Случайная подборка модов
Вариант Омега 2
3.6
Clear Sky Complete
4.1
Тайные Тропы 2
4.2
R.M.A. Atmospheric Addon 3.0
4.0
Радар - глухой лес
2.6
День одиночки
1.6
Последние обновленные темы Прямой эфир Самые популярные темы Последние новости
Архив - только для чтения
Del
Германия  RastaMichael
Воскресенье, 24.12.2017, 23:22 | Сообщение # 1
Lost Alpha DC
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Del.
Сообщение отредактировал RastaMichael - Четверг, 22.11.2018, 15:01
  Злобная реклама
Воскресенье, 24.12.2017, 23:22
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Регистрация: 01.02.2011
Российская Федерация  KADAR
Понедельник, 02.07.2018, 17:54 | Сообщение # 5041
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Цитата tan_Roon ()
Смотрел Лог файл вроде ничего не нашел.

ну так скинь его целиком, может другие найдут
  Злобная реклама
Понедельник, 02.07.2018, 17:54
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Российская Федерация  ewsh
Понедельник, 02.07.2018, 21:14 | Сообщение # 5042
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Цитата tan_Roon ()
вылетела при смене локации на радар

если садился-катался на бибике по радару, то у некоторых вылетает..
  Злобная реклама
Понедельник, 02.07.2018, 21:14
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Украина  DEM
Понедельник, 02.07.2018, 21:56 | Сообщение # 5043
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RastaMichael, а Sound Environment с локаций не вырезали?
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Понедельник, 02.07.2018, 21:56
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Регистрация: 26.08.2012
Российская Федерация  HitmanNew
Понедельник, 02.07.2018, 22:01 | Сообщение # 5044
Lost Alpha DC
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DEM, в 1.4007 есть Sound Environment на всех локациях и практически в каждом здании/подземелье/тоннеле и т.п.
  Злобная реклама
Понедельник, 02.07.2018, 22:01
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Российская Федерация  Belialia
Среда, 04.07.2018, 21:15 | Сообщение # 5045
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День добрый, собственно какой вопрос в темной долине куртку бандитскую я нашла одела, но почему-то на подходе к базе бандитов все равно начинают стрелять. Как быть? Пробовала убить их, так монолит тоже враги. Их че всех перебить придется?
  Злобная реклама
Среда, 04.07.2018, 21:15
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Регистрация: 17.02.2018
Российская Федерация  Laksa
Среда, 04.07.2018, 21:47 | Сообщение # 5046
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Цитата Belialia ()
в темной долине куртку бандитскую я нашла одела, но почему-то на подходе к базе бандитов все равно начинают стрелять. Как быть? Пробовала убить их, так монолит тоже враги. Их че всех перебить придется?

Belialia, да нет, если одела нужное, стрелять не должны.
И монолит стрелять сразу - не должны.
Курточку с тушки брала и там потом кровососики прибежали? Или нет?
Попробуй откат, возможно придется даже с захода на локу.
Удачи. smile
P.S. Когда бандиты стрелять по тебе не будут и добудешь нужное, то особо долго там не задерживайся, сразу дальше.
  Злобная реклама
Среда, 04.07.2018, 21:47
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Российская Федерация  dumidum
Среда, 04.07.2018, 22:33 | Сообщение # 5047
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После куртки разве не надо у пьяного пароль узнать?
  Злобная реклама
Среда, 04.07.2018, 22:33
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Сообщений: 666
Регистрация: 01.08.2015
Российская Федерация  Laksa
Среда, 04.07.2018, 22:44 | Сообщение # 5048
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Цитата dumidum ()
После куртки разве не надо у пьяного пароль узнать?

Да, пароль - первым делом.
Ранее на базе у бандитиков м.б. помародерить быстро и безнаказанно.
Воровала и просто бросала все на авт. остановке.
Но потом возможность краж убрали.
Но ограничение времени от момента узнавания пароля до захода к монолиту оставили, как и ограничение времени (без стрельбы) у монолита ... biggrin tongue smile
  Злобная реклама
Среда, 04.07.2018, 22:44
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Беларусь  Magnymlord@
Среда, 04.07.2018, 23:26 | Сообщение # 5049
Статус:
Бывалый:
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Ну что ребят,когда там намечается 1,4,0000007 ? wink smile А то чёт скукотааа smile
  Злобная реклама
Среда, 04.07.2018, 23:26
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Российская Федерация  Belialia
Четверг, 05.07.2018, 20:29 | Сообщение # 5050
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sterv-za, да как положено в туннеле и кровосося убила, эх ну попробуем с начала локи
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Четверг, 05.07.2018, 20:29
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Российская Федерация  senyaGTA
Понедельник, 09.07.2018, 14:19 | Сообщение # 5051
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Цитата tan_Roon ()
на смене локации при загрузке autosave.sav после клиент синхронизация игровых процессов вылетает игра


Попробуй загрузить именно *имя*_autosave.
  Злобная реклама
Понедельник, 09.07.2018, 14:19
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Соединенные Штаты  CapitN_KANG
Понедельник, 09.07.2018, 22:52 | Сообщение # 5052
Статус:
Гость:
Сообщений: 54
Награды: 4
Регистрация: 21.06.2018

Кто знает, как помочь Dezowave Team копеечкой? Скиньте реквизиты Qiwi, WebMoney, Donation Alerts и т.д..
  Злобная реклама
Понедельник, 09.07.2018, 22:52
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Российская Федерация  KADAR
Понедельник, 09.07.2018, 23:31 | Сообщение # 5053
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CapitN_KANG, щас тебе скинут ) Напиши в личку RastaMichael
  Злобная реклама
Понедельник, 09.07.2018, 23:31
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Российская Федерация  Buriy
Вторник, 10.07.2018, 09:54 | Сообщение # 5054
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Цитата CapitN_KANG ()
Кто знает, как помочь Dezowave Team копеечкой? Скиньте реквизиты Qiwi, WebMoney, Donation Alerts и т.д..

Яндекс деньги подойдут? Если да, то могу скинуть номер кошелька biggrin :D biggrin
Сообщение отредактировал Buriy - Вторник, 10.07.2018, 09:55
  Злобная реклама
Вторник, 10.07.2018, 09:54
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Российская Федерация  tan_Roon
Вторник, 10.07.2018, 11:00 | Сообщение # 5055
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Всем доброго времени суток, вот лог, заранее всем спасибо за ответ

Код
* Detected CPU: Intel(R) Celeron(R) CPU G1840 @ 2.80GHz [GenuineIntel], F6/M12/S3, 2792.00 mhz, 24-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
* CPU cores/threads: 2/2

Initializing File System...
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata.db1.
using fs-ltx fsgame.ltx
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\anims.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels.db1.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\meshes.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\shaders.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\sounds.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\sounds.db1.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\spawns.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db1.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db2.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db3.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db4.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db5.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\textures.db6.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\ai_test.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\factory_test.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la01_escape.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la02_garbage.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la03_agroprom.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la04_darkdolina.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la04u_darklab.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la05_bar_rostok.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la06_yantar.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la07_military.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la08_deadcity.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la09_swamp.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la10_radar.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la10u_bunker.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la11_pripyat.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la12_stancia.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la12u_sarcofag.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la13_generators.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la13u_oso.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la13u_warlab.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la14_rostok_factory.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la14u_secret_lab.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la15_darkscape.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la16_lost_factory.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la16u_labx16.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la17_outskirts.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la17u_labx7.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la18_damned.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la19_country.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la20_forgotten.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la21_generators_2.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la22_forest.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la23_oldroad.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la24_antennas.db0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\autumn.xdb.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\gameplay_dlc_prm_weapons_dlc.xdb0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\la_rus_voice.xdb.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\new_npc.xdb0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\new_npc.xdb1.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\new_npc.xdb2.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\ogse_rain.xdb.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\rus_voice_dreams_strelok.xdb0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\super_car_trunk.xdb0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\super_dark_nights.xdb0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\ultra_hardcore_economy.xdb.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\ultra_hardcore_survival.xdb.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\x_autosave_mod.xdb0.
Processing archive g:\s.t.a.l.k.e.r. - lost alpha dc\mods\x_gameplay_dlc_to_1_4b3.xdb0.
FS: 54864 files cached, 8595Kb memory used.
Init FileSystem 3.667801 sec
Lost Alpha 'xrCore' build 6969, Mar  6 2018

EH: 6669E1A111A1B2DD5D4F2F05FC2A46EF

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"...
[g:\s.t.a.l.k.e.r. - lost alpha dc\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
* [win32]: free[3885348 K], reserved[193780 K], committed[115112 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[19538 K], process heap[19538 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7676 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 W1942-4 (NVIDIA High Definition Audio), spec. 1.1
Executing config-script "g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\default_controls.ltx"...
[g:\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 "g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\rspec_extreme.ltx"...
[g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\rspec_extreme.ltx] successfully loaded.
Executing config-script "g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\default_controls.ltx"...
[g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\config\default_controls.ltx] successfully loaded.
[g:\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:1C03]: NVIDIA GeForce GTX 1060 6GB
* GPU driver: 23.21.13.8813
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
*     Texture memory: 4087 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: 4096K
* DIB created: 512K
count of .thm files=1610
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 1448x1086
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
compiling shader particle
compiling shader particle
compiling shader particle_distort
- r__tf_aniso 14
- r1_tf_mipbias 0.
compiling shader simple_color
compiling shader portal
compiling shader editor
Script debugger succesfully restarted.
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
---Engine is freezed, saving log
* Log file has been saved successfully!
compiling shader effects_gradient_p
compiling shader ecb_fx_gradient
compiling shader yuv2rgb
compiling shader yuv2rgb
* [win32]: free[3664628 K], reserved[213168 K], committed[316444 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[133350 K], process heap[133350 K], game lua[3327 K], render[310 K]
* [x-ray]: economy: strings[7244 K], smem[0 K]
compiling shader model_def_hq
compiling shader model_def_hq_3
compiling shader model_def_lq
compiling shader model_def_lq_3
compiling shader add_point
compiling shader model_def_point_3
compiling shader add_spot
compiling shader model_def_spot_3
compiling shader model_shadow
compiling shader model_def_shadow_3
"g:\s.t.a.l.k.e.r. - lost alpha dc\bins\xr_3da.exe" -external -noprefetch -nospawncheck
* phase time: 6 ms
* phase cmem: 156619 K
$ LA_DBG:[12040] Game_Start: Engine v(<NOT_arg!>) , Game: <nil>v1.4006.gold(241220)
$ LA_DBG:[12040] level_weathers:initing level_weathers
$ LA_DBG:[12040] surge_manager:surge_manager inited
$ LA_DBG:[12040] garbage_cleaner:init
* Log file has been saved successfully!
* phase time: 327 ms
* phase cmem: 160586 K
* phase time: 4 ms
* phase cmem: 160560 K
* Loading spawn registry...
* 25139 spawn points are successfully loaded
* Loading objects...
* 36433 objects are successfully loaded
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[50]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[50]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[50]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[12040] se_monster:get_ini: check_distance=(false), min_distance=[150]
* Loading Store...
$ LA_DBG:[12040] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[12040] load_storehouse: size=[19]/[6046]bytes : Build=[9448]
$ LA_DBG:[12040] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[12040] Game_Init: Ver=[] Build=[9448=>9448] MemUsage=[20580.270]kB
$ LA_DBG:[12040] GameTime=[06:42:19] Map(45)=[la19_country], knowMaps=[20]
* Log file has been saved successfully!
* Game 112 is successfully loaded from file 'g:\s.t.a.l.k.e.r. - lost alpha dc\appdata\savedgames\112.sav' (5.290s)
* phase time: 5289 ms
* phase cmem: 252602 K
* phase time: 124 ms
* phase cmem: 252843 K
* client : connection accepted - <>
* phase time: 35 ms
* phase cmem: 252891 K
* phase time: 14 ms
* phase cmem: 252891 K
* phase time: 634 ms
* phase cmem: 353594 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert_dt
compiling shader vert_dt
compiling shader vert
compiling shader vert
compiling shader vert_point
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader simple
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap_dt
compiling shader lmap_dt
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader tree_w_dt
compiling shader tree_s
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_w
compiling shader tree_s_dt
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader avg4
* phase time: 425 ms
* phase cmem: 374414 K
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65523 verts, 2047 Kb
* [Loading VB] 35049 verts, 1095 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65531 verts, 2047 Kb
* [Loading VB] 65533 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] 65535 verts, 2047 Kb
* [Loading VB] 65521 verts, 2047 Kb
* [Loading VB] 65495 verts, 2046 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 53837 verts, 1682 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 6907 verts, 215 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] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 562425 indices, 1098 Kb
* phase time: 1014 ms
* phase cmem: 525051 K
* phase time: 109 ms
* phase cmem: 536655 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 62830 v(20), 40809 p
* [DETAILS] Batch(61), VB(1227K), IB(239K)
* phase time: 282 ms
* phase cmem: 551625 K
* Loading HOM: g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la19_country\level.hom
* phase time: 19 ms
* phase cmem: 552355 K
* phase time: 124 ms
* phase cmem: 559099 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 36 ms
* phase cmem: 583296 K
Texture.size = 1196, i = 12, delta = 100
*Spawning thread# 1
*Spawning thread# 2
*Spawning thread# 3
*Thread# 1 is for textures from 0 to 100
*Thread# 2 is for textures from 100 to 200
*Thread# 3 is for textures from 200 to 300
*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
Spawning threads: Done! readythreadscount = 0
* t-report - base: 1170, 2978 K
* t-report - lmap: 26, 0 K
* phase time: 11 ms
* phase cmem: 585503 K
*Thread# 4 is for textures from 300 to 400
*Thread# 5 is for textures from 400 to 500
*Thread# 6 is for textures from 500 to 600
*Thread# 7 is for textures from 600 to 700
! Can't find texture 'shoker_mod\explosions\firesmokeparticle'
*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# 7 : Done!
*Thread# 5 : Done!
*Thread# 8 : Done!
* phase time: 12608 ms
* phase cmem: 1067205 K
* phase time: 36 ms
* phase cmem: 1068293 K
*Thread# 6 : Done!
* [win32]: free[2548580 K], reserved[239384 K], committed[1406276 K]
* [ D3D ]: textures[450911 K]
* [x-ray]: crt heap[1068824 K], process heap[1069209 K], game lua[43276 K], render[317 K]
* [x-ray]: economy: strings[32097 K], smem[1904 K]
compiling shader model_def_hq_2
*Thread# 1 : Done!
*Thread# 4 : Done!
compiling shader model_def_lq_2
*Thread# 9 : Done!
*Thread# 3 : Done!
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_def_shadow_2
*Thread# 12 : Done!
*Thread# 10 : Done!
*Thread# 2 : Done!
---Engine is freezed, saving log
* Log file has been saved successfully!
*Thread# 11 : Done!
*MT Texture Loading Finished
* Log file has been saved successfully!
$ LA_DBG:[34060] level_weathers:presets level_weathers
$ LA_DBG:[34060] level_weathers:r1 active
$ LA_DBG:[34060] level_weathers:WeatherManager:__init: is dynamic = false : 06:44:53
* Log file has been saved successfully!
$ LA_DBG:[34060] garbage_cleaner:Cleaning garbage based on 65 ids.
compiling shader model_def_lqs_0
compiling shader model_def_point_0
compiling shader model_def_spot_0
compiling shader model_env_hq
compiling shader model_env_hq_0
compiling shader model_env_lq
compiling shader model_env_lq_0
compiling shader model_def_shadow_0
compiling shader model_def_hq_0
compiling shader model_def_lq_0
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_def_hq_1
compiling shader model_def_lq_1
compiling shader model_def_point_1
compiling shader model_def_spot_1
compiling shader model_def_shadow_1
compiling shader model_env_hq_1
compiling shader model_env_lq_1
compiling shader model_def_lqs_2
compiling shader model_def_lqs_1
compiling shader model_def_lplanes_0
---Engine is freezed, saving log
* Log file has been saved successfully!
compiling shader model_distort_2
* MEMORY USAGE: 1391408 K
* End of synchronization A[1] R[1]
*** Game Loading Time: 36056 ms
* DVB created: 4096K
* DIB created: 512K
- r__tf_aniso 14
- r1_tf_mipbias 0.
* SSample: 1448x1086
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
* RM_Dump: textures  : 1336
* RM_Dump: rtargets  : 6
* RM_Dump: vs        : 72
* RM_Dump: ps        : 32
* RM_Dump: dcl       : 13
* RM_Dump: states    : 76
* RM_Dump: tex_list  : 3390
* RM_Dump: matrices  : 0
* RM_Dump: lst_constants: 0
* RM_Dump: v_passes  : 3885
* RM_Dump: v_elements: 3904
* RM_Dump: v_shaders : 1577
* 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.
*** RESET [3580 ms]
* MEMORY USAGE: 1377044 K
* End of synchronization A[1] R[1]
*** Game Loading Time: 54510 ms
$ LA_DBG:[69076] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[69076] Game_Save:BuildMod=[9448]:[06:48:59]:MemUsage=[32347.945]kB:TimeFactor=[7],Map=[45~>29]
$ LA_DBG:[69076] task_manager:save:#tasks=[79]/[0],size=[1220]
$ LA_DBG:[69076] treasure_manager:save: #treasure=[36],size=[272]
~ Used 4 NetPacket(s) total objects 2995 total stored 27366b
* Saving spawns...
* Saving objects...
* 36432 objects are successfully saved
* Writing Store...
$ LA_DBG:[69076] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[69076] save_storehouse: size=[19]/[5796]bytes : Build=[9448]
$ LA_DBG:[69076] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game Ruslan_autosave.sav is successfully saved to file 'g:\s.t.a.l.k.e.r. - lost alpha dc\appdata\savedgames\ruslan_autosave.sav'
- Disconnect
- Destroying level
~ CClientSpawnManager is empty
* [ D3D ]: textures[633333 K]
"g:\s.t.a.l.k.e.r. - lost alpha dc\bins\xr_3da.exe" -external -noprefetch -nospawncheck
* phase time: 5 ms
* phase cmem: 990291 K
$ LA_DBG:[69468] Game_Start: Engine v(<NOT_arg!>) , Game: <nil>v1.4006.gold(241220)
$ LA_DBG:[69468] level_weathers:initing level_weathers
$ LA_DBG:[69468] surge_manager:surge_manager inited
$ LA_DBG:[69468] garbage_cleaner:init
* Log file has been saved successfully!
* phase time: 268 ms
* phase cmem: 995713 K
* phase time: 27 ms
* phase cmem: 995707 K
* Loading spawn registry...
* 25139 spawn points are successfully loaded
* Loading objects...
* 36432 objects are successfully loaded
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[50]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[50]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[50]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(true), min_distance=[100]
$ LA_DBG:[69468] se_monster:get_ini: check_distance=(false), min_distance=[150]
* Loading Store...
$ LA_DBG:[69468] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[69468] load_storehouse: size=[19]/[5796]bytes : Build=[9448]
$ LA_DBG:[69468] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[69468] Game_Init: Ver=[] Build=[9448=>9448] MemUsage=[20578.734]kB
$ LA_DBG:[69468] GameTime=[06:48:59] Map(29)=[la10_radar], MapSaved(45)=[la19_country], knowMaps=[20]
* Log file has been saved successfully!
* Game ruslan_autosave is successfully loaded from file 'g:\s.t.a.l.k.e.r. - lost alpha dc\appdata\savedgames\ruslan_autosave.sav' (4.731s)
* phase time: 4731 ms
* phase cmem: 1014234 K
* phase time: 36 ms
* phase cmem: 1014212 K
* client : connection accepted - <>
* phase time: 40 ms
* phase cmem: 1014260 K
* phase time: 33 ms
* phase cmem: 1014260 K
* phase time: 371 ms
* phase cmem: 1080025 K
compiling shader effects_glow_p
compiling shader ecb_fx_generic
compiling shader vert
compiling shader vert
compiling shader vert_point
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader vert_dt
compiling shader vert_dt
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader lmap_dt
compiling shader lmap_dt
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader tree_w_dt
compiling shader tree_s
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader tree_w
compiling shader tree_s_dt
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader avg4
* phase time: 235 ms
* phase cmem: 1085439 K
* [Loading VB] 65522 verts, 2047 Kb
* [Loading VB] 65524 verts, 2047 Kb
* [Loading VB] 65524 verts, 2047 Kb
* [Loading VB] 65511 verts, 2047 Kb
* [Loading VB] 12157 verts, 379 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65533 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] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65532 verts, 2047 Kb
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 28797 verts, 899 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] 65535 verts, 2047 Kb
* [Loading VB] 49889 verts, 1559 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] 265635 indices, 518 Kb
* phase time: 740 ms
* phase cmem: 1200830 K
* phase time: 80 ms
* phase cmem: 1204768 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 49898 v(20), 28670 p
* [DETAILS] Batch(61), VB(974K), IB(167K)
* phase time: 68 ms
* phase cmem: 1209138 K
* Loading HOM: g:\s.t.a.l.k.e.r. - lost alpha dc\gamedata\levels\la10_radar\level.hom
* phase time: 33 ms
* phase cmem: 1211158 K
* phase time: 92 ms
* phase cmem: 1215014 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 49 ms
* phase cmem: 1235550 K
Texture.size = 1531, i = 16, 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
*Thread# 1 is for textures from 0 to 100
*Spawning thread# 9
*Spawning thread# 10
*Spawning thread# 11
*Spawning thread# 12
*Spawning thread# 13
*Spawning thread# 14
*Spawning thread# 15
*Spawning thread# 16
*Thread# 2 is for textures from 100 to 200
Spawning threads: Done! readythreadscount = 0
* t-report - base: 1505, 635483 K
* t-report - lmap: 26, 0 K
* phase time: 30 ms
*Thread# 3 is for textures from 200 to 300
*Thread# 4 is for textures from 300 to 400
*Thread# 5 is for textures from 400 to 500
*Thread# 6 is for textures from 500 to 600
*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# 10 : Done!
*Thread# 11 is for textures from 1000 to 1100
*Thread# 11 : Done!
*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# 1 : Done!
* phase cmem: 1245504 K
*Thread# 9 : Done!
* phase time: 357 ms
* phase cmem: 1273411 K
* phase time: 29 ms
*Thread# 6 : Done!
* phase cmem: 1274924 K
* [win32]: free[2285944 K], reserved[350036 K], committed[1558260 K]
* [ D3D ]: textures[644767 K]
* [x-ray]: crt heap[1277908 K], process heap[1279927 K], game lua[42871 K], render[594 K]
* [x-ray]: economy: strings[38490 K], smem[13290 K]
*Thread# 3 : Done!
*Thread# 16 : Done!
* Log file has been saved successfully!
*Thread# 12 : Done!
$ LA_DBG:[77946] level_weathers:presets level_weathers
$ LA_DBG:[77946] level_weathers:r1 active
$ LA_DBG:[77946] level_weathers:WeatherManager:__init: is dynamic = false : 06:49:58
*Thread# 15 : Done!
* Log file has been saved successfully!
$ LA_DBG:[77946] garbage_cleaner:Cleaning garbage based on 63 ids.
*Thread# 7 : Done!
*Thread# 4 : Done!
*Thread# 8 : Done!
*Thread# 2 : Done!
*Thread# 5 : Done!
*Thread# 13 : Done!
*Thread# 14 : Done!
*MT Texture Loading Finished
$ LA_DBG:[77946] xr_logic:pstor_load_all:Obj=[radar_m_car],Cnt=[30226]>32:<Warning!>
$ LA_DBG:[77946] xr_logic:pstor_load_all:Obj=[radar_m_car/16572],Type(13/32)=[122]<~?:Var(€oЈg(Ѓ)=[nil]:<Error!>
$ LA_DBG:[77946] xr_logic:pstor_load_all:Obj=[radar_m_car/16572],Type(25/32)=[122]<~?:Var(€oЈg(Ѓ)=[nil]:<Error!>
$ LA_DBG:[77946] ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[77946] [error]ABORT CALLED:
$ LA_DBG:[77946] [error]From: gamedata\scripts\_g.script in function 'set_save_marker' (1048)
$ LA_DBG:[77946] [error]Line: 1069
$ LA_DBG:[77946] [error]Description: set_save_marker:[xr_logic:radar_m_car]:LOAD:Size=[291]<x>[0]:build=[9448]
$ LA_DBG:[77946] ABORT:
stack traceback:
    ....l.k.e.r. - lost alpha dc\gamedata\scripts\_g.script:1069: in function 'set_save_marker'
    ....r. - lost alpha dc\gamedata\scripts\xr_logic.script:1226: in function 'load_obj'
    ....r. - lost alpha dc\gamedata\scripts\bind_car.script:309: in function <....r. - lost alpha dc\gamedata\scripts\bind_car.script:305>
$ LA_DBG:[77946] ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[77946] ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[77946] ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[77946] [error]ABORT CALLED:
$ LA_DBG:[77946] [error]From: gamedata\scripts\_g.script in function 'set_save_marker' (1048)
$ LA_DBG:[77946] [error]Line: 1069
$ LA_DBG:[77946] [error]Description: set_save_marker:[bind_car:radar_m_car]:LOAD:Size=[293]<x>[16256]:build=[9448]
$ LA_DBG:[77946] ABORT:
stack traceback:
    ....l.k.e.r. - lost alpha dc\gamedata\scripts\_g.script:1069: in function 'set_save_marker'
    ....r. - lost alpha dc\gamedata\scripts\bind_car.script:310: in function <....r. - lost alpha dc\gamedata\scripts\bind_car.script:305>
$ LA_DBG:[77946] ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[77946] ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---Engine is freezed, saving log
---Engine is freezed, saving log
---Engine is freezed, saving log
---Engine is freezed, saving log
---Engine is freezed, saving log
---Engine is freezed, saving log
---Engine is freezed, saving log
---Engine is freezed, saving log
---Engine is freezed, saving log
---Engine is freezed, saving log
! Space restrictor [radar_actor1_shelter] has no border!
!!ERROR VERIFY3(!border().empty(),space restrictor has no border) name='radar_actor1_shelter'
---Engine is freezed, saving log
- Disconnect
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
! Error: No object to reject/sell [796]
- Destroying level
~ CClientSpawnManager is empty
* [ D3D ]: textures[672592 K]
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
Input:  1
Config-file [g:\s.t.a.l.k.e.r. - lost alpha dc\appdata\user.ltx] saved successfully
Destroying Direct3D...
* RM_Dump: textures  : 3
*        :   1: ui\cop\ui_actor_hint_wnd
*        :   1: ui\cop\ui_actor_sleep_screen
*        :   1: ui\ui_common
* RM_Dump: rtargets  : 0
* RM_Dump: vs        : 1
*        :   3: null
* RM_Dump: ps        : 1
*        :   3: null
* RM_Dump: dcl       : 0
* RM_Dump: states    : 1
* RM_Dump: tex_list  : 3
* RM_Dump: matrices  : 0
* RM_Dump: lst_constants: 0
* RM_Dump: v_passes  : 3
* RM_Dump: v_elements: 3
* RM_Dump: v_shaders : 3
refCount:pBaseZB 1
refCount:pBaseRT 1
DeviceREF: 5
Сообщение отредактировал tan_Roon - Вторник, 10.07.2018, 11:07
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Вторник, 10.07.2018, 11:00
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