[Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks...

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Dział "Modyfikacje Gotowe" służy do dyskusji o modyfikacjach, które już są stworzone lub do zadawania pytań na ich temat. Znajdziemy tutaj również linki do ściągnięcia modyfikacji (które powinny, a raczej muszą być w pierwszym poście tematu danej modyfikacji).

Przy zadawaniu pytania związanego z problemem dotyczącym modyfikacji, prosimy o podawanie treści całego loga błędu - koniecznie w tagu [CODE].

Przy cytowaniu plików *.LTX stosować tag [SYNTAX="ini"], przy cytowaniu plików *.script [SYNTAX="lua"] a przy cytowaniu plików *.xml - [SYNTAX="xml"].

Lokalizacja logów:
Windows XP - C:\Documents and Settings\All Users\Moje dokumenty\S.T.A.L.K.E.R. - Zew Prypeci\logs\xray_nazwaużytkownika.log
Windows Vista/7 - C:\Users\Public\Documents\S.T.A.L.K.E.R. - Zew Prypeci\logs\xray_nazwaużytkownika.log
Steam - X:\Program Files (x86)\Steam\SteamApps\common\Stalker Call of Pripyat\_appdata_\logs

Pytania na temat modyfikacji zadajemy w wątku dla niej stworzonym lub tworzymy nowy, jeśli takowego nie ma.

Gdy chcemy założyć nowy wątek, obowiązkowe jest przeczytanie tego tematu.

[Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks...

Postprzez Cromm Cruac w 14 Lip 2011, 13:22

Przedstawiam pierwszy mod z całkowicie zintegrowanym AtmosFear 3. Mod nie dodaje nowej fabuły ani nowych zadań ale może się nadawać jako kolejny 're-play'. Grafika moda jest oparta na Complete Absolute Texture Packach oraz AtmosFear 3. Mod ma też zimplementowane MSO od trojanucha (nieco zmodyfikowane) oraz Alundaio AI tweaks.

Autor kompilacji: Swartz aka Jketiynu
Autorzy modów wchodzących w skład kompilacji: trojanuch, Alundaio, Cromm Cruac, artistPavel

OPIS
(tłumaczenie z angielskiego)
:

  • Przerobiony system promieniowania. Nie ma wskaźników na ekranie. Zamiast tego zauważysz efekty promieniowania na podstawie wizualnych efektów jak trzęsący się obraz czy nieostry obraz
  • Nowe AI od Alundaio. AI jest bardziej inteligentne i regujące. Celowanie w czyjąś twarz może się skończyć postrzałem. Strzelanie do NPCów kończy się pogonią za tobą i zabiciem. NPCe unikają poważnych zagrożeń, używają celowników optycznych, leczą się i angażują w walkę na długie dystanse
  • Atmosfear 3. (Tego nie tłumaczę bo mi moja wrodzona skromność nie pozwala :E - C.C.)
    Now incorporates numerous new features, like customizable weather in-game, chemical/radioactive fallout, psi-storms, moon cycles that cast shadows, meteor showers at night, and generally amazing looking weather. Fully customizable so mess around with the weather settings to create whatever atmosphere you're looking for!
  • Zaprzyjaźnianie się ma swoje zalety. Dobra reputacja wsród stalkerów pozwoli Ci na rekrutację ich jako pomocy w szczególnie ciężkich walkach.
  • Zintegrowana modyfikowana wersja Massive Simulation Overhaul od trojauncha. To dodaje jeszcze więcej życia do Zony kiedy różne grupy Stalkerów polują na artefakty, zakładają bazy w opuszczonych miejscach, polują na mutanty, angażują się w walki frakcji itp. Oczekuj żołnierzy Wolności i Powinności na Zatonie. Patrole Najemników będą oczekiwać w zasadzkach itp.
  • Losowy system doboru broni dynamicznie zmienia bronie dla frakcji i stopni doświadczenia członków danej frakcji.
  • Amunicja odgrywa teraz znaczniejszą rolę w tym jak grasz. Wrogowie mają je przy sobie bardzo mało. Chociaż amunicja przy ciałach jest dość tania i dostępna jest mniej celna i będzie psuć broń szybciej niż zwykle. Kupuj amunicję od handlarzy aby utrzymać bron w dobrym stanie.
  • Handlarze oferują towary po wyższych cenach. Będą kupować broń bez względu na jej stopień zużycia ale pieniądze otzrymane za złom będą niewielkie.
  • Nowe bronie! Dodano trochę nowych broni. Późniejsze wersje mogą jej mieĆ więcej. Obecna lista: GSh-18, Vepr-12, Steyr Aug A3, PP1901 Vitayz, APS Stechkin, Ruger GP-100, SKS, AK-103, Sako M95, M-14 Sopmod, HK 416.
  • Małe szanse, że znajdziesz coś przy zabitych mutantach więc możesz sprzedać trofea za przyzwoitą cenę.
  • Parę nowych celowników optycznych dla niektórych broni.
  • Lepsze particle i różne łuski wylatujące z broni zależnie od typu magazynka i broni.
  • Nowy 'balans' rozgrywki aby uczynić ją intensywniejszą i bardziej wciągającą. Przeżycie jest sztuką!
  • Nowe dźwięki, muzyka, menu ekrany ładowania etc.
  • Lepszy wygląd otoczenia inspirowany Complete i Absolute Texture Pack-ami połączonymi by uzyskać nowy wygląd.
  • Bardziej zabójcze mutanty, które wychodzą z leż o różnych porach dnia i nocy i zachowują się bardziej naturalnie jak przystało na ich typ (drapieżniki i roślinożercy)
  • Lekki nowy efekt odrzutu dla wszystkich broni automatycznych
  • Nowe efekty kiedy zostaniesz zaatakowany. Istnieje mała szansa, że potrzał lub udzerzenie wytrąci ci broń z rąk.
  • Parę easter-eggów do odkrycia
  • Podpisy(prawdopodobnie angielskie - C.C.) i rosyjskie audio. Podpisy mogą zostać wyłączone w opcjach dźwięku.
  • Inne rzeczy o których na pewno zapomniałem (nie ja, autor moda - C.C.)


SCREENY
ImageImageImageImageImageImageImageImageImageImageImageImageImage

DOWNLOAD
UWAGA: Mod cały czas rozwijany i poprawiany więc nie podaję bezpośrednich linków a jedynie link do strony autora kompilacji. Ściągać zawsze ostatnią dostępną wersję plus ew. fixy.
web.igniferous.net/Swartz/


INSTALACJA
Mod kompatybilny tylko z patchem 1.6.02

1. WAŻNE: Usunąć/zmienić nazwę folderu gamedata (jeśli go mamy) i zrobić kopię folderu bin
2. Skopiować gamedata i bin do katalogu gry nadpisując pliki.
3. Zainstalować ew. fixy i dodatki
4. Mod nie zawiera polskiej wersji opcji AtmosFear. Należy ściągnąć AtmosFear 3 (nie instalować) i katalog data\gamedata\configs\text\pol skopiować do gamedata\configs\text\
5. OBOWIĄZKOWO rozpocząć nową grę

Mod nie zmienia wersji językowej gry.
Jednakże nie posiada on katalogu dla polskiej wersji językowej co może spowodować wyloty lub brak opisów nowo wprowadzonych broni, przedmiotów lub dialogów. Można spróbować skopiować katalog \gamedata\configs\text\eng do gamedata\configs\text\pol ale co się stanie w wyniku tego nie mam pojęcia (bo nie sprawdziłem).
Ostatnio edytowany przez Cromm Cruac 14 Lip 2011, 15:04, edytowano w sumie 3 razy
Image

"Twoja opowieść mnie znudziła albowiem nie była o mnie" - Król Julian
Awatar użytkownika
Cromm Cruac
Modder

Posty: 2544
Dołączenie: 22 Sty 2010, 19:01
Ostatnio był: 12 Lis 2024, 01:09
Miejscowość: Londyn / Bielsko-Biała
Kozaki: 1078

Reklamy Google

Re: [Swartz Mod] Swartz aka Jketiynu

Postprzez sxw w 14 Lip 2011, 13:40

Ulubiony zestaw broni VLA Special Assault Rifle i Knife

sxw
Wygnany z Zony

Posty: 15
Dołączenie: 24 Maj 2011, 18:20
Ostatnio był: 15 Mar 2012, 16:59
Frakcja: Samotnicy
Ulubiona broń: VLA Special Assault Rifle
Kozaki: 0

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez Cromm Cruac w 14 Lip 2011, 14:23

No i po co konfuzyję powodujesz dając wszystkie linki ze strony? Wystarczy pobrać OSTATNIĄ wersję (v1.1) + Hotfix #1
Zwłaszcza, że autor pracuje już nad wersją 1.2 i twoje linki będą nieaktualne.
Image

"Twoja opowieść mnie znudziła albowiem nie była o mnie" - Król Julian
Awatar użytkownika
Cromm Cruac
Modder

Posty: 2544
Dołączenie: 22 Sty 2010, 19:01
Ostatnio był: 12 Lis 2024, 01:09
Miejscowość: Londyn / Bielsko-Biała
Kozaki: 1078

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez Ayaz w 14 Lip 2011, 18:37

Czy można prosić o linka do AI Tweaks? Pytałem Google, ale nie znalazłem ani tam, ani na Stalker Filefront.
Awatar użytkownika
Ayaz
Stalker

Posty: 130
Dołączenie: 27 Lip 2009, 23:47
Ostatnio był: 27 Sty 2013, 18:03
Frakcja: Wolność
Ulubiona broń: Sniper Rifle SVDm2
Kozaki: 9

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez Cromm Cruac w 14 Lip 2011, 18:42

Image

"Twoja opowieść mnie znudziła albowiem nie była o mnie" - Król Julian
Awatar użytkownika
Cromm Cruac
Modder

Posty: 2544
Dołączenie: 22 Sty 2010, 19:01
Ostatnio był: 12 Lis 2024, 01:09
Miejscowość: Londyn / Bielsko-Biała
Kozaki: 1078

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez Ayaz w 14 Lip 2011, 19:21

Próba pobrania z jakiegokolwiek linka kończy się otwarciem jakieś ku***skiej wyszukiwarki.
Awatar użytkownika
Ayaz
Stalker

Posty: 130
Dołączenie: 27 Lip 2009, 23:47
Ostatnio był: 27 Sty 2013, 18:03
Frakcja: Wolność
Ulubiona broń: Sniper Rifle SVDm2
Kozaki: 9

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez scigacz1975 w 14 Lip 2011, 20:30

Awatar użytkownika
scigacz1975
Monolit

Posty: 3243
Dołączenie: 29 Sty 2010, 00:26
Ostatnio był: 11 Lis 2024, 01:03
Miejscowość: Stalowa Wola
Frakcja: Samotnicy
Ulubiona broń: --
Kozaki: 926

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez Garrett w 16 Lip 2011, 12:53

Zmuszony jestem pomęczyć forumowiczów o pomoc raz jeszcze. Za radą Croma odinstalowałem CoP complete. Szukałem długi czas podobnej kompilacji, wtedy właśnie zobaczyłem na liście gotowych modów Swartz Mod, postanowiłem go zainstalować, niestety pograł jeszcze krócej niż w CoP complete, gra notorycznie wykrzacza od niedawna w pewnym miejscu zatonu, a mianowicie obok mostu na którym znajduję się konwój z gazem, poniżej załączam Loga.

Kod: Zaznacz wszystko
*          DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: recognized, 24
* NVidia MGPU: Logical(1), Physical(1)
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
! Renderer doesn't support blender 'effects\shadow_world'
* NULLRT supported
* ...and used
* HWDST/PCF supported and used
* NV-DBT supported and used
compiling shader dumb
compiling shader dumb
compiling shader accum_mask
compiling shader accum_sun_mask
compiling shader copy_p
compiling shader accum_volume
compiling shader copy
compiling shader accum_sun_near
compiling shader accum_sun
compiling shader accum_sun_cascade
compiling shader accum_sun_cascade_far
compiling shader accum_omni_unshadowed
compiling shader accum_omni_normal
compiling shader accum_omni_transluent
compiling shader accum_spot_unshadowed
compiling shader accum_spot_normal
compiling shader accum_spot_fullsize
compiling shader accum_volumetric
compiling shader accum_volumetric
compiling shader accum_indirect
compiling shader bloom_build
compiling shader bloom_filter
compiling shader bloom_filter_f
compiling shader bloom_luminance_1
compiling shader bloom_luminance_2
compiling shader bloom_luminance_3
compiling shader combine_1
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_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 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
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader stub_default
compiling shader effects_sun
compiling shader hud_font
Loading DLL: xrGameSpy.dll
intro_start intro_logo
intro_delete ::update_logo_intro
compiling shader yuv2rgb
* [win32]: free[1841368 K], reserved[65492 K], committed[190228 K]
* [ D3D ]: textures[64 K]
* [x-ray]: crt heap[101546 K], process heap[11642 K], game lua[2152 K], render[183 K]
* [x-ray]: economy: strings[8620 K], smem[0 K]
*  0.0 : [  56] $null
*  0.0 : [   3] $user$accum
*  0.0 : [   1] $user$accum_temp
*  0.0 : [   6] $user$albedo
*  0.0 : [   6] $user$bloom1
*  0.0 : [   2] $user$bloom2
*  0.0 : [   2] $user$cmap0
*  0.0 : [   2] $user$cmap1
*  0.0 : [   2] $user$env_s0
*  0.0 : [   2] $user$env_s1
*  0.0 : [   7] $user$generic0
*  0.0 : [   5] $user$generic1
*  0.0 : [   1] $user$generic2
*  0.0 : [   1] $user$jitter_0
*  0.0 : [   1] $user$jitter_1
*  0.0 : [   1] $user$jitter_2
*  0.0 : [   1] $user$jitter_3
*  0.0 : [   1] $user$jitter_4
*  0.0 : [   2] $user$lum_t64
*  0.0 : [   3] $user$lum_t8
*  0.0 : [   1] $user$luminance_0
*  0.0 : [   1] $user$luminance_1
*  0.0 : [   1] $user$luminance_2
*  0.0 : [   1] $user$luminance_3
*  0.0 : [   8] $user$material
*  0.0 : [  12] $user$normal
*  0.0 : [  12] $user$position
*  0.0 : [   1] $user$sky0
*  0.0 : [   1] $user$sky1
*  0.0 : [   4] $user$smap_depth
*  0.0 : [   3] $user$smap_surf
*  0.0 : [   7] $user$tonemap
*  0.0 : [   2] $user$tonemap_src
*  0.0 : [   1] act\act_controller_hit1
*  0.0 : [   1] fx\fx_flare1
*  0.0 : [   1] fx\fx_flare2
*  0.0 : [   1] fx\fx_flare3
*  0.0 : [   1] fx\fx_gradient
*  0.0 : [   1] fx\fx_gradient1
*  0.0 : [   1] fx\fx_lightning
*  0.0 : [   1] fx\fx_moon_halo_phase_1
*  0.0 : [   1] fx\fx_moon_halo_phase_2
*  0.0 : [   1] fx\fx_moon_halo_phase_3
*  0.0 : [   1] fx\fx_moon_halo_phase_4
*  0.0 : [   1] fx\fx_moon_halo_phase_5
*  0.0 : [   1] fx\fx_moon_halo_phase_6
*  0.0 : [   1] fx\fx_moon_halo_phase_7
*  0.0 : [   1] fx\fx_moon_phase_1
*  0.0 : [   1] fx\fx_moon_phase_2
*  0.0 : [   1] fx\fx_moon_phase_3
*  0.0 : [   1] fx\fx_moon_phase_4
*  0.0 : [   1] fx\fx_moon_phase_5
*  0.0 : [   1] fx\fx_moon_phase_6
*  0.0 : [   1] fx\fx_moon_phase_7
*  0.0 : [   1] fx\fx_noise
*  0.0 : [   2] fx\fx_noise2
*  0.0 : [   1] fx\fx_rain
*  0.0 : [   1] fx\fx_rainsplash1
*  0.0 : [   1] fx\fx_sun
*  0.0 : [   1] fx\fx_sun_fog
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*  0.0 : [   1] fx\fx_sun_halo
*  0.0 : [   1] fx\fx_sun_morning
*  0.0 : [   1] fx\fx_sun_rise
*  0.0 : [   1] fx\fx_thunderbolts_gradient
*  0.0 : [   1] fx\fx_thunderbolts_gradient_surge
*  0.0 : [   1] fx\fx_volumefog1
*  0.0 : [   1] glow\glow_04
*  0.0 : [   1] glow\glow_fire1
*  0.0 : [   1] glow\glow_orange
*  0.0 : [   1] glow\glow_orange2
*  0.0 : [   1] glow\glow_orange_bright
*  0.0 : [   1] glow\glow_rays
*  0.0 : [   1] glow\glow_white
*  0.0 : [   4] lights\lights_spot01
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*  0.0 : [   1] pfx\pfx_ani-explosion-02a
*  0.0 : [   1] pfx\pfx_ani-fire01
*  0.0 : [   1] pfx\pfx_ani-smoke-01
*  0.0 : [   1] pfx\pfx_anomaly_1
*  0.0 : [   1] pfx\pfx_anomaly_16
*  0.0 : [   1] pfx\pfx_anomaly_18
*  0.0 : [   1] pfx\pfx_anomaly_19
*  0.0 : [   1] pfx\pfx_anomaly_2
*  0.0 : [   1] pfx\pfx_anomaly_21
*  0.0 : [   1] pfx\pfx_anomaly_23
*  0.0 : [   1] pfx\pfx_anomaly_2_green
*  0.0 : [   1] pfx\pfx_anomaly_3
*  0.0 : [   1] pfx\pfx_anomaly_4
*  0.0 : [   1] pfx\pfx_anomaly_5
*  0.0 : [   1] pfx\pfx_anomaly_6
*  0.0 : [   1] pfx\pfx_anomaly_7
*  0.0 : [   1] pfx\pfx_anomaly_8
*  0.0 : [   1] pfx\pfx_anomaly_88
*  0.0 : [   1] pfx\pfx_anomaly_9
*  0.0 : [   1] pfx\pfx_bloodsplash1
*  0.0 : [   1] pfx\pfx_bloodsplash2
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*  0.0 : [   1] pfx\pfx_brick
*  0.0 : [   1] pfx\pfx_bubble
*  0.0 : [   1] pfx\pfx_bubble_1
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*  0.0 : [   1] pfx\pfx_cc_lightings
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*  0.0 : [   1] pfx\pfx_dist7
*  0.0 : [   1] pfx\pfx_dist8
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*  0.0 : [   1] pfx\pfx_distort_anomaly
*  0.0 : [   1] pfx\pfx_distortion
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*  0.0 : [   1] pfx\pfx_explotions_4
*  0.0 : [   1] pfx\pfx_explotions_smoke
*  0.0 : [   1] pfx\pfx_flame
*  0.0 : [   1] pfx\pfx_flame_01
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*  0.0 : [   1] pfx\pfx_flash_01
*  0.0 : [   1] pfx\pfx_flash_05
*  0.0 : [   1] pfx\pfx_flash_07
*  0.0 : [   1] pfx\pfx_gologramma
*  0.0 : [   1] pfx\pfx_gradient
*  0.0 : [   1] pfx\pfx_gradient1
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*  0.0 : [   1] pfx\pfx_leaves_02
*  0.0 : [   1] pfx\pfx_light1
*  0.0 : [   1] pfx\pfx_light3
*  0.0 : [   1] pfx\pfx_light4
*  0.0 : [   1] pfx\pfx_lighting_stancia_01
*  0.0 : [   1] pfx\pfx_lighting_stancia_02
*  0.0 : [   1] pfx\pfx_lightning_01
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*  0.0 : [  32] sky\af3_rainy\20-00
*  0.0 : [  32] sky\af3_rainy\20-00#small
*  0.0 : [   5] sky\sky_12_vibros_cube
*  0.0 : [   5] sky\sky_12_vibros_cube#small
*  0.0 : [  26] sky\sky_13_cube
*  0.0 : [  26] sky\sky_13_cube#small
*  0.0 : [  16] sky\sky_13_cube_night
*  0.0 : [  16] sky\sky_13_cube_night#small
*  0.0 : [  12] sky\sky_13_vibros_cube
*  0.0 : [  12] sky\sky_13_vibros_cube#small
*  0.0 : [  10] sky\sky_14_cube
*  0.0 : [  10] sky\sky_14_cube#small
*  0.0 : [   4] sky\sky_17_clouds_cube
*  0.0 : [   4] sky\sky_17_clouds_cube#small
*  0.0 : [   4] sky\sky_17_cube
*  0.0 : [   4] sky\sky_17_cube#small
*  0.0 : [   8] sky\sky_18_cube
*  0.0 : [   8] sky\sky_18_cube#small
*  0.0 : [  11] sky\sky_19_cube
*  0.0 : [  11] sky\sky_19_cube#small
*  0.0 : [   4] sky\sky_1_clouds_cube
*  0.0 : [   4] sky\sky_1_clouds_cube#small
*  0.0 : [   4] sky\sky_20_clouds_cube
*  0.0 : [   4] sky\sky_20_clouds_cube#small
*  0.0 : [   4] sky\sky_20_cube
*  0.0 : [   4] sky\sky_20_cube#small
*  0.0 : [   4] sky\sky_2_clouds_cube
*  0.0 : [   4] sky\sky_2_clouds_cube#small
*  0.0 : [   4] sky\sky_2_cube
*  0.0 : [   4] sky\sky_2_cube#small
*  0.0 : [  12] sky\sky_3_cube
*  0.0 : [  12] sky\sky_3_cube#small
*  0.0 : [   3] sky\sky_4_cube
*  0.0 : [   3] sky\sky_4_cube#small
*  0.0 : [  30] sky\sky_5_cube
*  0.0 : [  30] sky\sky_5_cube#small
*  0.0 : [   7] sky\sky_6_cube
*  0.0 : [   7] sky\sky_6_cube#small
*  0.0 : [  11] sky\sky_7_cube
*  0.0 : [  11] sky\sky_7_cube#small
*  0.0 : [   8] sky\sky_8_cube
*  0.0 : [   8] sky\sky_8_cube#small
*  0.0 : [  49] sky\sky_9_cube
*  0.0 : [  49] sky\sky_9_cube#small
*  0.0 : [3306] sky\sky_oblaka
*  0.0 : [   1] wm\wm_blood_1
*  0.0 : [   1] wm\wm_blood_1_1
*  0.0 : [   1] wm\wm_blood_1_2
*  0.0 : [   1] wm\wm_blood_1_3
*  0.0 : [   1] wm\wm_blood_drop_4
*  0.0 : [   1] wm\wm_bullet_asfalt_1
*  0.0 : [   1] wm\wm_bullet_asfalt_2
*  0.0 : [   1] wm\wm_bullet_asfalt_3
*  0.0 : [   1] wm\wm_bullet_brick_1
*  0.0 : [   1] wm\wm_bullet_brick_2
*  0.0 : [   1] wm\wm_bullet_concrete
*  0.0 : [   1] wm\wm_bullet_concrete_1
*  0.0 : [   1] wm\wm_bullet_concrete_2
*  0.0 : [   1] wm\wm_bullet_concrete_4
*  0.0 : [   1] wm\wm_bullet_concrete_5
*  0.0 : [   1] wm\wm_bullet_concrete_6
*  0.0 : [   1] wm\wm_bullet_concrete_7
*  0.0 : [   1] wm\wm_bullet_glass01
*  0.0 : [   1] wm\wm_bullet_glass02
*  0.0 : [   1] wm\wm_bullet_glass03
*  0.0 : [   1] wm\wm_bullet_glass04
*  0.0 : [   1] wm\wm_bullet_ground
*  0.0 : [   1] wm\wm_bullet_ground_1
*  0.0 : [   1] wm\wm_bullet_ground_2
*  0.0 : [   1] wm\wm_bullet_metall_thik
*  0.0 : [   1] wm\wm_bullet_metall_thik_1
*  0.0 : [   1] wm\wm_bullet_metall_thik_2
*  0.0 : [   1] wm\wm_bullet_metall_thik_3
*  0.0 : [   1] wm\wm_bullet_metall_thin
*  0.0 : [   1] wm\wm_bullet_metall_thin_1
*  0.0 : [   1] wm\wm_bullet_metall_thin_2
*  0.0 : [   1] wm\wm_bullet_metall_thin_3
*  0.0 : [   1] wm\wm_bullet_metall_thin_4
*  0.0 : [   1] wm\wm_bullet_wood
*  0.0 : [   1] wm\wm_bullet_wood_1
*  0.0 : [   1] wm\wm_bullet_wood_2
*  0.0 : [   1] wm\wm_bullet_wood_3
*  0.0 : [   1] wm\wm_bullet_wood_4
*  0.0 : [   1] wm\wm_bullet_wood_5
*  0.0 : [   1] wm\wm_bullet_wood_6
*  0.0 : [   1] wm\wm_bullet_wood_7
*  0.0 : [   1] wm\wm_bullet_wood_8
*  0.0 : [   1] wm\wm_bullet_wood_9
*  0.0 : [   1] wm\wm_grenade
*  0.0 : [   1] wm\wm_knife_dead
*  0.0 : [   1] wm\wm_knife_horiz
*  0.0 : [   1] wm\wm_knife_horiz_blood
*  0.0 : [   1] wm\wm_knife_horiz_blood1
*  0.0 : [   1] wm\wm_knife_horiz_metal
*  0.0 : [   1] wm\wm_knife_horiz_ston
*  0.0 : [   1] wm\wm_knife_wood
*  0.0 : [   1] wm\wm_knife_wood1
*  0.0 : [   1] wm\wm_knife_wood2
*  8.1 : [   1] garrett - legowisko pijawek
* 32.1 : [   1] ui\ui_font_arial_14_1024_cent
* 32.1 : [   1] ui\ui_font_letter_16_1024_cent
* 32.1 : [   1] ui\ui_magnifier3
* 33.0 : [   1] ui\ui_ani_cursor
* 64.1 : [   1] ui\ui_font_console_02
* 64.1 : [   1] ui\ui_font_hud_01
* 64.1 : [   1] ui\ui_font_letter_18_1024_cent
* 64.1 : [   1] ui\ui_font_letter_25_1024_cent
* 128.1 : [   1] ui\ui_font_graff_32_1024_cent
* 256.1 : [   1] ui\ui_font_graff_50_1024_cent
* 256.1 : [   1] ui\ui_font_hud_02
* 270.0 : [   1] ui\video_voroni_crop
* 936.0 : [   1] ui\video_water_crop
* 1024.1 : [   1] ui\ui_actor_hint_wnd
* 1024.1 : [   1] ui\ui_actor_main_menu
* 1024.1 : [   1] ui\ui_actor_mp_screen
* 1024.1 : [   1] ui\ui_actor_multiplayer_background
* 1024.1 : [   1] ui\ui_actor_multiplayer_game_menu
* 1024.1 : [   1] ui\ui_actor_sleep_screen
* 4096.1 : [   1] ui\ui_common
compiling shader deffer_base_bump-hq
compiling shader deffer_model_bump-hq_3
compiling shader deffer_base_bump
compiling shader deffer_model_bump_3
compiling shader shadow_direct_model_3
"c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\bin\xrengine.exe"
* phase time: 3 ms
* phase cmem: 116021 K
Loading objects...
compiling shader deffer_base_flat
compiling shader deffer_model_flat_0
compiling shader shadow_direct_model_0
compiling shader deffer_model_bump-hq_0
compiling shader deffer_model_bump_0
compiling shader deffer_base_aref_bump-hq
compiling shader deffer_base_aref_bump
compiling shader shadow_direct_base_aref
compiling shader shadow_direct_model_aref_0
compiling shader deffer_model_bump-hq_1
compiling shader deffer_model_bump_1
compiling shader shadow_direct_model_1
! Missing ogg-comment, file:  c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\sounds\$$no_sound.ogg
compiling shader accum_emissivel
compiling shader deffer_base_bump_d-hq
compiling shader deffer_model_bump_d-hq_0
compiling shader deffer_model_bump-hq_2
compiling shader deffer_model_bump_2
compiling shader shadow_direct_model_2
compiling shader deffer_model_flat_1
Loading models...
compiling shader deffer_model_bump-hq_4
compiling shader deffer_model_bump_4
compiling shader shadow_direct_model_4
compiling shader model_def_lq
compiling shader model_def_lq_0
compiling shader deffer_model_bump_d-hq_4
compiling shader deffer_base_aref_flat
compiling shader deffer_model_flat_2
compiling shader shadow_direct_model_aref_2
compiling shader deffer_model_bump_d-hq_3
compiling shader accum_emissive
compiling shader model_distort4glass_3
compiling shader shadow_direct_model_aref_3
compiling shader deffer_model_flat_4
compiling shader shadow_direct_model_aref_4
! auto-generated bump map: nwm\m4_magpul\gucci_bump
! auto-generated bump map: nwm\m4_magpul\gucci_bump#
! auto-generated bump map: nwm\m4_magpul\pmag_bump
! auto-generated bump map: nwm\m4_magpul\pmag_bump#
! auto-generated bump map: nwm\m4_magpul\upg_m203_bump
! auto-generated bump map: nwm\m4_magpul\upg_m203_bump#
! auto-generated bump map: wpn\M1935\1_bump#
! auto-generated bump map: wpn\M1935\2_bump#
! auto-generated bump map: wpn\m9\frame_bump#
! auto-generated bump map: wpn\m9\slide_bump#
! auto-generated bump map: wpn\silencer220_bump#
* [prefetch] time:    24818 ms
* [prefetch] memory:  78354Kb
* phase time: 25209 ms
* phase cmem: 196997 K
* phase time: 4 ms
* phase cmem: 196997 K
* Loading spawn registry...
* 6506 spawn points are successfully loaded
* Loading objects...
* 12614 objects are successfully loaded
* Game garrett - legowisko pijawek is successfully loaded from file 'c:\docume~1\alluse~1\dokume~1\s.t.a.l.k.e.r. - zew prypeci\savedgames\garrett - legowisko pijawek.scop' (3.438s)
* phase time: 3437 ms
* phase cmem: 256393 K
* phase time: 70 ms
* phase cmem: 256437 K
* phase time: 10 ms
* phase cmem: 256437 K
* WARNING: player not logged in
* client : connection accepted - <All Ok>
* phase time: 500 ms
* phase cmem: 256470 K
* phase time: 53 ms
* phase cmem: 256470 K
* phase time: 5026 ms
* phase cmem: 357247 K
compiling shader deffer_base_bump_d-hq
compiling shader deffer_base_bump
compiling shader shadow_direct_base
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader deffer_base_flat
compiling shader deffer_base_steep_d-hq
compiling shader shadow_direct_base_aref
compiling shader deffer_base_bump-hq
compiling shader deffer_base_flat_d
compiling shader deffer_base_flat_d
compiling shader deffer_base_steep-hq
compiling shader vert
compiling shader vert
compiling shader deffer_base_aref_flat_d
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
compiling shader deffer_base_lmh_flat
compiling shader deffer_base_lmh_steep_d-hq
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_lmh_aref_bump_d-hq
compiling shader deffer_base_lmh_aref_bump
compiling shader deffer_base_lmh_flat_d
compiling shader deffer_base_lmh_flat_d
compiling shader deffer_base_lmh_aref_flat
compiling shader deffer_base_lmh_aref_steep_d-hq
compiling shader lmapE
compiling shader lmapE
compiling shader deffer_base_lmh_aref_bump-hq
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat
compiling shader deffer_base_aref_bump_d-hq
compiling shader water_soft
compiling shader water_soft
compiling shader waterd_soft
compiling shader waterd_soft
compiling shader deffer_tree_s_bump_d-hq
compiling shader deffer_tree_s_bump
compiling shader shadow_direct_base
compiling shader shadow_direct_tree_s
compiling shader lod
compiling shader lod
compiling shader deffer_tree_bump-hq
compiling shader deffer_tree_bump
compiling shader shadow_direct_tree
compiling shader deffer_tree_bump_d-hq
compiling shader deffer_tree_flat
* phase time: 188 ms
* phase cmem: 358456 K
* [Loading VB] 65524 verts, 2047 Kb
* [Loading VB] 49375 verts, 1542 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 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] 65532 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 62064 verts, 1939 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 20072 verts, 627 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 393270 indices, 768 Kb
* [Loading VB] 65535 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] 65534 verts, 767 Kb
* [Loading VB] 65534 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] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 41404 verts, 485 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] 1048575 indices, 2047 Kb
* [Loading IB] 760575 indices, 1485 Kb
* phase time: 2193 ms
* phase cmem: 358551 K
* phase time: 217 ms
* phase cmem: 367570 K
compiling shader deffer_detail_w_flat
compiling shader deffer_detail_s_flat
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 10126 v(20), 5368 p
* [DETAILS] Batch(61), VB(197K), IB(31K)
* phase time: 121 ms
* phase cmem: 367586 K
* Loading HOM: c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\levels\zaton\level.hom
* phase time: 4621 ms
* phase cmem: 368270 K
* phase time: 34 ms
* phase cmem: 368270 K
* phase time: 5 ms
* phase cmem: 368270 K
* t-report - base: 1745, 487734 K
* t-report - lmap: 16, 16386 K
* WARNING: player not logged in
* phase time: 14611 ms
* phase cmem: 402175 K
* phase time: 48 ms
* phase cmem: 402175 K
* [win32]: free[623492 K], reserved[115752 K], committed[1357844 K]
* [ D3D ]: textures[542367 K]
* [x-ray]: crt heap[402175 K], process heap[732307 K], game lua[38465 K], render[159 K]
* [x-ray]: economy: strings[25369 K], smem[10287 K]
! Cannot find saved game ~#i#:axr_facer: enabled
! Cannot find saved game ~#i#:axr_companions: enabled
! Cannot find saved game ~#i#:axr_lios: enabled
! Cannot find saved game ~#i#:axr_eat_medkit: enabled
! Cannot find saved game ~#i#:axr_hostile_relations: enabled
! Cannot find saved game ~#i#:axr_beh: enabled
! Cannot find saved game ~#i#:axr_rnd_npc_loadout: enabled
! Cannot find saved game ~#i#:axr_mutant_parts: enabled
compiling shader model_env_lq
compiling shader model_env_lq_1
compiling shader model_def_lplanes_1
compiling shader deffer_model_bump_d-hq_1
compiling shader model_def_lplanes_0
compiling shader shadow_direct_model_aref_1
compiling shader deffer_model_bump_d-hq_2
! Can't find texture 'act\act_krovosos_new1'
compiling shader model_env_lq_0
! Unknown command:  dump_infos
intro_start game_loaded
* MEMORY USAGE: 427208 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
compiling shader yuv2rgb
* [win32]: free[556388 K], reserved[70540 K], committed[1470160 K]
* [ D3D ]: textures[601203 K]
* [x-ray]: crt heap[432391 K], process heap[798318 K], game lua[37189 K], render[1146 K]
* [x-ray]: economy: strings[27024 K], smem[10329 K]
* [win32]: free[558828 K], reserved[69956 K], committed[1468304 K]
* [ D3D ]: textures[602235 K]
* [x-ray]: crt heap[431197 K], process heap[799360 K], game lua[37504 K], render[1147 K]
* [x-ray]: economy: strings[27025 K], smem[10329 K]
* phase time: 147 ms
* phase cmem: 408449 K
* phase time: 6 ms
* phase cmem: 408449 K
* Loading spawn registry...
* 6506 spawn points are successfully loaded
* Loading objects...
* 12615 objects are successfully loaded
* Game garrett - quicksave is successfully loaded from file 'c:\docume~1\alluse~1\dokume~1\s.t.a.l.k.e.r. - zew prypeci\savedgames\garrett - quicksave.scop' (1.916s)
* phase time: 1915 ms
* phase cmem: 428186 K
* phase time: 7 ms
* phase cmem: 428186 K
* phase time: 5 ms
* phase cmem: 428186 K
* [win32]: free[515440 K], reserved[68620 K], committed[1513028 K]
* [ D3D ]: textures[597831 K]
* [x-ray]: crt heap[428170 K], process heap[793710 K], game lua[39773 K], render[1147 K]
* [x-ray]: economy: strings[25340 K], smem[10299 K]
! Cannot find saved game ~#i#:axr_facer: enabled
! Cannot find saved game ~#i#:axr_companions: enabled
! Cannot find saved game ~#i#:axr_lios: enabled
! Cannot find saved game ~#i#:axr_eat_medkit: enabled
! Cannot find saved game ~#i#:axr_hostile_relations: enabled
! Cannot find saved game ~#i#:axr_beh: enabled
! Cannot find saved game ~#i#:axr_rnd_npc_loadout: enabled
! Cannot find saved game ~#i#:axr_mutant_parts: enabled
compiling shader model_env_lq_1
compiling shader model_distort_1
! Unknown command:  dump_infos
intro_start game_loaded
* MEMORY USAGE: 435738 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
 
FATAL ERROR
 
[error]Expression    : !m_error_code
[error]Function      : raii_guard::~raii_guard
[error]File          : D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp
[error]Line          : 748
[error]Description   : ... prypeci\gamedata\scripts\xr_corpse_detection.script:371: bad argument #1 to 'random' (interval is empty)
 

stack trace:


Na koniec mam jeszcze pytanie odnośnie Zombie w tymże modzie, zdarzało się nie raz, że spotykałem kompletnie nieuzbrojone zombie, bez broni, nie robią nic szczególnego tylko suną do gracza, a potem stoją obok nic nie robiąc. Czy jest to zamierzone?
Awatar użytkownika
Garrett
Kot

Posty: 9
Dołączenie: 21 Maj 2011, 14:27
Ostatnio był: 09 Paź 2014, 18:24
Frakcja: Samotnicy
Ulubiona broń: Tunder S14
Kozaki: 1

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez sxw w 16 Lip 2011, 18:50

wystarczy spojrzeć na koniec loga aby zobaczyć błąd :D jaki ci się wyświetla :D
plik script_storage.cpp
linia kodu 748

a ponizej jakiś zły argument przejrzyj ten plik może to pomorze a jak nie to usuń go :D

Uwagi moderatora:

Proszę, nie wypowiadaj się na temat moddingu jeżeli nie masz o nim pojęcia. - Wheeljack
Ulubiony zestaw broni VLA Special Assault Rifle i Knife

sxw
Wygnany z Zony

Posty: 15
Dołączenie: 24 Maj 2011, 18:20
Ostatnio był: 15 Mar 2012, 16:59
Frakcja: Samotnicy
Ulubiona broń: VLA Special Assault Rifle
Kozaki: 0

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez Garrett w 16 Lip 2011, 18:59

W folderze z grą nie znajduje pliku o takiej nazwie. Czy można poprosić o podanie lokalizacji tego pliku i wytłumaczenie mi tego łopatologicznie, co dokładnie mam robić? Najlepiej krok po kroku :wink:.
Awatar użytkownika
Garrett
Kot

Posty: 9
Dołączenie: 21 Maj 2011, 14:27
Ostatnio był: 09 Paź 2014, 18:24
Frakcja: Samotnicy
Ulubiona broń: Tunder S14
Kozaki: 1

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez scigacz1975 w 16 Lip 2011, 20:54

W pliku xr_corpse_detection.script chyba w wierszu 371 jest zły argument.
Plik znajdziesz w gamedata\scripts i najlepiej otworzyć go w notepad++ bo Ci od razu wiersze pokaże(numerację), ale co dalej to Ci nie powiem bo skrypty to dla mnie :-/ :facepalm: :(

Ewentualnie przenieś sobie ten plik do np. nowego katalogu, a na jego miejsce wrzuć ten http://62298.file4u.pl/download/2640198/xr_corpse_detection.script - ten jest z MSO 0.9.6 - może pomoże. :?: :?: :?:
Awatar użytkownika
scigacz1975
Monolit

Posty: 3243
Dołączenie: 29 Sty 2010, 00:26
Ostatnio był: 11 Lis 2024, 01:03
Miejscowość: Stalowa Wola
Frakcja: Samotnicy
Ulubiona broń: --
Kozaki: 926

Re: [Swartz Mod] Swartz aka Jketiynu - AF3, MSO, AI tweaks..

Postprzez Garrett w 17 Lip 2011, 00:51

Niestety gra nadal wykrzacza, spróbowałem drugim sposobem jako, że skrypty to dla mnie magia jeszcze czarniejsza :D. Niestety podmienienie pliku dużo nie zmieniło, no może poza tym, że zmienił się trochę log. Poniżej załączam kolejny log błędu.

Kod: Zaznacz wszystko
* Detected CPU: Intel(R) Core(TM) i5 CPU 750 @ 2.67GHz [GenuineIntel], F6/M14/S5, 2660.00 mhz, 23-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, MONITOR/MWAIT, SSSE3, SSE4.1, SSE4.2
* CPU threads: 4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 41837 files cached 30 archives, 8572Kb memory used.
Init FileSystem 2.797677 sec
'xrCore' build 3967, Dec 14 2009

EH: BE30F7B70CD69ECA808A126EF936BC72

-----loading c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\configs\system.ltx
-----loading c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\configs\system.ltx
Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
Loading DLL: xrRender_R4.dll
command line
Executing config-script "user.ltx"...
[c:\docume~1\alluse~1\dokume~1\s.t.a.l.k.e.r. - zew prypeci\user.ltx] successfully loaded.
Loading DLL: xrRender_R2.dll
Loading DLL: xrGame.dll
* [win32]: free[1993656 K], reserved[21212 K], committed[82220 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[14678 K], process heap[3892 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[8254 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
dir[0]=C:\Program Files\GSC World Publishing\S.T.A.L.K.E.R. - Zew Prypeci\bin\
dir[1]=C:\Program Files\GSC World Publishing\S.T.A.L.K.E.R. - Zew Prypeci\
dir[2]=C:\Program Files\GSC World Publishing\S.T.A.L.K.E.R. - Zew Prypeci\bin\
dir[3]=C:\WINDOWS\system32\
CleanDeviceSpecifierList
CleanDeviceSpecifierList Generic Hardware
devices Generic Hardware
SOUND: OpenAL: system  default SndDevice name is Generic Hardware
SOUND: OpenAL: default SndDevice name set to Generic Software
SOUND: OpenAL: All available devices:
1. Generic Hardware, Spec Version 1.1  eax[2] efx[no] xram[no]
2. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
Executing config-script "c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\configs\default_controls.ltx"...
[c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\configs\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\configs\rspec_extreme.ltx"...
[c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\configs\rspec_extreme.ltx] successfully loaded.
Executing config-script "c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\configs\default_controls.ltx"...
[c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\configs\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]
~ Invalid syntax in call to 'sv_adm_menu_ban_time'
~ Valid arguments: ui_mp_am_10_minutes/ui_mp_am_30_minutes/ui_mp_am_1_hour/ui_mp_am_6_hours/ui_mp_am_1_day/ui_mp_am_1_week/ui_mp_am_1_month/ui_mp_am_3_monthes/ui_mp_am_forever
[c:\docume~1\alluse~1\dokume~1\s.t.a.l.k.e.r. - zew prypeci\user.ltx] successfully loaded.
SOUND: Selected device is Generic 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:603]: NVIDIA GeForce GT 230
* GPU driver: 6.14.12.6658
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 1973 M
*          DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: recognized, 24
* NVidia MGPU: Logical(1), Physical(1)
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
! Renderer doesn't support blender 'effects\shadow_world'
* NULLRT supported
* ...and used
* HWDST/PCF supported and used
* NV-DBT supported and used
compiling shader dumb
compiling shader dumb
compiling shader accum_mask
compiling shader accum_sun_mask
compiling shader copy_p
compiling shader accum_volume
compiling shader copy
compiling shader accum_sun_near
compiling shader accum_sun
compiling shader accum_sun_cascade
compiling shader accum_sun_cascade_far
compiling shader accum_omni_unshadowed
compiling shader accum_omni_normal
compiling shader accum_omni_transluent
compiling shader accum_spot_unshadowed
compiling shader accum_spot_normal
compiling shader accum_spot_fullsize
compiling shader accum_volumetric
compiling shader accum_volumetric
compiling shader accum_indirect
compiling shader bloom_build
compiling shader bloom_filter
compiling shader bloom_filter_f
compiling shader bloom_luminance_1
compiling shader bloom_luminance_2
compiling shader bloom_luminance_3
compiling shader combine_1
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_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 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
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader stub_default
compiling shader effects_sun
compiling shader hud_font
Loading DLL: xrGameSpy.dll
intro_start intro_logo
intro_delete ::update_logo_intro
compiling shader yuv2rgb
* [win32]: free[1841368 K], reserved[65284 K], committed[190436 K]
* [ D3D ]: textures[64 K]
* [x-ray]: crt heap[101546 K], process heap[11642 K], game lua[2152 K], render[183 K]
* [x-ray]: economy: strings[8620 K], smem[0 K]
*  0.0 : [  56] $null
*  0.0 : [   3] $user$accum
*  0.0 : [   1] $user$accum_temp
*  0.0 : [   6] $user$albedo
*  0.0 : [   6] $user$bloom1
*  0.0 : [   2] $user$bloom2
*  0.0 : [   2] $user$cmap0
*  0.0 : [   2] $user$cmap1
*  0.0 : [   2] $user$env_s0
*  0.0 : [   2] $user$env_s1
*  0.0 : [   7] $user$generic0
*  0.0 : [   5] $user$generic1
*  0.0 : [   1] $user$generic2
*  0.0 : [   1] $user$jitter_0
*  0.0 : [   1] $user$jitter_1
*  0.0 : [   1] $user$jitter_2
*  0.0 : [   1] $user$jitter_3
*  0.0 : [   1] $user$jitter_4
*  0.0 : [   2] $user$lum_t64
*  0.0 : [   3] $user$lum_t8
*  0.0 : [   1] $user$luminance_0
*  0.0 : [   1] $user$luminance_1
*  0.0 : [   1] $user$luminance_2
*  0.0 : [   1] $user$luminance_3
*  0.0 : [   8] $user$material
*  0.0 : [  12] $user$normal
*  0.0 : [  12] $user$position
*  0.0 : [   1] $user$sky0
*  0.0 : [   1] $user$sky1
*  0.0 : [   4] $user$smap_depth
*  0.0 : [   3] $user$smap_surf
*  0.0 : [   7] $user$tonemap
*  0.0 : [   2] $user$tonemap_src
*  0.0 : [   1] act\act_controller_hit1
*  0.0 : [   1] fx\fx_flare1
*  0.0 : [   1] fx\fx_flare2
*  0.0 : [   1] fx\fx_flare3
*  0.0 : [   1] fx\fx_gradient
*  0.0 : [   1] fx\fx_gradient1
*  0.0 : [   1] fx\fx_lightning
*  0.0 : [   1] fx\fx_moon_halo_phase_1
*  0.0 : [   1] fx\fx_moon_halo_phase_2
*  0.0 : [   1] fx\fx_moon_halo_phase_3
*  0.0 : [   1] fx\fx_moon_halo_phase_4
*  0.0 : [   1] fx\fx_moon_halo_phase_5
*  0.0 : [   1] fx\fx_moon_halo_phase_6
*  0.0 : [   1] fx\fx_moon_halo_phase_7
*  0.0 : [   1] fx\fx_moon_phase_1
*  0.0 : [   1] fx\fx_moon_phase_2
*  0.0 : [   1] fx\fx_moon_phase_3
*  0.0 : [   1] fx\fx_moon_phase_4
*  0.0 : [   1] fx\fx_moon_phase_5
*  0.0 : [   1] fx\fx_moon_phase_6
*  0.0 : [   1] fx\fx_moon_phase_7
*  0.0 : [   1] fx\fx_noise
*  0.0 : [   2] fx\fx_noise2
*  0.0 : [   1] fx\fx_rain
*  0.0 : [   1] fx\fx_rainsplash1
*  0.0 : [   1] fx\fx_sun
*  0.0 : [   1] fx\fx_sun_fog
*  0.0 : [   1] fx\fx_sun_gradient
*  0.0 : [   1] fx\fx_sun_halo
*  0.0 : [   1] fx\fx_sun_morning
*  0.0 : [   1] fx\fx_sun_rise
*  0.0 : [   1] fx\fx_thunderbolts_gradient
*  0.0 : [   1] fx\fx_thunderbolts_gradient_surge
*  0.0 : [   1] fx\fx_volumefog1
*  0.0 : [   1] glow\glow_04
*  0.0 : [   1] glow\glow_fire1
*  0.0 : [   1] glow\glow_orange
*  0.0 : [   1] glow\glow_orange2
*  0.0 : [   1] glow\glow_orange_bright
*  0.0 : [   1] glow\glow_rays
*  0.0 : [   1] glow\glow_white
*  0.0 : [   4] lights\lights_spot01
*  0.0 : [   1] pfx\pfx_ani-explosion-02
*  0.0 : [   1] pfx\pfx_ani-explosion-02-b-a
*  0.0 : [   1] pfx\pfx_ani-explosion-02a
*  0.0 : [   1] pfx\pfx_ani-fire01
*  0.0 : [   1] pfx\pfx_ani-smoke-01
*  0.0 : [   1] pfx\pfx_anomaly_1
*  0.0 : [   1] pfx\pfx_anomaly_16
*  0.0 : [   1] pfx\pfx_anomaly_18
*  0.0 : [   1] pfx\pfx_anomaly_19
*  0.0 : [   1] pfx\pfx_anomaly_2
*  0.0 : [   1] pfx\pfx_anomaly_21
*  0.0 : [   1] pfx\pfx_anomaly_23
*  0.0 : [   1] pfx\pfx_anomaly_2_green
*  0.0 : [   1] pfx\pfx_anomaly_3
*  0.0 : [   1] pfx\pfx_anomaly_4
*  0.0 : [   1] pfx\pfx_anomaly_5
*  0.0 : [   1] pfx\pfx_anomaly_6
*  0.0 : [   1] pfx\pfx_anomaly_7
*  0.0 : [   1] pfx\pfx_anomaly_8
*  0.0 : [   1] pfx\pfx_anomaly_88
*  0.0 : [   1] pfx\pfx_anomaly_9
*  0.0 : [   1] pfx\pfx_bloodsplash1
*  0.0 : [   1] pfx\pfx_bloodsplash2
*  0.0 : [   1] pfx\pfx_blurry_cloud
*  0.0 : [   1] pfx\pfx_brick
*  0.0 : [   1] pfx\pfx_bubble
*  0.0 : [   1] pfx\pfx_bubble_1
*  0.0 : [   1] pfx\pfx_bubble_water
*  0.0 : [   1] pfx\pfx_cc_lighting_grad2
*  0.0 : [   1] pfx\pfx_cc_lightings
*  0.0 : [   1] pfx\pfx_concretedebris_01
*  0.0 : [   1] pfx\pfx_concretepuffs_01
*  0.0 : [   1] pfx\pfx_dist2
*  0.0 : [   1] pfx\pfx_dist2inv
*  0.0 : [   1] pfx\pfx_dist3
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*  0.0 : [   1] pfx\pfx_dist7
*  0.0 : [   1] pfx\pfx_dist8
*  0.0 : [   1] pfx\pfx_dist9
*  0.0 : [   1] pfx\pfx_dist_teleport
*  0.0 : [   1] pfx\pfx_distort_anomaly
*  0.0 : [   1] pfx\pfx_distortion
*  0.0 : [   1] pfx\pfx_electrostatic
*  0.0 : [   1] pfx\pfx_explotions_2
*  0.0 : [   1] pfx\pfx_explotions_3
*  0.0 : [   1] pfx\pfx_explotions_4
*  0.0 : [   1] pfx\pfx_explotions_smoke
*  0.0 : [   1] pfx\pfx_flame
*  0.0 : [   1] pfx\pfx_flame_01
*  0.0 : [   1] pfx\pfx_flamefx_01
*  0.0 : [   1] pfx\pfx_flash_01
*  0.0 : [   1] pfx\pfx_flash_05
*  0.0 : [   1] pfx\pfx_flash_07
*  0.0 : [   1] pfx\pfx_gologramma
*  0.0 : [   1] pfx\pfx_gradient
*  0.0 : [   1] pfx\pfx_gradient1
*  0.0 : [   1] pfx\pfx_leaves_01
*  0.0 : [   1] pfx\pfx_leaves_02
*  0.0 : [   1] pfx\pfx_light1
*  0.0 : [   1] pfx\pfx_light3
*  0.0 : [   1] pfx\pfx_light4
*  0.0 : [   1] pfx\pfx_lighting_stancia_01
*  0.0 : [   1] pfx\pfx_lighting_stancia_02
*  0.0 : [   1] pfx\pfx_lightning_01
*  0.0 : [   1] pfx\pfx_lightning_02
*  0.0 : [   1] pfx\pfx_ligth_6
*  0.0 : [   1] pfx\pfx_plasma
*  0.0 : [   1] pfx\pfx_shells1
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*  0.0 : [   1] pfx\pfx_shells_pisto1
*  0.0 : [   1] pfx\pfx_shells_pistol
*  0.0 : [   1] pfx\pfx_skinsplash1
*  0.0 : [   1] pfx\pfx_smoke_a
*  0.0 : [   1] pfx\pfx_smoke_b
*  0.0 : [   1] pfx\pfx_smokepuffs1
*  0.0 : [   1] pfx\pfx_smokepuffs2
*  0.0 : [   1] pfx\pfx_spark_01
*  0.0 : [   1] pfx\pfx_spark_02
*  0.0 : [   1] pfx\pfx_sparks
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*  0.0 : [   1] pfx\pfx_spikey_star
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*  0.0 : [   1] pfx\pfx_step_blood
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*  0.0 : [   1] pfx\pfx_water_wave
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*  0.0 : [   1] pfx\pfx_woodchips3
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*  0.0 : [  14] sky\af1_cloudy\cloudy_1#small
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*  0.0 : [  40] sky\af1_cloudy\cloudy_2#small
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*  0.0 : [  18] sky\af1_cloudy\cloudy_3#small
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*  0.0 : [   1] wm\wm_bullet_metall_thik_1
*  0.0 : [   1] wm\wm_bullet_metall_thik_2
*  0.0 : [   1] wm\wm_bullet_metall_thik_3
*  0.0 : [   1] wm\wm_bullet_metall_thin
*  0.0 : [   1] wm\wm_bullet_metall_thin_1
*  0.0 : [   1] wm\wm_bullet_metall_thin_2
*  0.0 : [   1] wm\wm_bullet_metall_thin_3
*  0.0 : [   1] wm\wm_bullet_metall_thin_4
*  0.0 : [   1] wm\wm_bullet_wood
*  0.0 : [   1] wm\wm_bullet_wood_1
*  0.0 : [   1] wm\wm_bullet_wood_2
*  0.0 : [   1] wm\wm_bullet_wood_3
*  0.0 : [   1] wm\wm_bullet_wood_4
*  0.0 : [   1] wm\wm_bullet_wood_5
*  0.0 : [   1] wm\wm_bullet_wood_6
*  0.0 : [   1] wm\wm_bullet_wood_7
*  0.0 : [   1] wm\wm_bullet_wood_8
*  0.0 : [   1] wm\wm_bullet_wood_9
*  0.0 : [   1] wm\wm_grenade
*  0.0 : [   1] wm\wm_knife_dead
*  0.0 : [   1] wm\wm_knife_horiz
*  0.0 : [   1] wm\wm_knife_horiz_blood
*  0.0 : [   1] wm\wm_knife_horiz_blood1
*  0.0 : [   1] wm\wm_knife_horiz_metal
*  0.0 : [   1] wm\wm_knife_horiz_ston
*  0.0 : [   1] wm\wm_knife_wood
*  0.0 : [   1] wm\wm_knife_wood1
*  0.0 : [   1] wm\wm_knife_wood2
*  8.1 : [   1] garrett - quicksave
* 32.1 : [   1] ui\ui_font_arial_14_1024_cent
* 32.1 : [   1] ui\ui_font_letter_16_1024_cent
* 32.1 : [   1] ui\ui_magnifier3
* 33.0 : [   1] ui\ui_ani_cursor
* 64.1 : [   1] ui\ui_font_console_02
* 64.1 : [   1] ui\ui_font_hud_01
* 64.1 : [   1] ui\ui_font_letter_18_1024_cent
* 64.1 : [   1] ui\ui_font_letter_25_1024_cent
* 128.1 : [   1] ui\ui_font_graff_32_1024_cent
* 256.1 : [   1] ui\ui_font_graff_50_1024_cent
* 256.1 : [   1] ui\ui_font_hud_02
* 270.0 : [   1] ui\video_voroni_crop
* 936.0 : [   1] ui\video_water_crop
* 1024.1 : [   1] ui\ui_actor_hint_wnd
* 1024.1 : [   1] ui\ui_actor_main_menu
* 1024.1 : [   1] ui\ui_actor_mp_screen
* 1024.1 : [   1] ui\ui_actor_multiplayer_background
* 1024.1 : [   1] ui\ui_actor_multiplayer_game_menu
* 1024.1 : [   1] ui\ui_actor_sleep_screen
* 4096.1 : [   1] ui\ui_common
compiling shader deffer_base_bump-hq
compiling shader deffer_model_bump-hq_3
compiling shader deffer_base_bump
compiling shader deffer_model_bump_3
compiling shader shadow_direct_model_3
"c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\bin\xrengine.exe"
* phase time: 3 ms
* phase cmem: 116021 K
Loading objects...
compiling shader deffer_base_flat
compiling shader deffer_model_flat_0
compiling shader shadow_direct_model_0
compiling shader deffer_model_bump-hq_0
compiling shader deffer_model_bump_0
compiling shader deffer_base_aref_bump-hq
compiling shader deffer_base_aref_bump
compiling shader shadow_direct_base_aref
compiling shader shadow_direct_model_aref_0
compiling shader deffer_model_bump-hq_1
compiling shader deffer_model_bump_1
compiling shader shadow_direct_model_1
! Missing ogg-comment, file:  c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\sounds\$$no_sound.ogg
compiling shader accum_emissivel
compiling shader deffer_base_bump_d-hq
compiling shader deffer_model_bump_d-hq_0
compiling shader deffer_model_bump-hq_2
compiling shader deffer_model_bump_2
compiling shader shadow_direct_model_2
compiling shader deffer_model_flat_1
Loading models...
compiling shader deffer_model_bump-hq_4
compiling shader deffer_model_bump_4
compiling shader shadow_direct_model_4
compiling shader model_def_lq
compiling shader model_def_lq_0
compiling shader deffer_model_bump_d-hq_4
compiling shader deffer_base_aref_flat
compiling shader deffer_model_flat_2
compiling shader shadow_direct_model_aref_2
compiling shader deffer_model_bump_d-hq_3
compiling shader accum_emissive
compiling shader model_distort4glass_3
compiling shader shadow_direct_model_aref_3
compiling shader deffer_model_flat_4
compiling shader shadow_direct_model_aref_4
! auto-generated bump map: nwm\m4_magpul\gucci_bump
! auto-generated bump map: nwm\m4_magpul\gucci_bump#
! auto-generated bump map: nwm\m4_magpul\pmag_bump
! auto-generated bump map: nwm\m4_magpul\pmag_bump#
! auto-generated bump map: nwm\m4_magpul\upg_m203_bump
! auto-generated bump map: nwm\m4_magpul\upg_m203_bump#
! auto-generated bump map: wpn\M1935\1_bump#
! auto-generated bump map: wpn\M1935\2_bump#
! auto-generated bump map: wpn\m9\frame_bump#
! auto-generated bump map: wpn\m9\slide_bump#
! auto-generated bump map: wpn\silencer220_bump#
* [prefetch] time:    20521 ms
* [prefetch] memory:  78354Kb
* phase time: 20872 ms
* phase cmem: 196997 K
* phase time: 4 ms
* phase cmem: 196997 K
* Loading spawn registry...
* 6506 spawn points are successfully loaded
* Loading objects...
* 12634 objects are successfully loaded
* Game garrett - quicksave is successfully loaded from file 'c:\docume~1\alluse~1\dokume~1\s.t.a.l.k.e.r. - zew prypeci\savedgames\garrett - quicksave.scop' (2.528s)
* phase time: 2528 ms
* phase cmem: 256527 K
* phase time: 70 ms
* phase cmem: 256532 K
* phase time: 18 ms
* phase cmem: 256532 K
* WARNING: player not logged in
* client : connection accepted - <All Ok>
* phase time: 531 ms
* phase cmem: 256565 K
* phase time: 45 ms
* phase cmem: 256565 K
* phase time: 5212 ms
* phase cmem: 357358 K
compiling shader deffer_base_bump_d-hq
compiling shader deffer_base_bump
compiling shader shadow_direct_base
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader deffer_base_flat
compiling shader deffer_base_steep_d-hq
compiling shader shadow_direct_base_aref
compiling shader deffer_base_bump-hq
compiling shader deffer_base_flat_d
compiling shader deffer_base_flat_d
compiling shader deffer_base_steep-hq
compiling shader vert
compiling shader vert
compiling shader deffer_base_aref_flat_d
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
compiling shader deffer_base_lmh_flat
compiling shader deffer_base_lmh_steep_d-hq
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_lmh_aref_bump_d-hq
compiling shader deffer_base_lmh_aref_bump
compiling shader deffer_base_lmh_flat_d
compiling shader deffer_base_lmh_flat_d
compiling shader deffer_base_lmh_aref_flat
compiling shader deffer_base_lmh_aref_steep_d-hq
compiling shader lmapE
compiling shader lmapE
compiling shader deffer_base_lmh_aref_bump-hq
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat_d
compiling shader deffer_impl_flat
compiling shader deffer_base_aref_bump_d-hq
compiling shader water_soft
compiling shader water_soft
compiling shader waterd_soft
compiling shader waterd_soft
compiling shader deffer_tree_s_bump_d-hq
compiling shader deffer_tree_s_bump
compiling shader shadow_direct_base
compiling shader shadow_direct_tree_s
compiling shader lod
compiling shader lod
compiling shader deffer_tree_bump-hq
compiling shader deffer_tree_bump
compiling shader shadow_direct_tree
compiling shader deffer_tree_bump_d-hq
compiling shader deffer_tree_flat
* phase time: 217 ms
* phase cmem: 358518 K
* [Loading VB] 65524 verts, 2047 Kb
* [Loading VB] 49375 verts, 1542 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 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] 65532 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 62064 verts, 1939 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 20072 verts, 627 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 393270 indices, 768 Kb
* [Loading VB] 65535 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] 65534 verts, 767 Kb
* [Loading VB] 65534 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] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 41404 verts, 485 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] 1048575 indices, 2047 Kb
* [Loading IB] 760575 indices, 1485 Kb
* phase time: 2143 ms
* phase cmem: 358614 K
* phase time: 227 ms
* phase cmem: 367617 K
compiling shader deffer_detail_w_flat
compiling shader deffer_detail_s_flat
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 10126 v(20), 5368 p
* [DETAILS] Batch(61), VB(197K), IB(31K)
* phase time: 136 ms
* phase cmem: 367633 K
* Loading HOM: c:\program files\gsc world publishing\s.t.a.l.k.e.r. - zew prypeci\gamedata\levels\zaton\level.hom
* phase time: 4718 ms
* phase cmem: 368317 K
* phase time: 36 ms
* phase cmem: 368317 K
* phase time: 10 ms
* phase cmem: 368317 K
* t-report - base: 1745, 487734 K
* t-report - lmap: 16, 16386 K
* WARNING: player not logged in
* phase time: 12360 ms
* phase cmem: 404973 K
* phase time: 32 ms
* phase cmem: 404973 K
* [win32]: free[623364 K], reserved[112740 K], committed[1360984 K]
* [ D3D ]: textures[542367 K]
* [x-ray]: crt heap[404973 K], process heap[732307 K], game lua[38500 K], render[159 K]
* [x-ray]: economy: strings[25368 K], smem[10287 K]
! Cannot find saved game ~#i#:axr_facer: enabled
! Cannot find saved game ~#i#:axr_companions: enabled
! Cannot find saved game ~#i#:axr_lios: enabled
! Cannot find saved game ~#i#:axr_eat_medkit: enabled
! Cannot find saved game ~#i#:axr_hostile_relations: enabled
! Cannot find saved game ~#i#:axr_beh: enabled
! Cannot find saved game ~#i#:axr_rnd_npc_loadout: enabled
! Cannot find saved game ~#i#:axr_mutant_parts: enabled
compiling shader model_env_lq
compiling shader model_env_lq_1
compiling shader model_def_lplanes_1
compiling shader deffer_model_bump_d-hq_1
compiling shader model_def_lplanes_0
compiling shader shadow_direct_model_aref_1
compiling shader deffer_model_bump_d-hq_2
compiling shader model_env_lq_0
compiling shader model_distort_1
! Unknown command:  dump_infos
! Cannot find saved game ~#i#:bandit_elite:experienced
! Cannot find saved game ~#i#:wpn_wincheaster1300:25
! Cannot find saved game ~#i#:wpn_gsh18:15
! Cannot find saved game ~#i#:bandit_elite:experienced
! Cannot find saved game ~#i#:wpn_protecta:25
! Cannot find saved game ~#i#:wpn_fort:15
! Cannot find saved game ~#i#:bandit_elite:experienced
! Cannot find saved game ~#i#:wpn_wincheaster1300:25
! Cannot find saved game ~#i#:wpn_gsh18:15
! Cannot find saved game ~#i#:bandit_elite:experienced
! Cannot find saved game ~#i#:wpn_ak74:25
! Cannot find saved game ~#i#:wpn_fort:15
! Cannot find saved game ~#i#:zombied:novice
! Cannot find saved game ~#i#:wpn_bm16:15
! Cannot find saved game ~#i#:wpn_pm:10
! Cannot find saved game ~#i#:zombied:novice
! Cannot find saved game ~#i#:wpn_ak74u:15
! Cannot find saved game ~#i#:wpn_fort:10
intro_start game_loaded
* MEMORY USAGE: 432828 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
 
FATAL ERROR
 
[error]Expression    : !m_error_code
[error]Function      : raii_guard::~raii_guard
[error]File          : D:\prog_repository\sources\trunk\xrServerEntities\script_storage.cpp
[error]Line          : 748
[error]Description   : ... prypeci\gamedata\scripts\xr_corpse_detection.script:384: bad argument #1 to 'random' (interval is empty)
 

stack trace:
Awatar użytkownika
Garrett
Kot

Posty: 9
Dołączenie: 21 Maj 2011, 14:27
Ostatnio był: 09 Paź 2014, 18:24
Frakcja: Samotnicy
Ulubiona broń: Tunder S14
Kozaki: 1

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