem: 344659 K
* [win32]: free[2495796 K], reserved[100472 K], committed[1597972 K]
* [ D3D ]: textures[773887 K]
* [x-ray]: crt heap[344659 K], process heap[344659 K], game lua[35694 K], render[248 K]
* [x-ray]: economy: strings[22108 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:[12543] level_weathers:presets level_weathers
$ LA_DBG:[12543] level_weathers:r2 active
$ LA_DBG:[12543] level_weathers:WeatherManager:__init: r2_active = true : 14:13:56
$ LA_DBG:[12543] level_weathers:Load: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[12543] level_weathers:has sav
* Log file has been saved successfully!
compiling shader deffer_model_flat_0
compiling shader shadow_direct_model_0
compiling shader accum_emissivel
compiling shader model_def_lplanes_0
compiling shader deffer_model_bump-hq_1
compiling shader deffer_model_bump_1
compiling shader shadow_direct_model_1
compiling shader deffer_model_bump-hq_0
compiling shader deffer_model_bump_0
compiling shader deffer_model_flat_2
compiling shader model_distort_2
compiling shader model_def_lq
compiling shader model_def_lq_2
compiling shader shadow_direct_model_aref_0
compiling shader model_env_lq_1
compiling shader model_def_lq_1
compiling shader model_def_lq_0
compiling shader deffer_model_bump_d-hq_1
compiling shader deffer_model_bump_d-hq_0
compiling shader deffer_model_flat_d_0
compiling shader deffer_model_flat_d_1
compiling shader deffer_model_flat_1
compiling shader model_env_lq_0
compiling shader shadow_direct_model_aref_1
compiling shader deffer_model_flat_d_2
compiling shader deffer_model_bump_d-hq_2
compiling shader model_distort_0
$ LA_DBG:[15820] level_weathers:transition = [af_preblowout]
* MEMORY USAGE: 437765 K
* End of synchronization A[1] R[1]
compiling shader shadow_direct_model_aref_2
compiling shader yuv2rgb
* [win32]: free[2217792 K], reserved[86492 K], committed[1889956 K]
* [ D3D ]: textures[841333 K]
* [x-ray]: crt heap[432573 K], process heap[432573 K], game lua[43158 K], render[7653 K]
* [x-ray]: economy: strings[17356 K], smem[7590 K]
$ LA_DBG:[95616] ui_mm_opt_video:InitControls:>cap_preset
$ LA_DBG:[95616] ui_mm_opt_video:InitControls:>cap_renderer
$ LA_DBG:[95616] ui_mm_opt_video:InitControls:<cap_renderer
$ LA_DBG:[117948] smart_terrain:smart terrain idle timer [dolina_general_terrain3idle] has interval of [2]
$ LA_DBG:[117948] smart_terrain:ST name = [dolina_general_terrain3] has population of [nil] and is NOT available
compiling shader model_distort4glass_2
$ LA_DBG:[167944] la_ai_grenader:[dolina_stalker_0010] hasnt got grenade so spawning prob = [-17]
$ LA_DBG:[170165] la_ai_grenader:[dolina_stalker_0010] hasnt got grenade so spawning prob = [-15]
$ LA_DBG:[192937] la_ai_grenader:[dolina_stalker_0021] hasnt got grenade so spawning prob = [0]
* [win32]: free[2170152 K], reserved[84280 K], committed[1939808 K]
* [ D3D ]: textures[860376 K]
* [x-ray]: crt heap[454689 K], process heap[454689 K], game lua[44917 K], render[8319 K]
* [x-ray]: economy: strings[22858 K], smem[10323 K]
$ LA_DBG:[210062] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[210062] Game_Save:BuildMod=[5529]:[14:36:59]:MemUsage=[34892.633]kB:TimeFactor=[7]
$ LA_DBG:[210062] level_weathers:Save: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[210062] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[210062] treasure_manager:save: #treasure=[9],size=[83]
~ Used 4 NetPacket(s) total objects 3038 total stored 31778b
* Saving spawns...
* Saving objects...
* 34770 objects are successfully saved
* Writing Store...
$ LA_DBG:[210062] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[210062] save_storehouse: size=[14]/[2151]bytes : Build=[5529]
$ LA_DBG:[210062] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game all.sav is successfully saved to file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\all.sav'
$ LA_DBG:[304016] la_ai_grenader:[dolina_stalker_0020] hasnt got grenade so spawning prob = [-18]
$ LA_DBG:[310860] la_ai_grenader:[dolina_stalker_0020] hasnt got grenade so spawning prob = [-34]
$ LA_DBG:[312940] la_ai_grenader:[dolina_stalker_0020] hasnt got grenade so spawning prob = [-36]
$ LA_DBG:[317640] la_ai_grenader:[dolina_stalker_0020] hasnt got grenade so spawning prob = [-11]
$ LA_DBG:[370822] smart_terrain:smart terrain timer [bcr_bandit_terrain2stay] has interval of [13]
$ LA_DBG:[370822] smart_terrain:smart terrain idle timer [bcr_bandit_terrain3idle] has interval of [3]
$ LA_DBG:[370822] smart_terrain:ST name = [bcr_bandit_terrain3] has population of [nil] and is NOT available
$ LA_DBG:[421018] level_weathers:current_weather == af_preblowout in preblow
$ LA_DBG:[421018] level_weathers:blowout_enabled = [true]
$ LA_DBG:[421018] level_weathers:sCondlist = [{=actor_on_level(la04_darkdolina)+dol_find_white_niva}true,false]
$ LA_DBG:[421018] level_weathers:list = [table: 1D0E2C98]
$ LA_DBG:[421018] level_weathers:level condition for [la04_darkdolina] = [false] and type = [string]
$ LA_DBG:[421018] level_weathers:level condition not met for blowout
$ LA_DBG:[421018] level_weathers:if next then current = [af_preblowout] and next = [af_preblowout]
$ LA_DBG:[421018] level_weathers:current transition: [af_preblowout]~>[af_preblowout_to_af_preblowout_at_15_00] : 15:01:36 ~> 15:01:36
$ LA_DBG:[421018] level_weathers:transition = [af_preblowout_to_af_preblowout_at_15_00]
* [win32]: free[2119076 K], reserved[102896 K], committed[1972268 K]
* [ D3D ]: textures[865026 K]
* [x-ray]: crt heap[463557 K], process heap[463557 K], game lua[53392 K], render[9359 K]
* [x-ray]: economy: strings[37741 K], smem[10349 K]
$ LA_DBG:[426625] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[426625] Game_Save:BuildMod=[5529]:[15:02:15]:MemUsage=[37750.512]kB:TimeFactor=[7]
$ LA_DBG:[426625] level_weathers:Save: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[426625] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[426625] treasure_manager:save: #treasure=[13],size=[111]
~ Used 9 NetPacket(s) total objects 6223 total stored 71552b
* Saving spawns...
* Saving objects...
* 34786 objects are successfully saved
* Writing Store...
$ LA_DBG:[426625] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[426625] save_storehouse: size=[14]/[2178]bytes : Build=[5529]
$ LA_DBG:[426625] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game dzzz.sav is successfully saved to file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\dzzz.sav'
* [win32]: free[2112992 K], reserved[101340 K], committed[1979908 K]
* [ D3D ]: textures[866263 K]
* [x-ray]: crt heap[463499 K], process heap[463499 K], game lua[54844 K], render[9496 K]
* [x-ray]: economy: strings[49529 K], smem[11570 K]
$ LA_DBG:[632180] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[632180] Game_Save:BuildMod=[5529]:[15:26:14]:MemUsage=[37962.352]kB:TimeFactor=[7]
$ LA_DBG:[632180] level_weathers:Save: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[632180] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[632180] treasure_manager:save: #treasure=[13],size=[111]
~ Used 8 NetPacket(s) total objects 5793 total stored 64373b
* Saving spawns...
* Saving objects...
* 34781 objects are successfully saved
* Writing Store...
$ LA_DBG:[632180] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[632180] save_storehouse: size=[14]/[2192]bytes : Build=[5529]
$ LA_DBG:[632180] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game zzzz.sav is successfully saved to file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\zzzz.sav'
* [win32]: free[2110744 K], reserved[94764 K], committed[1988732 K]
* [ D3D ]: textures[870040 K]
* [x-ray]: crt heap[465711 K], process heap[465711 K], game lua[59868 K], render[10220 K]
* [x-ray]: economy: strings[57022 K], smem[11572 K]
$ LA_DBG:[791957] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[791957] Game_Save:BuildMod=[5529]:[15:44:52]:MemUsage=[40607.793]kB:TimeFactor=[7]
$ LA_DBG:[791957] level_weathers:Save: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[791957] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[791957] treasure_manager:save: #treasure=[13],size=[111]
~ Used 8 NetPacket(s) total objects 4648 total stored 67166b
* Saving spawns...
* Saving objects...
* 34781 objects are successfully saved
* Writing Store...
$ LA_DBG:[791957] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[791957] save_storehouse: size=[14]/[2192]bytes : Build=[5529]
$ LA_DBG:[791957] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game zbroja.sav is successfully saved to file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\zbroja.sav'
$ LA_DBG:[868892] smart_terrain:smart terrain idle timer [yan_wandering_terrain3idle] has interval of [4]
$ LA_DBG:[868892] smart_terrain:ST name = [yan_wandering_terrain3] has population of [nil] and is NOT available
* [win32]: free[2094296 K], reserved[94076 K], committed[2005868 K]
* [ D3D ]: textures[870083 K]
* [x-ray]: crt heap[465861 K], process heap[465861 K], game lua[63540 K], render[10233 K]
* [x-ray]: economy: strings[66435 K], smem[11572 K]
$ LA_DBG:[910045] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[910045] Game_Save:BuildMod=[5529]:[15:58:39]:MemUsage=[40571.250]kB:TimeFactor=[7]
$ LA_DBG:[910045] level_weathers:Save: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[910045] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[910045] treasure_manager:save: #treasure=[13],size=[111]
~ Used 8 NetPacket(s) total objects 4623 total stored 67442b
* Saving spawns...
* Saving objects...
* 34781 objects are successfully saved
* Writing Store...
$ LA_DBG:[910045] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[910045] save_storehouse: size=[14]/[2189]bytes : Build=[5529]
$ LA_DBG:[910045] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game wwww.sav is successfully saved to file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\wwww.sav'
* [win32]: free[2086104 K], reserved[102040 K], committed[2006096 K]
* [ D3D ]: textures[870083 K]
* [x-ray]: crt heap[465961 K], process heap[465961 K], game lua[61945 K], render[10250 K]
* [x-ray]: economy: strings[67674 K], smem[11572 K]
$ LA_DBG:[935530] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[935530] Game_Save:BuildMod=[5529]:[16:01:37]:MemUsage=[40580.270]kB:TimeFactor=[7]
$ LA_DBG:[935530] level_weathers:Save: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[935530] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[935530] treasure_manager:save: #treasure=[13],size=[111]
~ Used 8 NetPacket(s) total objects 4635 total stored 67438b
* Saving spawns...
* Saving objects...
* 34781 objects are successfully saved
* Writing Store...
$ LA_DBG:[935530] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[935530] save_storehouse: size=[14]/[2187]bytes : Build=[5529]
$ LA_DBG:[935530] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game zzz.sav is successfully saved to file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\zzz.sav'
* [win32]: free[2086040 K], reserved[102028 K], committed[2006172 K]
* [ D3D ]: textures[870083 K]
* [x-ray]: crt heap[466057 K], process heap[466057 K], game lua[60856 K], render[10294 K]
* [x-ray]: economy: strings[70360 K], smem[11572 K]
$ LA_DBG:[995369] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[995369] Game_Save:BuildMod=[5529]:[16:08:36]:MemUsage=[40578.504]kB:TimeFactor=[7]
$ LA_DBG:[995369] level_weathers:Save: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[995369] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[995369] treasure_manager:save: #treasure=[13],size=[111]
~ Used 8 NetPacket(s) total objects 4616 total stored 67170b
* Saving spawns...
* Saving objects...
* 34781 objects are successfully saved
* Writing Store...
$ LA_DBG:[995369] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[995369] save_storehouse: size=[14]/[2063]bytes : Build=[5529]
$ LA_DBG:[995369] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game woj.sav is successfully saved to file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\woj.sav'
$ LA_DBG:[1001685] smart_terrain:smart terrain idle timer [pri_mono_general1idle] has interval of [2]
$ LA_DBG:[1001685] smart_terrain:ST name = [pri_mono_general1] has population of [nil] and is NOT available
$ LA_DBG:[1001959] smart_terrain:smart terrain idle timer [pri_mono_general3idle] has interval of [2]
$ LA_DBG:[1001959] smart_terrain:ST name = [pri_mono_general3] has population of [nil] and is NOT available
$ LA_DBG:[1026430] la_ai_grenader:[dolina_monolith_guard2] hasnt got grenade so spawning prob = [-23]
$ LA_DBG:[1026467] la_ai_grenader:[dolina_stalker_monolith_0015] hasnt got grenade so spawning prob = [-21]
$ LA_DBG:[1026487] la_ai_grenader:[dolina_stalker_monolith_0017] hasnt got grenade so spawning prob = [-17]
$ LA_DBG:[1026942] la_ai_grenader:[dolina_stalker_monolith_0002] hasnt got grenade so spawning prob = [-29]
$ LA_DBG:[1028764] la_ai_grenader:has needed grenade
$ LA_DBG:[1028810] la_ai_grenader:[dolina_stalker_monolith_0021] hasnt got grenade so spawning prob = [-27]
$ LA_DBG:[1029577] la_ai_grenader:[dolina_stalker_monolith_0014] hasnt got grenade so spawning prob = [-17]
$ LA_DBG:[1029743] la_ai_grenader:[dolina_stalker_monolith_0008] hasnt got grenade so spawning prob = [-1]
$ LA_DBG:[1030222] la_ai_grenader:[dolina_stalker_monolith_0018] hasnt got grenade so spawning prob = [-30]
! ERROR: SV: can't find children [6356] of parent [422157032]
$ LA_DBG:[1030826] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0005]
$ LA_DBG:[1030845] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_monolith_0018]
$ LA_DBG:[1030845] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_monolith_0008]
$ LA_DBG:[1030951] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0011]
$ LA_DBG:[1030951] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0000]
$ LA_DBG:[1030970] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0007]
$ LA_DBG:[1031007] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0008]
$ LA_DBG:[1031007] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0006]
$ LA_DBG:[1031043] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_monolith_0017]
$ LA_DBG:[1032750] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0011]
$ LA_DBG:[1033499] la_ai_grenader:has needed grenade
$ LA_DBG:[1034746] la_ai_grenader:[dolina_stalker_0006] hasnt got grenade so spawning prob = [-27]
$ LA_DBG:[1036482] la_ai_grenader:[dolina_stalker_monolith_0008] hasnt got grenade so spawning prob = [-22]
$ LA_DBG:[1036857] la_ai_grenader:[dolina_stalker_0005] hasnt got grenade so spawning prob = [-13]
$ LA_DBG:[1038173] la_ai_grenader:has needed grenade
! ERROR: SV: can't find children [6388] of parent [422159720]
$ LA_DBG:[1040140] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_monolith_0009]
$ LA_DBG:[1040232] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_monolith_0021]
$ LA_DBG:[1040247] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_monolith_0008]
$ LA_DBG:[1040565] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_monolith_0009]
$ LA_DBG:[1040776] la_ai_grenader:[dolina_stalker_0005] hasnt got grenade so spawning prob = [-26]
$ LA_DBG:[1044101] la_ai_grenader:[dolina_stalker_monolith_0020] hasnt got grenade so spawning prob = [-36]
$ LA_DBG:[1045155] la_ai_grenader:[dolina_stalker_monolith_0020] hasnt got grenade so spawning prob = [-38]
compiling shader model_distort_1
$ LA_DBG:[1048990] la_ai_grenader:[dolina_stalker_0005] hasnt got grenade so spawning prob = [-31]
$ LA_DBG:[1053327] la_ai_grenader:[dolina_stalker_0005] hasnt got grenade so spawning prob = [-34]
$ LA_DBG:[1054553] la_ai_grenader:[dolina_stalker_0005] hasnt got grenade so spawning prob = [-4]
$ LA_DBG:[1055630] la_ai_grenader:[dolina_stalker_0012] hasnt got grenade so spawning prob = [-28]
$ LA_DBG:[1055751] la_ai_grenader:has needed grenade
$ LA_DBG:[1056932] la_ai_grenader:[dolina_stalker_monolith_0009] hasnt got grenade so spawning prob = [-26]
! ERROR: SV: can't find children [63771] of parent [422161736]
$ LA_DBG:[1057668] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0017]
$ LA_DBG:[1057668] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0007]
$ LA_DBG:[1057721] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_monolith_0007]
$ LA_DBG:[1057808] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0018]
$ LA_DBG:[1057849] la_ai_grenader:ac_RunFromGrenade:ini:NPC=[dolina_stalker_0005]
$ LA_DBG:[1059188] la_ai_grenader:[dolina_stalker_monolith_0022] hasnt got grenade so spawning prob = [-9]
* [win32]: free[2057240 K], reserved[103508 K], committed[2033492 K]
* [ D3D ]: textures[871450 K]
* [x-ray]: crt heap[477277 K], process heap[477277 K], game lua[63734 K], render[10396 K]
* [x-ray]: economy: strings[76183 K], smem[12845 K]
$ LA_DBG:[1100341] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1100341] Game_Save:BuildMod=[5529]:[16:20:51]:MemUsage=[44293.023]kB:TimeFactor=[7]
$ LA_DBG:[1100341] level_weathers:Save: curr=[af_preblowout], next=[af_preblowout]
$ LA_DBG:[1100341] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[1100341] treasure_manager:save: #treasure=[13],size=[111]
~ Used 12 NetPacket(s) total objects 8032 total stored 113534b
* Saving spawns...
* Saving objects...
* 34852 objects are successfully saved
* Writing Store...
$ LA_DBG:[1100341] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1100341] save_storehouse: size=[14]/[2190]bytes : Build=[5529]
$ LA_DBG:[1100341] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game www.sav is successfully saved to file 'c:\program files (x86)\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\www.sav'
$ LA_DBG:[1146745] smart_terrain:smart terrain timer [dolina_general_terrain3stay] has interval of [8]
$ LA_DBG:[1156688] [error]ASSERTION FAILED:
$ LA_DBG:[1156688] [error]From: gamedata\scripts\xr_effects.script in function 'Func' (1206)
$ LA_DBG:[1156688] [error]Line: 1209
$ LA_DBG:[1156688] [error]Description: npc doesn't have hand_radio
$ LA_DBG:[1156688] ASSERTION FAILED:
stack traceback:
   ...e.r. - lost alpha\gamedata\scripts\xr_effects.script:1209: in function 'Func'
   ...k.e.r. - lost alpha\gamedata\scripts\xr_logic.script:458: in function 'pick_section_from_condlist'
   ...k.e.r. - lost alpha\gamedata\scripts\xr_logic.script:554: in function 'try_switch_to_another_section'
   ...r. - lost alpha\gamedata\scripts\bind_stalker.script:351: in function 'update_combat_type'
   ...r. - lost alpha\gamedata\scripts\bind_stalker.script:168: in function <...r. - lost alpha\gamedata\scripts\bind_stalker.script:145>
$ LA_DBG:[1156688] ASSERTION FAILED ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[1156688] ASSERTION FAILED ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
! [LUA] SCRIPT RUNTIME ERROR
! [LUA] ...e.r. - lost alpha\gamedata\scripts\xr_effects.script:1211: attempt to index local 'obj' (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: ...e.r. - lost alpha\gamedata\scripts\xr_effects.script:1211: attempt to index local 'obj' (a nil value)
 

stack trace:

0023:58C5463F xrCore.dll, xrDebug::fatal()
0023:582CD376 xrGame.dll, CDialogHolder::operator=()
0023:01134A7D XR_3DA.exe, CSheduler::ProcessStep()
0023:01134805 XR_3DA.exe, CSheduler::Update()
0023:58297C2B xrGame.dll, CDialogHolder::operator=()
0023:58DB3F25 MSVCR120.dll, vsprintf_s_l()
0023:01118DE4 XR_3DA.exe, CGameFont::SetHeight()
0023:01154141 XR_3DA.exe, CGameFont::Out()
0023:5D5BE545 nvd3dum.dll
0023:5D5BE330 nvd3dum.dll
0023:5D5BDB12 nvd3dum.dll
0023:5D771259 nvd3dum.dll, QueryOglResource()
0023:5D733C17 nvd3dum.dll
0023:5D5BDB12 nvd3dum.dll
0023:5D5C52A1 nvd3dum.dll
0023:5D5F2340 nvd3dum.dll
0023:5D771259 nvd3dum.dll, QueryOglResource()
0023:6DFE795F d3d9.dll
0023:6E003BE0 d3d9.dll, Direct3DCreate9Ex()
0023:6E0039BE d3d9.dll, Direct3DCreate9Ex()
0023:6E003B32 d3d9.dll, Direct3DCreate9Ex()
0023:6E008F21 d3d9.dll, Direct3DCreate9Ex()
0023:6E069508 d3d9.dll, Direct3DCreate9()
0023:6E003CEC d3d9.dll, Direct3DCreate9Ex()
0023:58C5C8B8 xrCore.dll, xrCriticalSection::Leave()
0023:0115F136 XR_3DA.exe, CEventAPI::OnFrame()
0023:010FF0F5 XR_3DA.exe, CCC_LoadCFG_custom::operator=()
0023:0111DC4D XR_3DA.exe, CEvent::operator=()
0023:01163418 XR_3DA.exe, CRenderDevice::FrameMove()
0023:0116355A XR_3DA.exe, CRenderDevice::on_idle()
0023:011634AA XR_3DA.exe, CRenderDevice::message_loop()
0023:01163FDE XR_3DA.exe, CRenderDevice::Run()
0023:01131E2A XR_3DA.exe, CApplication::CApplication()
0023:01131B3C XR_3DA.exe, CApplication::CApplication()
0023:74B7EF2D KERNELBASE.dll, VirtualQueryEx()
0023:74B7EFF9 KERNELBASE.dll, VirtualQuery()
0023:74DA886E kernel32.dll, SetUnhandledExceptionFilter()



- - -

Przepraszam, że w nowym poście, ale znalazłem "rozwiązanie", a właściwie alternatywe;

Wejść do pokoju z dokumentami, użyć noża na szefie oddziału monolithu - jak się poszczęści dalej będą zieloni; Pojawia się wojsko, czmychamy;
Potem po drodze do x18, są już czerwoni, dalej można podać hasło i nie strzelają;
Problemem jest, że quest cały czas jest aktywny - linijke wyżej, należy rozpocząć rzeźnię, quest będzie jako failed.

Uwagi moderatora:

Masz przecież możliwość edycji posta. - Wheeljack
LOST_YOLO
Kot

Posty: 18
Dołączenie: 29 Lip 2014, 21:26
Ostatnio był: 10 Sie 2014, 08:27
Frakcja: Wojskowi Stalkerzy
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