Здесь задают вопросы и получают на них ответы. Прежде чем задать вопрос, воспользуйтесь поиском по разделу, ответ на него, вероятно, уже есть.
Если у вас произошёл вылет, проверьте лог и поищите информацию об ошибке в справочнике. Также будет полезно посмотреть справочник ошибок. Если у Вас вылетает какой-то мод, то следует написать в тему этого мода.
Грамотно оформляйте свой пост, чётко доносите суть своего вопроса (ответа).
Благодарность выражаем в личке или же ставим плюсик в историю репутации. Подобные посты будут удаляться.
Здравствуйте, решил чисто для себя сделать небольшой мод, который разнообразит визуалы НПС... Учитывая что для ЧН как-то малова-то моделей (особенно тех, что мне бы пригодились), пришлось брать из ЗП... Значит, такой вопрос. Чтобы перенести модели из ЗП на ЧН нужно что-то адаптировать, или просто тупо кидать в папку без каких-либо адаптаций?
FX, и вправду! Вот только по-началу вылетало из за отсутствия анимаций... Но я это легко исправил. Но есть всё же одно но. В игре довольно часто стал появляться такой вылет... Не знаешь ли, что делать?
Expression : fatal error Function : CResourceManager::_GetBlender File : E:\priquel\sources\engine\Layers\xrRender\ResourceManager.cpp Line : 60 Description : <no expression> Arguments : Shader 'models\model_pn' not found in library.
Извиняюсь если уже было, но нигде не нашёл. Как реализовать режим одной жизни? Чтобы после смерти гг стирались сейвы. Буду благодарен, если подробно разъясните/дадите примеры скриптов/скинете ссылку на урок. В скриптах я почти ноль, поэтому совета "написать такой-то скрипт через такие-то функции" мне не хватит. Помогите начинающему мододелу
Поставил GOG CS 1.5.10, нельзя пропускать интро и разные видео при запуске игры. Как побороть эту траблу? Зы Отсутствует управление в игре, так-же нельзя выйти обратно в меню. Что за шляпу gog выдал. Попробую поменять бинарник. Зы Поменял бинарники собранные из исходников, результат то же, так-же не работает консоль. Что делать хз. Может дело не в бинарниках? Зы Почитал комментарии у одного мена такая же проблема.
Сообщение отредактировал NL-Vincenz - Понедельник, 13.08.2018, 08:41
Декомпилировал в СДК Болота, удалил одно дерево и поставил на его место другое, сбилдил локацию. После локацию скомпилировал, сетку тоже, а спавн не хочет, ссылаясь на отсутствие переходов, хотя я их не трогал. Как решить проблему? Полный лог:
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\garbage\" Loading AI map 358066 nodes loaded Loading graph points ! removing graph point [gar_graph_point_0093][-72.102425][4.737452][151.861481] because it is outside of the AI map 227 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 972 edges built Checking graph connectivity Optimizing graph edges before optimization : 972 edges after optimization : 552 Saving graph 12953 bytes saved Level graph is generated successfully Freeing resources level 31 escape
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\escape\" Loading AI map 624951 nodes loaded Loading graph points 271 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 1225 edges built Checking graph connectivity Optimizing graph edges before optimization : 1225 edges after optimization : 657 Saving graph 15430 bytes saved Level graph is generated successfully Freeing resources level 33 darkvalley
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\darkvalley\" Loading AI map 360974 nodes loaded Loading graph points 218 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 928 edges built Checking graph connectivity Optimizing graph edges before optimization : 928 edges after optimization : 532 Saving graph 12458 bytes saved Level graph is generated successfully Freeing resources level 35 red_forest
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\red_forest\" Loading AI map 164829 nodes loaded Loading graph points 96 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 318 edges built Checking graph connectivity Optimizing graph edges before optimization : 318 edges after optimization : 202 Saving graph 5354 bytes saved Level graph is generated successfully Freeing resources level 36 agroprom
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\agroprom\" Loading AI map 375233 nodes loaded Loading graph points 155 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 656 edges built Checking graph connectivity Optimizing graph edges before optimization : 656 edges after optimization : 378 Saving graph 8886 bytes saved Level graph is generated successfully Freeing resources level 41 yantar
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\yantar\" Loading AI map 147712 nodes loaded Loading graph points 101 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 400 edges built Checking graph connectivity Optimizing graph edges before optimization : 400 edges after optimization : 240 Saving graph 5788 bytes saved Level graph is generated successfully Freeing resources level 44 military
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\military\" Loading AI map 385322 nodes loaded Loading graph points 198 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 926 edges built Checking graph connectivity Optimizing graph edges before optimization : 926 edges after optimization : 506 Saving graph 11460 bytes saved Level graph is generated successfully Freeing resources level 49 agroprom_underground
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\agroprom_underground\" Loading AI map 5348 nodes loaded Loading graph points 13 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 24 edges built Checking graph connectivity Optimizing graph edges before optimization : 24 edges after optimization : 24 Saving graph 810 bytes saved Level graph is generated successfully Freeing resources level 50 limansk
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\limansk\" Loading AI map 61524 nodes loaded Loading graph points 41 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 90 edges built Checking graph connectivity Optimizing graph edges before optimization : 90 edges after optimization : 82 Saving graph 2321 bytes saved Level graph is generated successfully Freeing resources level 51 stancia_2
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\stancia_2\" Loading AI map 203361 nodes loaded Loading graph points 8 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 20 edges built Checking graph connectivity Optimizing graph edges before optimization : 20 edges after optimization : 14 Saving graph 529 bytes saved Level graph is generated successfully Freeing resources level 72 hospital
* New phase started: Building level game graph level "c:\x_ray_sdk_cs\editors\gamedata\levels\hospital\" Loading AI map 7865 nodes loaded Loading graph points 47 graph points loaded Building cross table Saving cross table Loading cross table Building graph Generating edges 104 edges built Checking graph connectivity Optimizing graph edges before optimization : 104 edges after optimization : 98 Saving graph 2670 bytes saved Level graph is generated successfully Freeing resources
* New phase started: Adding interconnection points Level marsh with id 24 has VALID connection point mar_graph_point_to_agroprom_1, which references to graph point agr_graph_point_to_marsh_1 on the level agroprom with id 36
Level marsh with id 24 has VALID connection point mar_graph_point_to_escape_1, which references to graph point esc_graph_point_to_marsh_1 on the level escape with id 31
Level marsh with id 24 has VALID connection point mar_graph_point_to_escape_2, which references to graph point esc_graph_point_to_marsh_2 on the level escape with id 31
Level garbage with id 28 has VALID connection point gar_graph_point_to_agroprom_1, which references to graph point agr_graph_point_to_garbage_1 on the level agroprom with id 36
Level garbage with id 28 has VALID connection point gar_graph_point_to_agroprom_2, which references to graph point agr_graph_point_to_garbage_2 on the level agroprom with id 36
Level garbage with id 28 has VALID connection point gar_graph_point_to_darkvalley_1, which references to graph point val_graph_point_actor_spawn_1 on the level darkvalley with id 33
Level garbage with id 28 has VALID connection point gar_graph_point_to_darkvalley_2, which references to graph point val_graph_point_to_garbage_2 on the level darkvalley with id 33
Level garbage with id 28 has VALID connection point gar_graph_point_to_escape_1, which references to graph point esc_graph_point_to_garbage_1 on the level escape with id 31
Level garbage with id 28 has VALID connection point gar_graph_point_to_escape_2, which references to graph point esc_graph_point_to_garbage_2 on the level escape with id 31
Level garbage with id 28 has VALID connection point gar_graph_point_to_military_1, which references to graph point mil_graph_point_to_garbage_1 on the level military with id 44
Level garbage with id 28 has VALID connection point gar_graph_point_to_redforest_1, which references to graph point red_graph_point_to_garbage_1 on the level red_forest with id 35
Level escape with id 31 has VALID connection point esc_graph_point_to_darkvalley_1, which references to graph point val_graph_point_to_escape_1 on the level darkvalley with id 33
Level escape with id 31 has VALID connection point esc_graph_point_to_garbage_1, which references to graph point gar_graph_point_to_escape_1 on the level garbage with id 28
Level escape with id 31 has VALID connection point esc_graph_point_to_garbage_2, which references to graph point gar_graph_point_to_escape_2 on the level garbage with id 28
Level escape with id 31 has VALID connection point esc_graph_point_to_marsh_1, which references to graph point mar_graph_point_to_escape_1 on the level marsh with id 24
Level escape with id 31 has VALID connection point esc_graph_point_to_marsh_2, which references to graph point mar_graph_point_to_escape_2 on the level marsh with id 24
Level darkvalley with id 33 has VALID connection point val_graph_point_to_escape_1, which references to graph point esc_graph_point_to_darkvalley_1 on the level escape with id 31
Level darkvalley with id 33 has VALID connection point val_graph_point_to_garbage_1, which references to graph point gar_graph_point_to_darkvalley_1 on the level garbage with id 28
Level darkvalley with id 33 has VALID connection point val_graph_point_to_garbage_2, which references to graph point gar_graph_point_to_darkvalley_2 on the level garbage with id 28
Level red_forest with id 35 has VALID connection point red_graph_point_to_garbage_1, which references to graph point gar_graph_point_to_redforest_1 on the level garbage with id 28
Level red_forest with id 35 has VALID connection point red_graph_point_to_limansk_1, which references to graph point lim_graph_point_to_red_forest_1 on the level limansk with id 50
Level red_forest with id 35 has VALID connection point red_graph_point_to_military_1, which references to graph point mil_graph_point_to_red_forest_1 on the level military with id 44
Level red_forest with id 35 has VALID connection point red_graph_point_to_yantar_1, which references to graph point yan_graph_point_to_red_forest_1 on the level yantar with id 41
Level agroprom with id 36 has VALID connection point agr_graph_point_to_garbage_1, which references to graph point gar_graph_point_to_agroprom_1 on the level garbage with id 28
Level agroprom with id 36 has VALID connection point agr_graph_point_to_garbage_2, which references to graph point gar_graph_point_to_agroprom_2 on the level garbage with id 28
Level agroprom with id 36 has VALID connection point agr_graph_point_to_marsh_1, which references to graph point mar_graph_point_to_agroprom_1 on the level marsh with id 24
Level agroprom with id 36 has VALID connection point agr_graph_point_to_underground_1, which references to graph point agru_graph_point_to_agroprom_1 on the level agroprom_underground with id 49
Level agroprom with id 36 has VALID connection point agr_graph_point_to_yantar_1, which references to graph point yan_graph_point_to_agroprom_1 on the level yantar with id 41
Level agroprom with id 36 has VALID connection point agr_graph_point_to_yantar_2, which references to graph point yan_graph_point_to_agroprom_2 on the level yantar with id 41
Level yantar with id 41 has VALID connection point yan_graph_point_to_agroprom_1, which references to graph point agr_graph_point_to_yantar_1 on the level agroprom with id 36
Level yantar with id 41 has VALID connection point yan_graph_point_to_agroprom_2, which references to graph point agr_graph_point_to_yantar_2 on the level agroprom with id 36
Level yantar with id 41 has VALID connection point yan_graph_point_to_red_forest_1, which references to graph point red_graph_point_to_yantar_1 on the level red_forest with id 35
Level military with id 44 has VALID connection point mil_graph_point_to_garbage_1, which references to graph point gar_graph_point_to_military_1 on the level garbage with id 28
Level military with id 44 has VALID connection point mil_graph_point_to_red_forest_1, which references to graph point red_graph_point_to_military_1 on the level red_forest with id 35
Level agroprom_underground with id 49 has VALID connection point agru_graph_point_to_agroprom_1, which references to graph point agr_graph_point_to_underground_1 on the level agroprom with id 36
Level limansk with id 50 has VALID connection point lim_graph_point_to_hospital_1, which references to graph point hosp_graph_point_to_limansk_1 on the level hospital with id 72
Level limansk with id 50 has VALID connection point lim_graph_point_to_red_forest_1, which references to graph point red_graph_point_to_limansk_1 on the level red_forest with id 35
Level stancia_2 with id 51 has VALID connection point aes_graph_point_to_hospital_1, which references to graph point hosp_graph_point_to_aes_1 on the level hospital with id 72
Level hospital with id 72 has VALID connection point hosp_graph_point_to_aes_1, which references to graph point aes_graph_point_to_hospital_1 on the level stancia_2 with id 51
Level hospital with id 72 has VALID connection point hosp_graph_point_to_limansk_1, which references to graph point lim_graph_point_to_hospital_1 on the level limansk with id 50
* New phase started: Freeing resources being allocated level 24 marsh level 28 garbage level 31 escape level 33 darkvalley level 35 red_forest level 36 agroprom level 41 yantar level 44 military level 49 agroprom_underground level 50 limansk level 51 stancia_2 level 72 hospital Level [marsh] : searching for AI map separators space restrictors Level [marsh] : no separators found | | [garbage][smart_terrain][gar_smart_terrain_4_2] : position changed from [-72.112007][4.899425][151.829742] -> [-72.799988][4.664405][151.899994] Level [garbage] : searching for AI map separators space restrictors Level [garbage] : no separators found Level [escape] : searching for AI map separators space restrictors Level [escape] : no separators found Level [darkvalley] : searching for AI map separators space restrictors Level [darkvalley] : no separators found Level [red_forest] : searching for AI map separators space restrictors Level [red_forest] : no separators found Level [agroprom] : searching for AI map separators space restrictors Level [agroprom] : no separators found Level [yantar] : searching for AI map separators space restrictors Level [yantar] : no separators found Level [military] : searching for AI map separators space restrictors Level [military] : no separators found Level [agroprom_underground] : searching for AI map separators space restrictors Level [agroprom_underground] : no separators found | | [limansk][stalker][lim_stalker_0024] : position changed from [-34.268993][-3.950038][-148.409500] -> [-35.000000][-5.003702][-148.400009] | | [limansk][stalker][lim_stalker_0034] : position changed from [-22.168306][-3.288977][-139.837830] -> [-23.100002][-5.064857][-139.300003] Level [limansk] : searching for AI map separators space restrictors Level [limansk] : no separators found Level [stancia_2] : searching for AI map separators space restrictors Level [stancia_2] : no separators found Level [hospital] : searching for AI map separators space restrictors Level [hospital] : no separators found List of the level changers which are invalid for some reasons mar_level_changer_to_escape_1_silent mar_level_changer_to_escape_1 mar_level_changer_to_escape_2 mar_level_changer_to_agroprom_1 mar_teloport_to_gar mar_teloport_to_val mar_teloport_to_agr mar_teloport_to_yan mar_teloport_to_red mar_teloport_to_mil mar_teloport_to_esc
FATAL ERROR
[error]Expression : m_level_changers.empty() [error]Function : CGameSpawnConstructor::verify_level_changers [error]File : .\game_spawn_constructor.cpp [error]Line : 166 [error]Description : Some of the level changers setup incorrectly
После спавне монстров через скрипт эта ошибка появляется:
Код
! [LUA][ERROR] ATTENTION!!! ATTENTION!!! ATTENTION!!! ATTENTION!!! ! [LUA][ERROR] ENFORCED ABORT: Post everything below this line in your report! ! [LUA][ERROR] ! [LUA][ERROR] ! [LUA][ERROR] ERROR: Wrong smart_name [rostok_smart_terrain_1] for [monster] faction in create_squad function
Перенес локацию с ТЧ на ЧН, и столкнулся с проблемой слишком тёмных теней, правил лайтмапы, получилось как будто тени вообще исчезли. Может кто знает какое значение выставлять(в пэйнте).
Сделал правильный ход солнца и луны в оригинале 1.5.10 и возникла проблема, на статике всё нормально, а на динамике солнце встаёт как и в оригинале, а луна вообще не появляется. В чем данная проблема?