Xray 1.6 crash podczas wczytywania gry

Wszyscy bali się premiery kolejnej gry z serii Stalker. Nikt nie potrafił odpowiedzieć na pytanie: co wpisać w tym cholernym opisie?
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Przy zadawaniu pytania związanego z problemem dotyczącym modyfikacji, prosimy o podawanie treści całego loga błędu.
Lokalizacja logów:
Windows XP - C:\Documents and Settings\All Users\Moje dokumenty\S.T.A.L.K.E.R. - Zew Prypeci\logs
Windows Vista/7 - C:\Users\Public\Documents\S.T.A.L.K.E.R. - Zew Prypeci\logs
Steam - X:\Program Files (x86)\Steam\SteamApps\common\Stalker Call of Pripyat\_appdata_\logs

Logi tagujemy w [ CODE ][/ CODE ].

Jeżeli chcesz zadać pytanie na temat fabuły, to sprawdź najpierw, czy odpowiedzi nie znajdziesz w SOLUCJI.

Xray 1.6 crash podczas wczytywania gry

Postprzez rusiano1 w 21 Lut 2012, 20:47

Mam problem, ponieważ gdy chcę ponownie wczytać grę np. gdy zginąłem to gra wywala błąd i program się zamyka. Czy może jest to spowodowane modem COP Complete? Mam najnowszy patch oraz ten mod.
rusiano1
Kot

Posty: 13
Dołączenie: 20 Lut 2012, 10:23
Ostatnio był: 15 Sty 2013, 20:48
Kozaki: 0

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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez scigacz1975 w 21 Lut 2012, 20:53

Awatar użytkownika
scigacz1975
Monolit

Posty: 3243
Dołączenie: 29 Sty 2010, 00:26
Ostatnio był: 12 Wrz 2024, 15:31
Miejscowość: Stalowa Wola
Frakcja: Samotnicy
Ulubiona broń: --
Kozaki: 926

Re: Xray 1.6 crash podczas wczytywania gry

Postprzez rusiano1 w 21 Lut 2012, 20:59

O to mój log (zapomniałem go dodać po prostu), mam nadzieje, że pomoże w znalezieniu przyczyny:


Kod: Zaznacz wszystko

* Detected CPU: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz [GenuineIntel], F6/M10/S4, 2673.00 mhz, 23-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, MONITOR/MWAIT, SSSE3, SSE4.1, SSE4.2
* CPU threads: 8

Initializing File System...
using fs-ltx fsgame.ltx
FS: 41706 files cached 29 archives, 8572Kb memory used.
Init FileSystem 2.949433 sec
'xrCore' build 3967, Dec 14 2009

EH: 3CAABCFCFF6F3A810019C6A72180F166

-----loading c:\program files\gsc world publishing\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\gamedata\configs\system.ltx
-----loading c:\program files\gsc world publishing\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\gamedata\configs\system.ltx
Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Loading DLL: xrRender_R4.dll
* D3D11: device creation failed with hr=0x887a0004
command line
Executing config-script "user.ltx"...
[c:\users\public\docume~1\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\user.ltx] successfully loaded.
Loading DLL: 4676256
Loading DLL: xrGame.dll
! Player name in registry is empty! (InstallUserName)
* [win32]: free[1907840 K], reserved[97860 K], committed[91388 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[14535 K], process heap[6666 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[8113 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. - Çîâ Ďđčď˙ňč\bin\
dir[1]=C:\Program Files\GSC World Publishing\S.T.A.L.K.E.R. - Çîâ Ďđčď˙ňč\
dir[2]=C:\Program Files\GSC World Publishing\S.T.A.L.K.E.R. - Çîâ Ďđčď˙ňč\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 Software, Spec Version 1.1 (default) eax[0] 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. - Çîâ Ďđčď˙ňč\gamedata\configs\default_controls.ltx"...
[c:\program files\gsc world publishing\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\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. - Çîâ Ďđčď˙ňč\gamedata\configs\rspec_high.ltx"...
[c:\program files\gsc world publishing\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\gamedata\configs\rspec_high.ltx] successfully loaded.
Executing config-script "c:\program files\gsc world publishing\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\gamedata\configs\default_controls.ltx"...
[c:\program files\gsc world publishing\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\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:\users\public\docume~1\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\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:1002]-[device:9442]: ATI Radeon HD 4800 Series
* GPU driver: 8.17.10.1107
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 2283 M
*          DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
! Renderer doesn't support blender 'effects\shadow_world'
* NULLRT supported
* ...and used
* HWDST/PCF supported and used
compiling shader dumb
compiling shader dumb
compiling shader accum_mask
compiling shader accum_sun_mask
compiling shader copy_p
compiling shader accum_volume
compiling shader copy
compiling shader accum_sun_near
compiling shader accum_sun
compiling shader accum_sun_cascade
compiling shader accum_sun_cascade_far
compiling shader accum_volumetric_sun
compiling shader accum_volumetric_sun_cascade
compiling shader accum_omni_unshadowed
compiling shader accum_omni_normal
compiling shader accum_omni_transluent
compiling shader accum_spot_unshadowed
compiling shader accum_spot_normal
compiling shader accum_spot_fullsize
compiling shader accum_volumetric
compiling shader accum_volumetric
compiling shader accum_indirect
compiling shader bloom_build
compiling shader bloom_filter
compiling shader bloom_filter_f
compiling shader 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 8
- 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
! Player name in registry is empty! (InstallUserName)
Loading DLL: xrGameSpy.dll
intro_start intro_logo
intro_delete ::update_logo_intro
compiling shader yuv2rgb
* [win32]: free[1604884 K], reserved[214860 K], committed[277344 K]
* [ D3D ]: textures[64 K]
* [x-ray]: crt heap[99929 K], process heap[16528 K], game lua[2149 K], render[190 K]
* [x-ray]: economy: strings[8222 K], smem[0 K]
Config-file [c:\users\public\docume~1\s.t.a.l.k.e.r.ltx] saved successfully
* DVB created: 1536K
* DIB created: 512K
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 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
- r__tf_aniso 8
- r2_tf_mipbias 0.
* RM_Dump: textures  : 404
* RM_Dump: rtargets  : 17
* RM_Dump: vs        : 14
* RM_Dump: ps        : 47
* RM_Dump: dcl       : 12
* RM_Dump: states    : 51
* RM_Dump: tex_list  : 342
* RM_Dump: matrices  : 0
* RM_Dump: lst_constants: 0
* RM_Dump: v_passes  : 463
* RM_Dump: v_elements: 463
* RM_Dump: v_shaders : 296
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* Starting rendering as 2-GPU.
*** RESET [683 ms]
Config-file [c:\users\public\docume~1\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\user.ltx] saved successfully
* MEMORY USAGE: 104671 K
* End of synchronization A[1] R[1]
*  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 : [   2] $user$generic2
*  0.0 : [   3] $user$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 : [ 118] $user$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 : [   2] act\act_controller_hit1
*  0.0 : [   2] fx\fx_flare1
*  0.0 : [   1] fx\fx_flare2
*  0.0 : [   1] fx\fx_flare3
*  0.0 : [   2] fx\fx_gradient
*  0.0 : [   2] fx\fx_gradient1
*  0.0 : [   1] fx\fx_lightning
*  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 : [   2] fx\fx_sun
*  0.0 : [   1] fx\fx_sun_fog
*  0.0 : [   1] fx\fx_sun_halo
*  0.0 : [   1] fx\fx_sun_oreol
*  0.0 : [   1] fx\fx_sun_oreol2
*  0.0 : [   1] fx\fx_sun_rise
*  0.0 : [   1] fx\fx_sun_spiky_artistpavel_white
*  0.0 : [   1] fx\fx_thunderbolts_gradient
*  0.0 : [   1] fx\fx_thunderbolts_gradient_surge
*  0.0 : [   2] fx\fx_volumefog1
*  0.0 : [   2] glow\glow_04
*  0.0 : [   2] glow\glow_fire1
*  0.0 : [   2] glow\glow_orange
*  0.0 : [   2] glow\glow_orange2
*  0.0 : [   2] glow\glow_orange_bright
*  0.0 : [   2] glow\glow_white
*  0.0 : [   4] lights\lights_spot01
*  0.0 : [   2] pfx\pfx_ani-explosion-02
*  0.0 : [   2] pfx\pfx_ani-explosion-02-b-a
*  0.0 : [   2] pfx\pfx_ani-explosion-02a
*  0.0 : [   2] pfx\pfx_ani-fire01
*  0.0 : [   2] pfx\pfx_ani-smoke-01
*  0.0 : [   2] pfx\pfx_anomaly_1
*  0.0 : [   2] pfx\pfx_anomaly_16
*  0.0 : [   2] pfx\pfx_anomaly_18
*  0.0 : [   2] pfx\pfx_anomaly_19
*  0.0 : [   2] pfx\pfx_anomaly_2
*  0.0 : [   2] pfx\pfx_anomaly_21
*  0.0 : [   2] pfx\pfx_anomaly_23
*  0.0 : [   2] pfx\pfx_anomaly_2_green
*  0.0 : [   2] pfx\pfx_anomaly_3
*  0.0 : [   2] pfx\pfx_anomaly_4
*  0.0 : [   2] pfx\pfx_anomaly_5
*  0.0 : [   2] pfx\pfx_anomaly_6
*  0.0 : [   2] pfx\pfx_anomaly_7
*  0.0 : [   2] pfx\pfx_anomaly_8
*  0.0 : [   2] pfx\pfx_anomaly_88
*  0.0 : [   2] pfx\pfx_anomaly_9
*  0.0 : [   2] pfx\pfx_bloodsplash1
*  0.0 : [   2] pfx\pfx_bloodsplash2
*  0.0 : [   2] pfx\pfx_blurry_cloud
*  0.0 : [   2] pfx\pfx_brick
*  0.0 : [   2] pfx\pfx_bubble
*  0.0 : [   2] pfx\pfx_bubble_1
*  0.0 : [   1] pfx\pfx_bubble_water
*  0.0 : [   2] pfx\pfx_concretedebris_01
*  0.0 : [   2] pfx\pfx_concretepuffs_01
*  0.0 : [   1] pfx\pfx_dist2
*  0.0 : [   1] pfx\pfx_dist2inv
*  0.0 : [   1] pfx\pfx_dist3
*  0.0 : [   1] pfx\pfx_dist4
*  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 : [   2] pfx\pfx_distortion
*  0.0 : [   2] pfx\pfx_explotions_2
*  0.0 : [   2] pfx\pfx_explotions_3
*  0.0 : [   2] pfx\pfx_explotions_4
*  0.0 : [   2] pfx\pfx_explotions_smoke
*  0.0 : [   2] pfx\pfx_flame
*  0.0 : [   2] pfx\pfx_flame_01
*  0.0 : [   2] pfx\pfx_flamefx_01
*  0.0 : [   2] pfx\pfx_flash_01
*  0.0 : [   2] pfx\pfx_flash_05
*  0.0 : [   2] pfx\pfx_flash_07
*  0.0 : [   2] pfx\pfx_gologramma
*  0.0 : [   2] pfx\pfx_gradient
*  0.0 : [   2] pfx\pfx_gradient1
*  0.0 : [   2] pfx\pfx_leaves_01
*  0.0 : [   2] pfx\pfx_leaves_02
*  0.0 : [   2] pfx\pfx_light1
*  0.0 : [   2] pfx\pfx_light3
*  0.0 : [   2] pfx\pfx_light4
*  0.0 : [   1] pfx\pfx_lighting_stancia_01
*  0.0 : [   1] pfx\pfx_lighting_stancia_02
*  0.0 : [   2] pfx\pfx_lightning_01
*  0.0 : [   2] pfx\pfx_lightning_02
*  0.0 : [   2] pfx\pfx_ligth_6
*  0.0 : [   2] pfx\pfx_plasma
*  0.0 : [   2] pfx\pfx_shells1
*  0.0 : [   2] pfx\pfx_shells2
*  0.0 : [   2] pfx\pfx_skinsplash1
*  0.0 : [   2] pfx\pfx_smoke_a
*  0.0 : [   2] pfx\pfx_smoke_b
*  0.0 : [   2] pfx\pfx_smokepuffs1
*  0.0 : [   2] pfx\pfx_smokepuffs2
*  0.0 : [   2] pfx\pfx_snow_10
*  0.0 : [   2] pfx\pfx_snow_100
*  0.0 : [   2] pfx\pfx_snow_20
*  0.0 : [   2] pfx\pfx_snow_30
*  0.0 : [   2] pfx\pfx_snow_40
*  0.0 : [   2] pfx\pfx_snow_50
*  0.0 : [   2] pfx\pfx_snow_60
*  0.0 : [   2] pfx\pfx_snow_70
*  0.0 : [   2] pfx\pfx_snow_80
*  0.0 : [   2] pfx\pfx_snow_90
*  0.0 : [   2] pfx\pfx_spark_01
*  0.0 : [   2] pfx\pfx_sparks
*  0.0 : [   2] pfx\pfx_specks
*  0.0 : [   2] pfx\pfx_specks_poison
*  0.0 : [   2] pfx\pfx_spikey_star
*  0.0 : [   2] pfx\pfx_splash3
*  0.0 : [   2] pfx\pfx_splash_01
*  0.0 : [   2] pfx\pfx_splash_02
*  0.0 : [   2] pfx\pfx_step_blood
*  0.0 : [   2] pfx\pfx_stonedebris1
*  0.0 : [   2] pfx\pfx_stonedebris2
*  0.0 : [   2] pfx\pfx_synus
*  0.0 : [   2] pfx\pfx_teleport
*  0.0 : [   2] pfx\pfx_test_textures
*  0.0 : [   2] pfx\pfx_vehglassdebris_01
*  0.0 : [   2] pfx\pfx_vehmetaldebris_01
*  0.0 : [   2] pfx\pfx_water_wave
*  0.0 : [   2] pfx\pfx_woodchips1
*  0.0 : [   2] pfx\pfx_woodchips3
*  0.0 : [   2] prop\prop_fake_bed_fireplace
*  0.0 : [   2] prop\prop_provod_02
*  0.0 : [   1] sky\00-00
*  0.0 : [   1] sky\00-00#small
*  0.0 : [   2] sky\01-00
*  0.0 : [   2] sky\01-00#small
*  0.0 : [   2] sky\af1_cloudy\cloudy_1
*  0.0 : [   2] sky\af1_cloudy\cloudy_1#small
*  0.0 : [  10] sky\af1_cloudy\cloudy_2
*  0.0 : [  10] sky\af1_cloudy\cloudy_2#small
*  0.0 : [   4] sky\af1_cloudy\cloudy_3
*  0.0 : [   4] sky\af1_cloudy\cloudy_3#small
*  0.0 : [   4] sky\af1_cloudy\cloudy_5
*  0.0 : [   4] sky\af1_cloudy\cloudy_5#small
*  0.0 : [   6] sky\af1_foggy\foggy_1
*  0.0 : [   6] sky\af1_foggy\foggy_1#small
*  0.0 : [   4] sky\af1_foggy\foggy_2
*  0.0 : [   4] sky\af1_foggy\foggy_2#small
*  0.0 : [   5] sky\af1_foggy\foggy_3
*  0.0 : [   5] sky\af1_foggy\foggy_3#small
*  0.0 : [   5] sky\af1_foggy\foggy_4
*  0.0 : [   5] sky\af1_foggy\foggy_4#small
*  0.0 : [   4] sky\af1_foggy\foggy_5
*  0.0 : [   4] sky\af1_foggy\foggy_5#small
*  0.0 : [   6] sky\af2_blowout\blowout1
*  0.0 : [   6] sky\af2_blowout\blowout1#small
*  0.0 : [   2] sky\af2_blowout\blowout1_1
*  0.0 : [   2] sky\af2_blowout\blowout1_1#small
*  0.0 : [   1] sky\af2_blowout\blowout2
*  0.0 : [   1] sky\af2_blowout\blowout2#small
*  0.0 : [   1] sky\af2_blowout\blowout2_night
*  0.0 : [   1] sky\af2_blowout\blowout2_night#small
*  0.0 : [   2] sky\af2_blowout\blowout3
*  0.0 : [   2] sky\af2_blowout\blowout3#small
*  0.0 : [   5] sky\af2_blowout\blowout3_night
*  0.0 : [   5] sky\af2_blowout\blowout3_night#small
*  0.0 : [   1] sky\af2_blowout\blowout4
*  0.0 : [   1] sky\af2_blowout\blowout4#small
*  0.0 : [   3] sky\af2_blowout\blowout4_night
*  0.0 : [   3] sky\af2_blowout\blowout4_night#small
*  0.0 : [   1] sky\af2_blowout\blowout5_night
*  0.0 : [   1] sky\af2_blowout\blowout5_night#small
*  0.0 : [   1] sky\af2_blowout\blowout6
*  0.0 : [   1] sky\af2_blowout\blowout6#small
*  0.0 : [   2] sky\af2_blowout\blowout7
*  0.0 : [   2] sky\af2_blowout\blowout7#small
*  0.0 : [   3] sky\af2_blowout\blowout7_night
*  0.0 : [   3] sky\af2_blowout\blowout7_night#small
*  0.0 : [   1] sky\af2_cloudy\00-00
*  0.0 : [   1] sky\af2_cloudy\00-00#small
*  0.0 : [   1] sky\af2_foggy\00-00
*  0.0 : [   1] sky\af2_foggy\00-00#small
*  0.0 : [   2] sky\af2_foggy\01-00
*  0.0 : [   2] sky\af2_foggy\01-00#small
*  0.0 : [   1] sky\af2_foggy\06-00
*  0.0 : [   1] sky\af2_foggy\06-00#small
*  0.0 : [   1] sky\af2_foggy\07-00
*  0.0 : [   1] sky\af2_foggy\07-00#small
*  0.0 : [   1] sky\af2_foggy\09-00
*  0.0 : [   1] sky\af2_foggy\09-00#small
*  0.0 : [   4] sky\af2_foggy\10-00
*  0.0 : [   4] sky\af2_foggy\10-00#small
*  0.0 : [   1] sky\af2_foggy\11-00
*  0.0 : [   1] sky\af2_foggy\11-00#small
*  0.0 : [   2] sky\af2_foggy\12-00
*  0.0 : [   2] sky\af2_foggy\12-00#small
*  0.0 : [   1] sky\af2_foggy\13-00
*  0.0 : [   1] sky\af2_foggy\13-00#small
*  0.0 : [   1] sky\af2_foggy\14-00
*  0.0 : [   1] sky\af2_foggy\14-00#small
*  0.0 : [   3] sky\af2_foggy\16-00
*  0.0 : [   3] sky\af2_foggy\16-00#small
*  0.0 : [   1] sky\af2_foggy\17-00
*  0.0 : [   1] sky\af2_foggy\17-00#small
*  0.0 : [   1] sky\af2_foggy\18-00
*  0.0 : [   1] sky\af2_foggy\18-00#small
*  0.0 : [   1] sky\af2_foggy\19-00
*  0.0 : [   1] sky\af2_foggy\19-00#small
*  0.0 : [   1] sky\af2_foggy\21-00
*  0.0 : [   1] sky\af2_foggy\21-00#small
*  0.0 : [   2] sky\af2_foggy\22-00
*  0.0 : [   2] sky\af2_foggy\22-00#small
*  0.0 : [   4] sky\af2_rainy\07-00
*  0.0 : [   4] sky\af2_rainy\07-00#small
*  0.0 : [   4] sky\af2_rainy\09-00_19-00
*  0.0 : [   4] sky\af2_rainy\09-00_19-00#small
*  0.0 : [   6] sky\af2_rainy\13-00
*  0.0 : [   6] sky\af2_rainy\13-00#small
*  0.0 : [   4] sky\af2_rainy\15-00
*  0.0 : [   4] sky\af2_rainy\15-00#small
*  0.0 : [   4] sky\af2_rainy\15-00-2
*  0.0 : [   4] sky\af2_rainy\15-00-2#small
*  0.0 : [   6] sky\af2_rainy\16-00
*  0.0 : [   6] sky\af2_rainy\16-00#small
*  0.0 : [   4] sky\af2_rainy\20-00
*  0.0 : [   4] sky\af2_rainy\20-00#small
*  0.0 : [   5] sky\complete_blowout\blowout12_complete
*  0.0 : [   5] sky\complete_blowout\blowout12_complete#small
*  0.0 : [   5] sky\complete_blowout\blowout13_complete
*  0.0 : [   5] sky\complete_blowout\blowout13_complete#small
*  0.0 : [   5] sky\sky_12_vibros_cube
*  0.0 : [   5] sky\sky_12_vibros_cube#small
*  0.0 : [  21] sky\sky_13_cube
*  0.0 : [  21] sky\sky_13_cube#small
*  0.0 : [  15] sky\sky_13_cube_night
*  0.0 : [  15] sky\sky_13_cube_night#small
*  0.0 : [   1] sky\sky_13_cube_orig
*  0.0 : [   1] sky\sky_13_cube_orig#small
*  0.0 : [  12] sky\sky_13_vibros_cube
*  0.0 : [  12] sky\sky_13_vibros_cube#small
*  0.0 : [   8] sky\sky_14_cube
*  0.0 : [   8] sky\sky_14_cube#small
*  0.0 : [   1] sky\sky_14_cube_af_complete
*  0.0 : [   1] sky\sky_14_cube_af_complete#small
*  0.0 : [   2] sky\sky_17_clouds_cube
*  0.0 : [   2] sky\sky_17_clouds_cube#small
*  0.0 : [   1] sky\sky_17_clouds_cube_artistpavel
*  0.0 : [   1] sky\sky_17_clouds_cube_artistpavel#small
*  0.0 : [   5] sky\sky_17_cube
*  0.0 : [   5] sky\sky_17_cube#small
*  0.0 : [   7] sky\sky_18_cube
*  0.0 : [   7] sky\sky_18_cube#small
*  0.0 : [   1] sky\sky_18_cube_artistpavel_rain
*  0.0 : [   1] sky\sky_18_cube_artistpavel_rain#small
*  0.0 : [  14] sky\sky_19_cube
*  0.0 : [  14] sky\sky_19_cube#small
*  0.0 : [   2] sky\sky_1_clouds_cube
*  0.0 : [   2] sky\sky_1_clouds_cube#small
*  0.0 : [   1] sky\sky_1_clouds_cube_artistpavel
*  0.0 : [   1] sky\sky_1_clouds_cube_artistpavel#small
*  0.0 : [   2] sky\sky_20_clouds_cube
*  0.0 : [   2] sky\sky_20_clouds_cube#small
*  0.0 : [   1] sky\sky_20_clouds_cube_artistpavel
*  0.0 : [   1] sky\sky_20_clouds_cube_artistpavel#small
*  0.0 : [   5] sky\sky_20_cube
*  0.0 : [   5] sky\sky_20_cube#small
*  0.0 : [   2] sky\sky_2_clouds_cube
*  0.0 : [   2] sky\sky_2_clouds_cube#small
*  0.0 : [   1] sky\sky_2_clouds_cube_artistpavel
*  0.0 : [   1] sky\sky_2_clouds_cube_artistpavel#small
*  0.0 : [   5] sky\sky_2_cube
*  0.0 : [   5] sky\sky_2_cube#small
*  0.0 : [  13] sky\sky_3_cube
*  0.0 : [  13] sky\sky_3_cube#small
*  0.0 : [   2] sky\sky_3_cube_day
*  0.0 : [   2] sky\sky_3_cube_day#small
*  0.0 : [   4] sky\sky_4_cube
*  0.0 : [   4] sky\sky_4_cube#small
*  0.0 : [  20] sky\sky_5_cube
*  0.0 : [  20] sky\sky_5_cube#small
*  0.0 : [   3] sky\sky_5_cube_artistpavel
*  0.0 : [   3] sky\sky_5_cube_artistpavel#small
*  0.0 : [   9] sky\sky_6_cube
*  0.0 : [   9] sky\sky_6_cube#small
*  0.0 : [  14] sky\sky_7_cube
*  0.0 : [  14] sky\sky_7_cube#small
*  0.0 : [  10] sky\sky_8_cube
*  0.0 : [  10] sky\sky_8_cube#small
*  0.0 : [  38] sky\sky_9_cube
*  0.0 : [  38] sky\sky_9_cube#small
*  0.0 : [   7] sky\sky_9_cube_artistpavel
*  0.0 : [   7] sky\sky_9_cube_artistpavel#small
*  0.0 : [ 376] sky\sky_oblaka
*  0.0 : [   2] sky\sky_ss_stars_artistpavel
*  0.0 : [   2] sky\sky_ss_stars_artistpavel#small
*  0.0 : [   1] ui\ui_hud
*  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
* 32.1 : [   1] ui\ui_font_arial_14_1600_cent
* 32.1 : [   1] ui\ui_magnifier2
* 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_16_1600_cent
* 64.1 : [   1] ui\ui_font_letter_18_1600_cent
* 128.1 : [   1] ui\ui_font_graff_19_1600_cent
* 128.1 : [   1] ui\ui_font_graff_22_1600_cent
* 128.1 : [   1] ui\ui_font_letter_25_1600_cent
* 231.0 : [   1] ui\video_window
* 256.1 : [   1] ui\ui_font_graff_32_1600_cent
* 256.1 : [   1] ui\ui_font_hud_02
* 270.0 : [   1] ui\video_voroni_crop
* 512.1 : [   1] ui\ui_font_graff_50_1600_cent
* 705.4 : [   1] ui\ui_noise
* 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_options_background
* 1024.1 : [   1] ui\ui_actor_sleep_screen
* 1024.1 : [   1] ui\ui_actor_widescreen_sidepanels
* 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. - Çîâ Ďđčď˙ňč\bin\xrengine.exe"
* phase time: 0 ms
* phase cmem: 111246 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
compiling shader deffer_base_bump_db-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
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 deffer_model_flat_1
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
* [prefetch] time:    17826 ms
* [prefetch] memory:  77953Kb
! Player name in registry is empty! (InstallUserName)
* phase time: 18051 ms
* phase cmem: 191003 K
* phase time: 6 ms
* phase cmem: 191003 K
* Loading spawn registry...
* 6464 spawn points are successfully loaded
* Loading objects...
* 13008 objects are successfully loaded
* Game 01 is successfully loaded from file 'c:\users\public\docume~1\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\savedgames\01.scop' (1.859s)
* phase time: 1858 ms
* phase cmem: 250474 K
* phase time: 63 ms
* phase cmem: 250518 K
* phase time: 7 ms
* phase cmem: 250518 K
* WARNING: player not logged in
* client : connection accepted - <All Ok>
* phase time: 23 ms
* phase cmem: 250552 K
* phase time: 17 ms
* phase cmem: 250552 K
* phase time: 5070 ms
* phase cmem: 351328 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_db-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_db-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_db-hq
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_lmh_bump-hq
compiling shader deffer_base_lmh_aref_bump_db-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_db-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_db-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: 348 ms
* phase cmem: 352522 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: 1794 ms
* phase cmem: 352633 K
* phase time: 211 ms
* phase cmem: 361668 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: 33 ms
* phase cmem: 361684 K
* Loading HOM: c:\program files\gsc world publishing\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\gamedata\levels\zaton\level.hom
* phase time: 1605 ms
* phase cmem: 362462 K
* phase time: 15 ms
* phase cmem: 362462 K
* phase time: 12 ms
* phase cmem: 362462 K
* t-report - base: 1600, 562439 K
* t-report - lmap: 16, 16386 K
* WARNING: player not logged in
* phase time: 17309 ms
* phase cmem: 400356 K
* phase time: 73 ms
* phase cmem: 400356 K
* [win32]: free[312612 K], reserved[203476 K], committed[1581000 K]
* [ D3D ]: textures[617073 K]
* [x-ray]: crt heap[400356 K], process heap[16012 K], game lua[39101 K], render[138 K]
* [x-ray]: economy: strings[24755 K], smem[10018 K]
compiling shader model_env_lq
compiling shader model_env_lq_1
compiling shader model_def_lplanes_0
compiling shader deffer_model_bump_d-hq_1
compiling shader accum_emissivel
compiling shader shadow_direct_model_aref_1
compiling shader deffer_model_bump_d-hq_2
compiling shader model_env_lq_0
compiling shader deffer_model_flat_3
! Unknown command:  dump_infos
intro_start game_loaded
* MEMORY USAGE: 424496 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
compiling shader particle_alphaonly
compiling shader model_distort_2
compiling shader yuv2rgb
* [win32]: free[65684 K], reserved[222680 K], committed[1808724 K]
* [ D3D ]: textures[630038 K]
* [x-ray]: crt heap[406231 K], process heap[15498 K], game lua[41511 K], render[3453 K]
* [x-ray]: economy: strings[26743 K], smem[10046 K]
* [win32]: free[62360 K], reserved[229156 K], committed[1805572 K]
* [ D3D ]: textures[633341 K]
* [x-ray]: crt heap[401228 K], process heap[14984 K], game lua[50949 K], render[3875 K]
* [x-ray]: economy: strings[26759 K], smem[10047 K]
* [win32]: free[67288 K], reserved[229012 K], committed[1800788 K]
* [ D3D ]: textures[633341 K]
* [x-ray]: crt heap[401001 K], process heap[14984 K], game lua[51137 K], render[3876 K]
* [x-ray]: economy: strings[26759 K], smem[10047 K]
* Saving spawns...
* Saving objects...
* 13030 objects are successfully saved
* Game 01.scop is successfully saved to file 'c:\users\public\docume~1\s.t.a.l.k.e.r. - Çîâ Ďđčď˙ňč\savedgames\01.scop'
* [win32]: free[56160 K], reserved[231440 K], committed[1809488 K]
* [ D3D ]: textures[633341 K]
* [x-ray]: crt heap[399635 K], process heap[15500 K], game lua[54042 K], render[4331 K]
* [x-ray]: economy: strings[26959 K], smem[10045 K]
stack trace:

 
[error][       8]    : W magazynie brak miejsca dla wykonania tego polecenia.

rusiano1
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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez scigacz1975 w 21 Lut 2012, 21:40

Ile masz pamięci RAM? - Niekoniecznie to musi być przyczyną ale spróbuj ustawić wirtual memory na min. 4096
wg. tego tematu - viewtopic.php?f=80&t=4498&p=165341&hilit=%40scigacz1975+masz+racj%C4%99&sid=1bbd8d72f8062c4a1d2e73cc8d13f589#p165341 - poza tym spróbuj zmniejszyć rozdzielczość i ustawienia grafiki.
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scigacz1975
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Posty: 3243
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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez rusiano1 w 21 Lut 2012, 21:48

RAM: 3GB.
System: Windows 7 32bit.
Ustawienia gry to: 1440x900 (w oknie), rozszerzone pełne oświetlenie, jakość wysoka.

Myślisz, że plik stronnicowy pomoże?
rusiano1
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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez scigacz1975 w 21 Lut 2012, 21:56

Zdecydowanie - sam system bierze Ci jakieś 1 GB, a complete daje w uj grafiki. - Zmniejsz ustawienia rozdzielczości na 1280x960 i ustaw rozszerzone pełne dynamiczne DX9.
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scigacz1975
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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez rusiano1 w 22 Lut 2012, 16:00

Czy tak ma to wyglądać? W załączniku zrzut.
Załączniki
plik.png
rusiano1
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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez scigacz1975 w 22 Lut 2012, 17:33

Tak - teraz klikasz w ustaw i dajesz ok, potem musisz zrestartować kompa.
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scigacz1975
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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez rusiano1 w 22 Lut 2012, 20:25

Chyba to nic nie dało, nadal wywala gre po kolejnym wczytaniu. Hmmmmm...
Kod: Zaznacz wszystko
FATAL ERROR
 
[error]Expression    : fatal error
[error]Function      : out_of_memory_handler
[error]File          : D:\prog_repository\sources\trunk\xrCore\xrDebugNew.cpp
[error]Line          : 336
[error]Description   : <no expression>
[error]Arguments     : Out of memory. Memory request: 14462 K
 

stack trace:
rusiano1
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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez scigacz1975 w 22 Lut 2012, 21:01

Klasyczny out of memory - zmniejsz parametry grafiki na takie jak Ci :arrowu: podałem i dodaj do skrótu gry parametr -noprefetch

prawy klik na skrót do gry - na dole właściwości - wyświetlą się parametry skrótu - znajdujesz ścieżkę uruchomienia gry (element docelowy) która wygląda tak:
Kod: Zaznacz wszystko
    "X:\S.T.A.L.K.E.R. - Zew Prypeci PL\bin\xrEngine.exe" -noprefetch


i po xrEngine.exe" dodajesz tak jak u mnie w/w parametr -noprefetch (pamiętaj że po cudzysłowie)
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scigacz1975
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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez rusiano1 w 22 Lut 2012, 21:48

Dobra pojawiły się małe komplikacje.

Wersja nr 1:
Stworzyłem skrót do xrEngine.exe (STALKER\bin) i dopisałem do niego -noprefetch
No i wywala błąd: "cannot open file fsgame.ltx".
Rady z tego tematu nic mi nie pomogły.

Wersja nr 2:
Grę odpalam przez domyślny skrót (w folderze z grą) i gra się uruchamia, ale gdy dopiszę do skrótu -noprefetch to nic się nie dzieje, ani błędu, ani uruchomienia gry.

Co robić? Czy jest to wina moda, czy może źle coś robie? Bardzo chciałbym zagrać z modem, ale czy faktycznie crashuje aż tak gre? Może to wina samego CoPa, że jest tak źle "napisany". :(

Chyba zrobie reinstall i sprawdze jak działa bez moda, ewentualnie możesz dopisać jakieś inne sugestie, a jeśli faktycznie to będzie wina moda, no cóż...
rusiano1
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Re: Xray 1.6 crash podczas wczytywania gry

Postprzez scigacz1975 w 22 Lut 2012, 22:22

To jest z mojego skrótu do SoC ale w CoP jest tak samo

Kliknij prawym klawiszem na skrócie i daj "wlaściwości"

w "element docelowy" jest ścieżka:

Kod: Zaznacz wszystko
"D:\S.T.A.L.K.E.R. - Cień Czarnobyla\bin\XR_3DA.exe" -nointro  -noprefetch


po " dajesz spację a potem wpisujesz -noprefetch (między myślnikiem i słowem nie ma spacji)
dajesz ok i powinno pomoc


Edit: Complete pod CoP jest spieprzony i w dodatku dodaje w ciul grafiki która Ci będzie wykrzaczać - jedynie zablokowanie prefetchingu i powiększenie pamięci wirtualnej coś może pomóc. No i oczywiście niższe niż na gołej grze ustawienia jakości grafiki - między innymi wyłączenie AA i mokrych powierzchni. Zapomnij o graniu na pełnym oświetleniu DX10
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scigacz1975
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