Это официальная тема, созданная специально для составления багрепортов для Lost Alpha DC 1.4005+ Пожалуйста, указывайте версию игры. Если вы играете с DLC, укажите с каким. По возможности прикладывайте лог и сохранение
БЕЗ ПОЛНОГО ЛОГА ВЫЛЕТА БАГРЕПОРТ БУДЕТ ПРОИГНОРИРОВАН!
В папке S.T.A.L.K.E.R. - Lost Alpha DC\appdata\logs
В папке S.T.A.L.K.E.R. - Lost Alpha DC\appdata\savedgames
В папке S.T.A.L.K.E.R. - Lost Alpha DC\appdata\screenshots
Сообщение отредактировал realm - Четверг, 28.12.2017, 23:32
Чистая версия. Вообще не запускается, после "Синхронизации игровых объектов" либо вылет на рабочий стол, либо черный экран.
* Log file has been saved successfully! $ LA_DBG:[21830] garbage_cleaner:Cleaning garbage based on 0 ids. *Thread# 5 : Done! *Thread# 14 : Done! *Thread# 12 : Done! *Thread# 15 : Done! *Thread# 13 : Done! *MT Texture Loading Finished ---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
Разобрался это на 10 и 11 Direct x, на 9 запускается, хотя видюха Radeon r270x поддерживает 11.2 директ, ладно перебьюсь, на 9 поиграю, но теперь небо то нормальное, то белое - моргает, что делать то?
Сообщение отредактировал GUnit - Понедельник, 08.01.2018, 13:53
5) Даже с учетом допингов на увелечение переносимого веса, выносливость тратится как при перегрузе. Даже в экзоскелете.
ЦитатаGlad1att0r ()
Артефакты на дополнительный вес работают не совсем корректно. Вес прибавляется, но выносливость при беге теряется как с перевесом.
Так ведь это фишка ещё с оригинального ТЧ. Артефакты на дополнительный вес позволяют вам именно, что ПЕРЕНОСИТЬ большее количество предметов, то бишь не застывать на месте от веса, а вот бегать не получится. Чтобы бегать даже при перегрузе и так далее, нужно качать навык Выносливость, либо надеть прототип ССП-10, в нём бег бесконечный будет.
Добавлено (09.01.2018, 13:45) --------------------------------------------- TheBlackstone, К сожалению это не фича а именно баг. Бонусы на вес должны повышать как верхний так и нижний предел веса. К тому же цифра в окне инвентаря еще и врет нагло. Но это уже поправлено.
В Тёмной долине на базе Монолита, если до разговора с информатором сесть в Ниву и завести двигатель, или просто сесть и не заводить его (проверить машину, допустим), появляется вертолёт и начинает палить, хотя по сюжету пока рановато. LA DC + Gameplay DLC (без оружейного пака).
В Тёмной долине на базе Монолита, если до разговора с информатором сесть в Ниву и завести двигатель, или просто сесть и не заводить его (проверить машину, допустим), появляется вертолёт и начинает палить, хотя по сюжету пока рановато. LA DC + Gameplay DLC (без оружейного пака).
так и было ранее... скорее всего иначе невозможно сделать.
Господа разрабы, у меня такой баг: панель на двери в подземке Припяти не активна. Сейв прилагаю. https://yadi.sk/d/aH-x7m-X3RJfYD (играю с геймплейным длц и ллц на оруж. пак)
Сообщение отредактировал иорданец - Вторник, 09.01.2018, 20:36
Краткой инструкции нет. Говорю же - вылеты рандомны. Может случиться внезапно. Бывают вылеты, когда какие-то изменения в настройках игры делаю, после нажатия кнопки "Применить", причём эти вылеты нельзя повторить.
Initializing File System... Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata.db1. using fs-ltx fsgame.ltx Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\anims.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels.db1. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\meshes.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\shaders.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\sounds.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\sounds.db1. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\spawns.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db1. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db2. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db3. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db4. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db5. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db6. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\ai_test.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\factory_test.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la01_escape.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la02_garbage.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la03_agroprom.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la04_darkdolina.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la04u_darklab.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la05_bar_rostok.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la06_yantar.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la07_military.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la08_deadcity.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la09_swamp.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la10_radar.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la10u_bunker.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la11_pripyat.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la12_stancia.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la12u_sarcofag.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la13_generators.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la13u_oso.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la13u_warlab.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la14_rostok_factory.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la14u_secret_lab.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la15_darkscape.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la16_lost_factory.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la16u_labx16.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la17_outskirts.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la17u_labx7.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la18_damned.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la19_country.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la20_forgotten.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la21_generators_2.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la22_forest.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la23_oldroad.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la24_antennas.db0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\mods\gameplay_dlc_prm_weapons_dlc.xdb. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\mods\la_rus_voice.xdb. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\mods\new_hands.xdb0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\mods\new_npc.xdb0. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\mods\new_npc.xdb1. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\mods\ogse_rain.xdb. Processing archive d:\la\s.t.a.l.k.e.r. - lost alpha dc\mods\prm_ammo.xdb0. FS: 56866 files cached, 9011Kb memory used. Init FileSystem 1.046799 sec Lost Alpha 'xrCore' build 6890, Dec 17 2017
EH: 2CEBD13AD141D89E7893461681509EEC
Initializing Engine... Starting INPUT device... Loading DLL: xrRender_R2.dll Loading DLL: xrRender_R3.dll refCount:m_pAdapter 1 Loading DLL: xrRender_R4.dll Executing config-script "user.ltx"... [d:\la\s.t.a.l.k.e.r. - lost alpha dc\appdata\user.ltx] successfully loaded. Loading DLL: xrRender_R3.dll Loading DLL: xrGame.dll * [win32]: free[3912828 K], reserved[158828 K], committed[122584 K] * [ D3D ]: textures[0 K] * [x-ray]: crt heap[20578 K], process heap[20578 K], game lua[0 K], render[0 K] * [x-ray]: economy: strings[7641 K], smem[0 K] SOUND: OpenAL: All available devices: 1. DirectSound Software, spec. 1.1 (default) 2. DirectSound Software on Динамики (Realtek High Definition Audio), spec. 1.1 3. DirectSound Software on Realtek Digital Output (Realtek High Definition Audio), spec. 1.1 Executing config-script "d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\default_controls.ltx"... [d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\default_controls.ltx] successfully loaded. Executing config-script "user.ltx"... Executing config-script "d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\rspec_extreme.ltx"... [d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\rspec_extreme.ltx] successfully loaded. Executing config-script "d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\default_controls.ltx"... [d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\default_controls.ltx] successfully loaded. [d:\la\s.t.a.l.k.e.r. - lost alpha dc\appdata\user.ltx] successfully loaded. SOUND: Selected device is DirectSound Software * SOUND: EAX extension: absent * SOUND: EAX deferred: absent * sound : cache: 65537 kb, 4856 lines, 13820 bpl Starting RENDER device... * GPU [vendor:10DE]-[device:1187]: NVIDIA GeForce GTX 760 * GPU driver type: hardware * CREATE: DeviceREF: 3 * Texture memory: 2017 M * Direct3D feature level used: 10.1 * GPU shading: vs(0/4.0/40), ps(0/4.0/40) * GPU vertex cache: unrecognized, 24 * NVidia MGPU: Logical(1), Physical(1) * Starting rendering as 2-GPU. * DVB created: 4096K * DIB created: 512K count of .thm files=1663 * HWDST/PCF supported and used s != u32(-1) s != u32(-1) s != u32(-1) - 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[3657404 K], reserved[160356 K], committed[376480 K] * [ D3D ]: textures[80 K] * [x-ray]: crt heap[137192 K], process heap[137192 K], game lua[3327 K], render[136 K] * [x-ray]: economy: strings[7237 K], smem[0 K] "d:\la\s.t.a.l.k.e.r. - lost alpha dc\bins\xr_3da.exe" * phase time: 0 ms * phase cmem: 162641 K Loading objects... Loading models... ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! Texture.size = 2075, i = 21, delta = 100 *Spawning thread# 1 *Spawning thread# 2 *Spawning thread# 3 *Spawning thread# 4 *Spawning thread# 5 *Spawning thread# 6 *Spawning thread# 7 *Spawning thread# 8 *Spawning thread# 9 *Spawning thread# 10 *Spawning thread# 11 *Spawning thread# 12 *Thread# 2 is for textures from 100 to 200 *Thread# 1 is for textures from 0 to 100 *Spawning thread# 13 *Thread# 3 is for textures from 200 to 300 *Spawning thread# 14 *Spawning thread# 15 *Spawning thread# 16 *Spawning thread# 17 *Spawning thread# 18 *Spawning thread# 19 *Thread# 4 is for textures from 300 to 400 *Spawning thread# 20 *Thread# 5 is for textures from 400 to 500 *Spawning thread# 21 *Thread# 6 is for textures from 500 to 600 Spawning threads: Done! readythreadscount = 0 *Thread# 7 is for textures from 600 to 700 *Thread# 8 is for textures from 700 to 800 *Thread# 9 is for textures from 800 to 900 *Thread# 10 is for textures from 900 to 1000 *Thread# 11 is for textures from 1000 to 1100 *Thread# 12 is for textures from 1100 to 1200 *Thread# 13 is for textures from 1200 to 1300 *Thread# 14 is for textures from 1300 to 1400 *Thread# 15 is for textures from 1400 to 1500 *Thread# 16 is for textures from 1500 to 1600 *Thread# 17 is for textures from 1600 to 1700 *Thread# 18 is for textures from 1700 to 1800 *Thread# 19 is for textures from 1800 to 1900 *Thread# 20 is for textures from 1900 to 2000 *Thread# 21 is for textures from 2000 to 2100 * [prefetch] time: 10549 ms * [prefetch] memory: 388149Kb * phase time: 10776 ms * phase cmem: 545935 K $ LA_DBG:[1841] Game_Start: Engine v(<NOT_arg!>) , Game: <nil>v1.4006.gold(241220) ! Fallback to default bump map: act\act_arm_ecolog_bump# ! Fallback to default bump map: act\act_arm_exo_duty_bump ! Fallback to default bump map: act\act_arm_exo_duty_bump# *Thread# 1 : Done! $ LA_DBG:[1841] level_weathers:initing level_weathers *Thread# 12 : Done! *Thread# 5 : Done! *Thread# 10 : Done! *Thread# 17 : Done! *Thread# 6 : Done! *Thread# 14 : Done! $ LA_DBG:[1841] surge_manager:surge_manager inited ---Engine is freezed, saving log * Log file has been saved successfully! *Thread# 11 : Done! $ LA_DBG:[1841] garbage_cleaner:init * Log file has been saved successfully! * phase time: 20365 ms * phase cmem: 562082 K * phase time: 28 ms * phase cmem: 562035 K ---Engine is freezed, saving log * Log file has been saved successfully! * Loading spawn registry... *Thread# 13 : Done! *Thread# 7 : Done! *Thread# 21 : Done! ---Engine is freezed, saving log * Log file has been saved successfully! *Thread# 18 : Done! *Thread# 8 : Done! ! Can't find texture 'act\act_face_01' * 25307 spawn points are successfully loaded * Loading objects... *Thread# 20 : Done! * 37568 objects are successfully loaded ---Engine is freezed, saving log * Log file has been saved successfully! *Thread# 2 : Done! *Thread# 9 : Done! $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[50] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[50] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[50] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[100] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[100] *Thread# 4 : Done! $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[100] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[100] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[100] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[100] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[100] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[100] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(true), min_distance=[100] $ LA_DBG:[1841] se_monster:get_ini: check_distance=(false), min_distance=[150] * Loading Store... $ LA_DBG:[1841] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ $ LA_DBG:[1841] load_storehouse: size=[14]/[3103]bytes : Build=[9448] $ LA_DBG:[1841] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ $ LA_DBG:[1841] Game_Init: Ver=[] Build=[9448=>9448] MemUsage=[21181.844]kB $ LA_DBG:[1841] GameTime=[17:07:06] Map(19)=[la01_escape], knowMaps=[1] * Log file has been saved successfully! *Thread# 15 : Done! *Thread# 19 : Done! *Thread# 3 : Done! *Thread# 16 : Done! *MT Texture Loading Finished ---Engine is freezed, saving log * Log file has been saved successfully! * Game slavon_quicksave_5 is successfully loaded from file 'd:\la\s.t.a.l.k.e.r. - lost alpha dc\appdata\savedgames\slavon_quicksave_5.sav' (16.219s) * phase time: 16218 ms * phase cmem: 632228 K * phase time: 63 ms * phase cmem: 632563 K * client : connection accepted - <> * phase time: 41 ms * phase cmem: 632612 K * phase time: 59 ms * phase cmem: 637704 K * phase time: 246 ms * phase cmem: 700607 K * phase time: 325 ms * phase cmem: 720042 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: 1159 ms * phase cmem: 780570 K * phase time: 148 ms * phase cmem: 795749 K * [DETAILS] VertexConsts(256), Batch(61) * [DETAILS] 62098 v(20), 40565 p * [DETAILS] Batch(61), VB(1212K), IB(237K) * phase time: 166 ms * phase cmem: 802291 K * Loading HOM: d:\la\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la01_escape\level.hom * phase time: 50 ms * phase cmem: 805145 K * phase time: 148 ms * phase cmem: 809302 K - Game configuring : Started - Game configuring : Finished * phase time: 49 ms * phase cmem: 831851 K Texture.size = 3135, i = 32, delta = 100 *Spawning thread# 1 *Spawning thread# 2 *Spawning thread# 3 *Spawning thread# 4 *Spawning thread# 5 *Spawning thread# 6 *Spawning thread# 7 *Spawning thread# 8 *Spawning thread# 9 *Spawning thread# 10 *Spawning thread# 11 *Thread# 1 is for textures from 0 to 100 *Thread# 2 is for textures from 100 to 200 *Thread# 1 : Done! *Spawning thread# 12 *Spawning thread# 13 *Thread# 3 is for textures from 200 to 300 *Spawning thread# 14 *Spawning thread# 15 *Spawning thread# 16 *Spawning thread# 17 *Spawning thread# 18 *Spawning thread# 19 *Thread# 4 is for textures from 300 to 400 *Thread# 4 : Done! *Thread# 5 is for textures from 400 to 500 *Thread# 5 : Done! *Spawning thread# 20 *Spawning thread# 21 *Thread# 6 is for textures from 500 to 600 *Spawning thread# 22 *Spawning thread# 23 *Spawning thread# 24 *Thread# 7 is for textures from 600 to 700 *Spawning thread# 25 *Thread# 8 is for textures from 700 to 800 *Spawning thread# 26 *Spawning thread# 27 *Spawning thread# 28 *Thread# 9 is for textures from 800 to 900 *Spawning thread# 29 *Spawning thread# 30 *Spawning thread# 31 *Spawning thread# 32 Spawning threads: Done! readythreadscount = 3 *Thread# 10 is for textures from 900 to 1000 *Thread# 11 is for textures from 1000 to 1100 *Thread# 12 is for textures from 1100 to 1200 * t-report - base: 3103, 1474484 K * t-report - lmap: 32, 1365 K *Thread# 13 is for textures from 1200 to 1300 *Thread# 14 is for textures from 1300 to 1400 *Thread# 15 is for textures from 1400 to 1500 *Thread# 16 is for textures from 1500 to 1600 *Thread# 17 is for textures from 1600 to 1700 *Thread# 18 is for textures from 1700 to 1800 *Thread# 19 is for textures from 1800 to 1900 *Thread# 20 is for textures from 1900 to 2000 *Thread# 20 : Done! *Thread# 21 is for textures from 2000 to 2100 *Thread# 21 : Done! *Thread# 22 is for textures from 2100 to 2200 *Thread# 23 is for textures from 2200 to 2300 *Thread# 24 is for textures from 2300 to 2400 *Thread# 25 is for textures from 2400 to 2500 *Thread# 26 is for textures from 2500 to 2600 *Thread# 27 is for textures from 2600 to 2700 *Thread# 28 is for textures from 2700 to 2800 *Thread# 29 is for textures from 2800 to 2900 *Thread# 29 : Done! *Thread# 30 is for textures from 2900 to 3000 *Thread# 30 : Done! * phase time: 34 ms *Thread# 31 is for textures from 3000 to 3100 *Thread# 31 : Done! *Thread# 32 is for textures from 3100 to 3200 *Thread# 32 : Done! * phase cmem: 847106 K *Thread# 3 : Done! *Thread# 2 : Done! *Thread# 9 : Done! *Thread# 6 : Done! *Thread# 15 : Done! *Thread# 14 : Done! *Thread# 17 : Done! *Thread# 27 : Done! *Thread# 19 : Done! *Thread# 10 : Done! *Thread# 13 : Done! *Thread# 22 : Done! *Thread# 28 : Done! *Thread# 26 : Done! ---Engine is freezed, saving log * Log file has been saved successfully! *Thread# 18 : Done! *Thread# 16 : Done! *Thread# 12 : Done! *Thread# 8 : Done! *Thread# 7 : Done! *Thread# 11 : Done! ---Engine is freezed, saving log * Log file has been saved successfully! *Thread# 25 : Done! * phase time: 21622 ms * phase cmem: 767960 K * phase time: 108 ms * phase cmem: 767953 K * [win32]: free[638608 K], reserved[148264 K], committed[3407368 K] * [ D3D ]: textures[2028972 K] * [x-ray]: crt heap[767968 K], process heap[767968 K], game lua[43807 K], render[232 K] * [x-ray]: economy: strings[33386 K], smem[440712 K] * Log file has been saved successfully! $ LA_DBG:[75176] level_weathers:presets level_weathers $ LA_DBG:[75176] level_weathers:r3 active $ LA_DBG:[75176] level_weathers:WeatherManager:__init: is dynamic = true : 17:15:40 * Log file has been saved successfully! $ LA_DBG:[75176] garbage_cleaner:Cleaning garbage based on 3 ids. ---Loading of lights\lights_blamplight made a 113.673340ms stutter, should it be prefetched?! ---Loading of internal\internal_light_torch_r2 made a 50.091900ms stutter, should it be prefetched?! ---Loading of act\act_stalker_neutral_2 made a 644.650696ms stutter, should it be prefetched?! *Thread# 23 : Done! ---Loading of act\act_stalker_merc_1 made a 627.372192ms stutter, should it be prefetched?! *Thread# 24 : Done! *MT Texture Loading Finished ---Loading of act\act_stalker_neutral_5 made a 92.297096ms stutter, should it be prefetched?! ---Engine is freezed, saving log * Log file has been saved successfully! ---Engine is freezed, saving log * Log file has been saved successfully! ---Loading of wpn\wpn_crosshair_4x34 made a 64.368988ms stutter, should it be prefetched?! ---Loading of wpn\wpn_crosshair made a 76.421661ms stutter, should it be prefetched?! ---Loading of wpn\wpn_crosshair_bino made a 84.101288ms stutter, should it be prefetched?! ---Loading of act\act_respirator made a 164.997726ms stutter, should it be prefetched?! ---Loading of ui\ui_pda_back_big made a 103.609917ms stutter, should it be prefetched?! ---Loading of ui\ui_old_textures made a 71.962585ms stutter, should it be prefetched?! ---Loading of ui\ui_global_map made a 160.920807ms stutter, should it be prefetched?! ---Loading of map\map_la02_garbage made a 104.928749ms stutter, should it be prefetched?! ---Loading of map\map_la03_agroprom made a 87.099365ms stutter, should it be prefetched?! ---Loading of map\map_la04_darkdolina made a 71.508278ms stutter, should it be prefetched?! ---Loading of map\map_la05_bar_rostok made a 88.814842ms stutter, should it be prefetched?! ---Loading of map\map_la06_yantar made a 73.799400ms stutter, should it be prefetched?! ---Loading of map\map_la07_military made a 85.038872ms stutter, should it be prefetched?! ---Loading of map\map_la08_deadcity made a 70.559837ms stutter, should it be prefetched?! ---Loading of map\map_la09_swamp made a 89.261292ms stutter, should it be prefetched?! ---Loading of map\map_la10_radar made a 70.912109ms stutter, should it be prefetched?! ---Loading of map\map_la11_pripyat made a 90.791122ms stutter, should it be prefetched?! ---Loading of map\map_la12_stancia made a 67.371590ms stutter, should it be prefetched?! ---Loading of map\map_la13_generators made a 85.671875ms stutter, should it be prefetched?! ---Loading of map\map_la14_rostok_factory made a 72.091782ms stutter, should it be prefetched?! ---Loading of map\map_la15_darkscape made a 85.691193ms stutter, should it be prefetched?! ---Loading of map\map_la16_lost_factory made a 91.967766ms stutter, should it be prefetched?! ---Loading of map\map_la17_outskirts made a 67.242996ms stutter, should it be prefetched?! ---Loading of map\map_la19_country made a 91.831635ms stutter, should it be prefetched?! ---Loading of map\map_la20_forgotten made a 72.099930ms stutter, should it be prefetched?! ---Loading of map\map_la22_forest made a 86.900444ms stutter, should it be prefetched?! ---Loading of ui\pc\ui_pc_pda_controls made a 92.751999ms stutter, should it be prefetched?! * MEMORY USAGE: 802821 K * End of synchronization A[1] R[1] *** Game Loading Time: 89355 ms ---Loading of ui\ui_iconsTotal made a 96.529480ms stutter, should it be prefetched?! ---Loading of ui\ui_npc_unique made a 280.867401ms stutter, should it be prefetched?! ! [LUA] SCRIPT RUNTIME ERROR ! [LUA] ... alpha dc\gamedata\scripts\inventory_upgrades.script:361: attempt to index local 'item' (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: ... alpha dc\gamedata\scripts\inventory_upgrades.script:361: attempt to index local 'item' (a nil value)
stack trace:
0023:6067455F xrCore.dll, xrDebug::fatal()
Вылет при нажатии на кнопку Апгрейд, при первом посещении ремонтника Лиса, а точнее не вылет, а полный завис игры, только диспечер задач помогает выйти из игры.
Сообщение отредактировал Outpostsever - Среда, 10.01.2018, 15:16