вам надо поправить 3 файла ltx в папке gamedata/config/scripts (оригиналы надо распаковать из папки mods)и сохранки заработают...
Цитатаmaxx1725 ()
flt_1, после установки спавнера игра вылетает после любой попытки закончить диалог будь то НПЦ либо торговец либо проводник
у меня подозрение, что тут замешан bind_stalker.script)))
ЦитатаsenyaGTA ()
Мне самому не особо по нраву 1.4008, так что играю в 1.4007 и проблем не знаю
Стабильность версии 1.4007 и 1.4008- это как сравнивать бочку меда и ложку... сами знаете чего, звучит неприятно, но достаточно посмотреть ЛЮБОЕ проходжение в ютюбе, чтобы убедиться, что автор мода забаговал движок настолько, что вылеты по дх 11 можно считать "фишкой" мода. При этом, проблемму отсутствия урона по нпс в момент отыгрыша анимации хита, так и не смог ришить или позаимствовать у тех, кто это давно сделал...
Сообщение отредактировал cantik - Понедельник, 04.05.2020, 17:17
Урон от оружия в 2 раза (PRM)!!! (Обновлен для последней оружейке) >>>Ска4ать<<< Для корректного отображения иконок патронов, нужен мой мод на иконки...
* Reading Textures:THM: Count of .thm files: = 1361 BumpDiffuse Flag is assigned in LTX, skipping THM (crete\crete_walls11) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (crete\crete_walls11) Detail Name setting Material is assigned in LTX, skipping THM (crete\crete_walls11) Material setting Parallax is assigned true in LTX, skipping THM (crete\crete_walls11) Parallax setting Bump Name is assigned in LTX, skipping THM (crete\crete_walls11) Bump Name setting BumpDiffuse Flag is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) BumpDiffuse Flag setting Detail Name is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) Detail Name setting Material is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) Material setting Parallax is assigned true in LTX, skipping THM (trees\trees_bark_sux_mox) Parallax setting Bump Name is assigned in LTX, skipping THM (trees\trees_bark_sux_mox) Bump Name setting Material is assigned in LTX, skipping THM (wpn\wpn_colt1911) Material setting Parallax is assigned true in LTX, skipping THM (wpn\wpn_colt1911) Parallax setting Material is assigned in LTX, skipping THM (wpn\wpn_pm) Material setting Parallax is assigned true in LTX, skipping THM (wpn\wpn_pm) Parallax setting Bump Name is assigned in LTX, skipping THM (wpn\wpn_pm) Bump Name setting
* Reading Textures:MINI LTX: Count of .ltx files in Textures: = 115 * HWDST/PCF supported and used - r__tf_aniso 8 - r2_tf_mipbias 0. Script debugger succesfully restarted. Starting engine... ---Engine is freezed, saving log * Log file has been saved successfully! * [win32]: free[3776972 K], reserved[84128 K], committed[333140 K] * [ D3D ]: textures[80 K] * [x-ray]: crt heap[134741 K], process heap[134741 K], game lua[3368 K], render[146 K] * [x-ray]: economy: strings[10877 K], smem[0 K] "c:\games\s.t.a.l.k.e.r. - lost alpha dc\bins\xr_3da.exe" -noprefetch -nospawncheck * phase time: 1 ms * phase cmem: 152854 K $ Frame [43715]; : Game_Start: Engine ver. Release(7749), Game: v2.29.gold(181128)(7235) $ Frame [43715]; : level_weathers:initing level_weathers $ Frame [43715]; : surge_manager:surge_manager inited $ Frame [43715]; : garbage_cleaner:init * Log file has been saved successfully! * phase time: 240 ms * phase cmem: 157574 K * phase time: 4 ms * phase cmem: 157565 K * Creating new game... * Loading spawn registry... * 27333 spawn points are successfully loaded New game arts spawning: zone_grabber_weak_noart -> af_rusty_thorn, total arts = 1 New game arts spawning: zone_mosquito_bald_weak -> af_medusa, total arts = 2 New game arts spawning: zone_mosquito_bald_weak_noart -> af_bouquet, total arts = 3 $ Frame [43717]; : se_monster:get_ini: check_distance=(true), min_distance=[50] $ Frame [43717]; : se_monster:get_ini: check_distance=(true), min_distance=[50] $ Frame [43717]; : se_monster:get_ini: check_distance=(true), min_distance=[50] New game arts spawning: zone_mosquito_bald_average -> af_cristall_flower, total arts = 4 New game arts spawning: zone_burning_fuzz_bottom_average -> af_ivory, total arts = 5 New game arts spawning: zone_mosquito_bald_average_noart -> af_cristall_flower, total arts = 6 $ Frame [43717]; : se_monster:get_ini: check_distance=(true), min_distance=[100] New game arts spawning: zone_buzz_average_noart -> af_liver, total arts = 7 New game arts spawning: zone_buzz_average_noart -> af_liver, total arts = 8 New game arts spawning: zone_gravi_zone_average_noart -> af_crescent, total arts = 9 New game arts spawning: zone_gravi_zone_average_noart -> af_twine, total arts = 10 New game arts spawning: zone_gravi_zone_average_noart -> af_twine, total arts = 11 New game arts spawning: zone_zharka_static_average_noart -> af_eye, total arts = 12 New game arts spawning: zone_mosquito_bald_strong_noart -> af_night_star, total arts = 13 New game arts spawning: zone_mosquito_bald_strong_noart -> af_night_star, total arts = 14 New game arts spawning: zone_mincer_avarage_noart -> af_mincer_meat, total arts = 15 New game arts spawning: zone_buzz_average_noart -> af_liver, total arts = 16 New game arts spawning: zone_buzz_strong_noart -> af_baloon, total arts = 17 New game arts spawning: zone_buzz_strong_noart -> af_baloon, total arts = 18 New game arts spawning: zone_buzz_strong_noart -> af_baloon, total arts = 19 New game arts spawning: zone_mosquito_bald_strong_noart -> af_dummy_dummy, total arts = 20 New game arts spawning: zone_buzz_strong_noart -> af_ameba_mica, total arts = 21 New game arts spawning: zone_mosquito_bald_very_strong -> af_dummy_dummy, total arts = 22 New game arts spawning: zone_mosquito_bald_very_strong -> af_night_star, total arts = 23 New game arts spawning: zone_zharka_static_very_strong_noart -> af_mercury_ball, total arts = 24 New game arts spawning: zone_zharka_static_very_strong_noart -> af_mercury_ball, total arts = 25 New game arts spawning: zone_burning_fuzz_bottom_very_strong -> af_glass, total arts = 26 New game arts spawning: zone_mosquito_bald_very_strong_noart -> af_dummy_dummy, total arts = 27 New game arts spawning: zone_gravi_zone_very_strong_noart -> af_dummy_glassbeads, total arts = 28 New game arts spawning: zone_witches_galantine_very_strong_noart -> af_electra_flash, total arts = 29 New game arts spawning: zone_mosquito_bald_very_strong_noart -> af_dummy_spring, total arts = 30 New game arts spawning: zone_mosquito_bald_very_strong_noart -> af_dummy_spring, total arts = 31 New game arts spawning: zone_mosquito_bald_very_strong_noart -> af_dummy_dummy, total arts = 32 New game arts spawning: zone_mosquito_bald_very_strong_noart -> af_dummy_dummy, total arts = 33 New game arts spawning: zone_mosquito_bald_very_strong_noart -> af_dummy_dummy, total arts = 34 New game arts spawning: zone_mosquito_bald_very_strong_noart -> af_dummy_spring, total arts = 35 New game arts spawning: zone_gravi_zone_very_strong_noart -> af_dummy_glassbeads, total arts = 36 New game arts spawning: zone_isparenie_weak -> af_rock, total arts = 37 New game arts spawning: zone_mincer_weak_noart -> af_blood, total arts = 38 New game arts spawning: zone_buzz_weak_noart -> af_glass_ball, total arts = 39 New game arts spawning: zone_mosquito_bald_weak_noart -> af_cake, total arts = 40 $ Frame [43717]; : se_monster:get_ini: check_distance=(true), min_distance=[100] $ Frame [43717]; : se_monster:get_ini: check_distance=(true), min_distance=[100] New game arts spawning: zone_zharka_static_strong -> af_fire, total arts = 41 New game arts spawning: zone_zharka_static_strong -> af_fire, total arts = 42 New game arts spawning: zone_buzz_strong_noart -> af_baloon, total arts = 43 New game arts spawning: zone_burning_fuzz_bottom_strong -> af_spine, total arts = 44 New game arts spawning: zone_mincer_strong_noart -> af_cuttlefish, total arts = 45 New game arts spawning: zone_gravi_zone_strong_noart -> af_soother, total arts = 46 New game arts spawning: zone_gravi_zone_strong_noart -> af_gold_fish, total arts = 47 New game arts spawning: zone_mosquito_bald_strong_noart -> af_dummy_dummy, total arts = 48 New game arts spawning: zone_zharka_static_strong_noart -> af_fire, total arts = 49 New game arts spawning: zone_burning_fuzz_bottom_strong -> af_glass, total arts = 50 New game arts spawning: zone_gravi_zone_strong -> af_soother, total arts = 51 New game arts spawning: zone_gravi_zone_strong_noart -> af_gold_fish, total arts = 52 New game arts spawning: zone_gravi_zone_strong_noart -> af_soother, total arts = 53 New game arts spawning: zone_gravi_zone_strong_noart -> af_gold_fish, total arts = 54 $ Frame [43717]; : se_monster:get_ini: check_distance=(false), min_distance=[150] New game arts spawning: zone_mosquito_bald_very_strong_noart -> af_dummy_dummy, total arts = 55 New game arts spawning: zone_witches_galantine_average -> af_twinkle, total arts = 56 New game arts spawning: zone_gravi_zone_average_noart -> af_twine, total arts = 57 New game arts spawning: zone_gravi_zone_average_noart -> af_crescent, total arts = 58 New game arts spawning: zone_zharka_static_average -> af_fireball, total arts = 59 New game arts spawning: zone_mincer_avarage_noart -> af_devils_guts, total arts = 60 New game arts spawning: zone_witches_galantine_average -> af_jewel, total arts = 61 New game arts spawning: zone_mosquito_bald_weak -> af_cake, total arts = 62 New game arts spawning: zone_mosquito_bald_average -> af_cristall_flower, total arts = 63 New game arts spawning: zone_mosquito_bald_weak -> af_bouquet, total arts = 64 New game arts spawning: zone_mosquito_bald_weak -> af_cake, total arts = 65 New game arts spawning: zone_zharka_static_average -> af_eye, total arts = 66 New game arts spawning: zone_mosquito_bald_weak -> af_bouquet, total arts = 67 New game arts spawning: zone_mosquito_bald_weak -> af_medusa, total arts = 68 New game arts spawning: zone_mosquito_bald_strong -> af_night_star, total arts = 69 New game arts spawning: zone_mosquito_bald_strong -> af_dummy_spring, total arts = 70 New game arts spawning: zone_gravi_zone_strong -> af_gold_fish, total arts = 71 New game arts spawning: zone_mincer_strong_noart -> af_cuttlefish, total arts = 72 New game arts spawning: zone_mosquito_bald_strong_noart -> af_night_star, total arts = 73 $ Frame [43717]; : Game_Init: Ver=[] Build=[7235] MemUsage=[18503.965]kB $ Frame [43717]; : GameTime=[07:40:00] Map(19)=[la01_escape] * Log file has been saved successfully! * Saving spawns... * Saving objects... * 34658 objects are successfully saved * Writing Store... $ Frame [43717]; : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ $ Frame [43717]; : save_storehouse: size=[3]/[34]bytes : Build=[7235] $ Frame [43717]; : ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Game all.sav is successfully saved to file 'appdata\savedgames\all.sav' * New game is successfully created! * phase time: 13139 ms * phase cmem: 218889 K * phase time: 12 ms * phase cmem: 219192 K * client : connection accepted - <> * phase time: 6 ms * phase cmem: 219233 K * phase time: 5 ms * phase cmem: 219233 K * phase time: 100 ms * phase cmem: 282243 K * phase time: 1863 ms * phase cmem: 378804 K * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 36682 verts, 1146 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65532 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65532 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 63865 verts, 1995 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65534 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65535 verts, 2047 Kb * [Loading VB] 65533 verts, 2047 Kb * [Loading VB] 65512 verts, 2047 Kb * [Loading VB] 20330 verts, 635 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] 451317 indices, 881 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65533 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65533 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65534 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 65535 verts, 767 Kb * [Loading VB] 26622 verts, 311 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] 865962 indices, 1691 Kb * phase time: 145 ms * phase cmem: 387001 K * phase time: 37 ms * phase cmem: 394917 K * [DETAILS] VertexConsts(256), Batch(61) * [DETAILS] 62098 v(20), 40565 p * [DETAILS] Batch(61), VB(1212K), IB(237K) * phase time: 198 ms * phase cmem: 405936 K * Loading HOM: gamedata\levels\la01_escape\level.hom * phase time: 29 ms * phase cmem: 408707 K * phase time: 22 ms * phase cmem: 409080 K - Game configuring : Started - Game configuring : Finished * phase time: 25 ms * phase cmem: 428930 K ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! * t-report - base: 2092, 2079159 K * t-report - lmap: 30, 30723 K * phase time: 77718 ms * phase cmem: 362050 K * phase time: 1126 ms * phase cmem: 364038 K * phase time: 11 ms * phase cmem: 364039 K * [win32]: free[814952 K], reserved[91412 K], committed[3287876 K] * [ D3D ]: textures[2128213 K] * [x-ray]: crt heap[364039 K], process heap[364039 K], game lua[36261 K], render[196 K] * [x-ray]: economy: strings[16674 K], smem[1421 K] * Log file has been saved successfully! $ Frame [43742]; : level_weathers:presets level_weathers $ Frame [43742]; : level_weathers:WeatherManager:__init: is dynamic = true : 07:51:09 * Log file has been saved successfully! ! item [cgim_console] not found!! ! item [cgim_console] not found!! $ Frame [43742]; : garbage_cleaner:Cleaning garbage based on 0 ids. ! [LUA] SCRIPT RUNTIME ERROR ! [LUA] gamedata\scripts\bind_shelter.script:23: attempt to call field 'binder_check2' (a nil value)
FATAL ERROR
[error]Expression : fatal error [error]Function : CScriptEngine::lua_error [error]File : script_engine.cpp [error]Line : 75 [error]Description : <no expression> [error]Arguments : LUA error: gamedata\scripts\bind_shelter.script:23: attempt to call field 'binder_check2' (a nil value)
Как оказалось, я в прошлый раз перепутал , и выложил не тот архив, с ошибками ))) Спванер для 1.4008 Extended ссылка прежняя Перед установкой обязательно удалить старую версию. Вылетов вроде нет. При отключенном через конфигуратор моде, игра через батник в -developer может не запускатся. С установленным новым движком, игра у меня даже без спванера превратилась в какой-то "вылеталкер" часто зависает намертво.
Сообщение отредактировал flt_1 - Четверг, 07.05.2020, 18:54
Как оказалось, я в прошлый раз перепутал , и выложил не тот архив, с ошибками ))) Спванер для 1.4008 Extended ссылка прежняя Перед установкой обязательно удалить старую версию. Вылетов вроде нет. При отключенном через конфигуратор моде, игра через батник в -developer может не запускатся. С установленным новым движком, игра у меня даже без спванера превратилась в какой-то "вылеталкер" часто зависает намертво.
без спавнера у меня норм работает но вот при запуске в режиме разработчика играть можно до первой сохранки,далее сейвы крашатся. а без девелопер режима те же сейвы норм грузятся.
Вроде с вылетами разобрался: Спванер для 1.4008 Extended обновление v. 1.01 ссылка прежняя. Обновление обязательно! Если ставилась первая версия, то из папки mods обязательно надо удалить ladc_z_new_extended.xdb99.
Приветствую, поставил спавнер, версия lost alpha dc extended 2.36 с обновлённым движком, сам спавнер работает,но сохранения не робят, либо я чего-то не знаю и нужно как-то через меню спавнера сохраняться?