Случайная подборка модов
Lost Alpha
4.0
Апокалипсис
4.0
Путь Бандита
2.0
Пропавшая экспедиция
2.4
MDRK mod 1.0
4.0
История Кота
3.4
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..
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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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Регистрация: 08.10.2010
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
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Ну что ребят,когда там намечается 1,4,0000007 ? wink smile А то чёт скукотааа smile
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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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