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Build 1935: Сетевая игра

 
 -StalkMen-
сообщение 21.12.2010, 17:32
Сообщение #341


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Фуф может мой быстрей сделает (IMG:style_emoticons/default/smile.gif) Всё таки разница есть.
38 ч на драфт+ (IMG:style_emoticons/default/z_crazy.gif)
Как нибудь попробую.
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 stepler
сообщение 21.12.2010, 17:40
Сообщение #342


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Цитата(-StalkMen- @ 21.12.2010, 18:32) *
Фуф может мой быстрей сделает (IMG:style_emoticons/default/smile.gif) Всё таки разница есть.
38 ч на драфт+ (IMG:style_emoticons/default/z_crazy.gif)
Как нибудь попробую.



Попробуй ) На драфте компилит быстро Болото точно не помню но где то 1,5 - 2 часа , А в принципе тут ещё много зависит от Лайтов, и объектов да вобще много от чего зависит )
Кстати Поковырял сегодня объекты камыша , так это таки действительно должно быть отражение в воде , 3 модели камыша сделанны двухсторонними , и две модели сделанны ноу рефлект , без отражения . А лод для отражения не сгенерировался , вот поэтому то под водой и были так называемые кресты )
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 stepler
сообщение 06.01.2011, 23:12
Сообщение #343


Игрок
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МП карта для СТАЛКЕР-Чистое Небо "Агропром" из болта 1935 выполненная на СДК 07

Видео : https://www.youtube.com/watch?v=WNapb1HYS4U

Доработанны шэйдеры
Улучшенно освещение
Родные деревья
Старое болтовское подземелье( лучше финального)
Режимы игры - ТДМ, ДМ
Полная совместимость с другими серверами
и м.др.
Архив распаковать в директорию сталкера в папку МП

Скачать : http://ifolder.ru/21178283

(IMG:http://www.valar.ru/gallery/0111/agr1.jpg)
(IMG:http://www.valar.ru/gallery/0111/agr3.jpg)
(IMG:http://www.valar.ru/gallery/0111/agr4.jpg)
(IMG:http://www.valar.ru/gallery/0111/agr12.jpg)
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 -StalkMen-
сообщение 11.01.2011, 23:26
Сообщение #344


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Быстро работаешь (IMG:style_emoticons/default/smile.gif) )
Стёкла на ми 24 гг (IMG:style_emoticons/default/sad.gif) сделал бы другой шрейдер там
На последней фотке бур из зп (IMG:style_emoticons/default/smile.gif) ? или билд...
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 stepler
сообщение 12.01.2011, 19:53
Сообщение #345


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Цитата(-StalkMen- @ 11.01.2011, 23:26) *
Быстро работаешь (IMG:style_emoticons/default/smile.gif) )
Стёкла на ми 24 гг (IMG:style_emoticons/default/sad.gif) сделал бы другой шрейдер там
На последней фотке бур из зп (IMG:style_emoticons/default/smile.gif) ? или билд...


Бур добавил из ЗП , эксперементировал ) Меня просто прикололи зеркальные стёкла ))
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 Nerfair
сообщение 12.01.2011, 19:54
Сообщение #346


Мои кубики власти :
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Цитата(stepler @ 12.01.2011, 18:53) *
Цитата(-StalkMen- @ 11.01.2011, 23:26) *
Быстро работаешь (IMG:style_emoticons/default/smile.gif) )
Стёкла на ми 24 гг (IMG:style_emoticons/default/sad.gif) сделал бы другой шрейдер там
На последней фотке бур из зп (IMG:style_emoticons/default/smile.gif) ? или билд...


Бур добавил из ЗП , эксперементировал ) Меня просто прикололи зеркальные стёкла ))

Больше на прозрачные текстуры похоже

Сообщение отредактировал Nerfair - 12.01.2011, 19:55
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 -StalkMen-
сообщение 13.01.2011, 00:53
Сообщение #347


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они не зеркальные
это ощущение (IMG:style_emoticons/default/smile.gif) присмотрись и увидишь милитари (IMG:style_emoticons/default/smile.gif) ))))))))))))
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 jocker_27
сообщение 16.01.2011, 01:21
Сообщение #348


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Кто знает какой скрипт править чтобы в мп можно было сесть в машину?
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 -StalkMen-
сообщение 17.01.2011, 01:29
Сообщение #349


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Сесть то можно, но поехать ...
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 macron
сообщение 17.01.2011, 03:07
Сообщение #350


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Цитата(-StalkMen- @ 17.01.2011, 01:29) *
Сесть то можно, но поехать ...

А чтоб поехать, надо еще и завести. И даже поехав, не факт, что с другого компа в сети это будет видно.
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 drksnc
сообщение 17.01.2011, 10:18
Сообщение #351


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Сделал все как в инструкции, поставил спавны в LE, при запуске переименнованой карты все норм, но когда переименовываю в l01_escape, вылет на Spawning. Лог:
Цитата
'xrCore' build 1935, Oct 18 2004

* mailSLOT successfully created.
Initializing Engine...
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
* loading script class_registrator.script
* loading script se_smart_terrain.script
* loading script game_registrator.script
* loading script game_last_sv.script
* loading script game_last_cl.script
* loading script game_types.script
* loading script game_last_ps.script
* loading script game_last_ui.script
* loading script game_last_tmp.script
* loading script game_last_dialog.script
* loading script game_last_charselect_dlg.script
* loading script game_last_header_wnd.script
* loading script .script
* loading script stalker.script
* loading script monsters.script
* loading script globals.script
* loading script xr_actions_id.script
* loading script xr_evaluators_id.script
* loading script xr_sounds_id.script
* loading script xr_evaluators.script
* loading script xr_storyline.script
* loading script debug_info.script
* loading script utils.script
* loading script move_mgr.script
* loading script gramofon.script
* loading script escape_bobik.script
* loading script xr_motivator.script
* loading script xr_sounds.script
* loading script xr_zones.script
* loading script xr_reactions.script
* loading script xr_state.script
* loading script xr_position.script
* loading script xr_sound.script
* loading script xr_dialogs.script
* loading script xr_gulag.script
* loading script gulag_tasks.script
* loading script xr_bandit.script
* loading script xr_meet.script
* loading script xr_kamp.script
* loading script xr_guard.script
* loading script xr_walker.script
* loading script xr_assassin.script
* loading script xr_robbers.script
* loading script xr_guide.script
* loading script xr_robber_guard.script
* loading script xr_punch.script
* loading script xr_talker.script
* loading script xr_bodyguard.script
* loading script xr_scared.script
* loading script xr_camper2.script
* loading script xr_sleeper.script
* loading script xr_commander.script
* loading script xr_swat.script
* loading script xr_comm_ptr.script
* loading script xr_follower.script
* loading script xr_ambush.script
* loading script xr_waiter.script
* loading script xr_wounded.script
* loading script xr_scout.script
* loading script xr_trivial.script
* loading script xr_report.script
* loading script xr_rest.script
* loading script xr_chaser.script
* loading script xr_formation.script
* loading script xr_sos.script
* loading script bar_stalker.script
* loading script barman.script
* loading script escape.script
* loading script level_news.script
* loading script escape_factory_bandits.script
* loading script xr_scientist.script
* loading script xr_sniper.script
* loading script m_monster_ai.script
* loading script script_zone.script
* loading script m_Rest.script
* loading script m_Attack.script
* loading script m_DangerSound.script
* loading script m_NotDangerSound.script
* loading script m_Hit.script
* loading script monsterAi.script
* loading script storage.script
* loading script m_Eat.script
* loading script m_Walk.script
* loading script m_WalkPoint.script
* loading script m_garbage.script
* loading script StateAttack.script
* loading script StateHit.script
* loading script StateDangerSound.script
* loading script StateNotDangerSound.script
* loading script StateRest.script
* loading script StateEat.script
* loading script StateWalk.script
* loading script classes.script
Executing config-script "user_net.ltx"...
Executing config-script "default_controls.ltx"...
! Invalid syntax in call to 'recon_min_speed'
! Valid arguments: float value in range [1.000,180.000]
Starting INPUT device...
OpenAL: Using device 'Generic Hardware'.
EAX 2.0 extension: present
EAX 2.0 deferred: present
* sound : cache: 16391 kb, 1903 lines, 8820 bpl
!OpenAL: Can't create source. Error: Invalid Value.
!OpenAL: Max targets - 30
Starting RENDER device...
* GPU: NVIDIA GeForce 8400 GS
* Vertex Processor: PURE HARDWARE
* Texture memory: 953 M
* DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: recognized, 24
* DVB created: 1024K
* DIB created: 512K
! Renderer doesn't support blender 'andy_shader'
! Renderer doesn't support blender 'effects\light'
! Renderer doesn't support blender 'levels\l1_escape\terrain'
! Renderer doesn't support blender 'levels\l1_escape\terrain_00'
! Renderer doesn't support blender 'levels\l1_escape\terrain_ch'
! Renderer doesn't support blender 'test\ccccc_00'
* distortion: used, dev(30),need(14)
! Missing ogg-comment, file: gamedata\sounds\music\amb01_l.ogg
! Missing ogg-comment, file: gamedata\sounds\music\amb01_r.ogg
! Missing ogg-comment, file: gamedata\sounds\music\amb02_l.ogg
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! Missing ogg-comment, file: gamedata\sounds\music\amb07_l.ogg
! Missing ogg-comment, file: gamedata\sounds\music\amb07_r.ogg
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! Missing ogg-comment, file: gamedata\sounds\music\amb09_l.ogg
! Missing ogg-comment, file: gamedata\sounds\music\amb09_r.ogg
! Missing ogg-comment, file: gamedata\sounds\music\amb10_l.ogg
! Missing ogg-comment, file: gamedata\sounds\music\amb10_r.ogg
Starting engine...
! WARNING: Invalid wave length (must be at least 100ms), file: gamedata\sounds\material\small-weapon\collide\hithard03hl.ogg
! WARNING: Invalid wave length (must be at least 100ms), file: gamedata\sounds\material\small-weapon\collide\hithard02hl.ogg
* prefetching: actor
Loading actor: actor
Loading reference motions: actors\stalker_animation
! Missing ogg-comment, file: gamedata\sounds\actor\hurt1.ogg
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! Missing ogg-comment, file: gamedata\sounds\actor\die3.ogg
! Missing ogg-comment, file: gamedata\sounds\heart\8.ogg
Loading actor: actor
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* prefetching: af_ameba_mica
! WARNING: model 'physics\anomaly\artefact_ameba1' has only one motion. Candidate for SkeletonRigid???
! Missing ogg-comment, file: gamedata\sounds\zone_mosquito_bald.ogg
* prefetching: af_ameba_slime
! WARNING: model 'physics\anomaly\artefact_ameba3' has only one motion. Candidate for SkeletonRigid???
* prefetching: af_ameba_slug
! WARNING: model 'physics\anomaly\artefact_ameba2' has only one motion. Candidate for SkeletonRigid???
* prefetching: af_blood
! WARNING: model 'physics\anomaly\artefact_myasorubka1' has only one motion. Candidate for SkeletonRigid???
* prefetching: af_cristall_flower
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! WARNING: model 'physics\anomaly\artefact_electra3' has only one motion. Candidate for SkeletonRigid???
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! WARNING: model 'physics\anomaly\artefact_electra1' has only one motion. Candidate for SkeletonRigid???
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! WARNING: model 'physics\anomaly\artefact_electra4' has only one motion. Candidate for SkeletonRigid???
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! WARNING: model 'physics\anomaly\artefact_gravy2' has only one motion. Candidate for SkeletonRigid???
* prefetching: af_medusa
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! WARNING: model 'physics\anomaly\artefact_myasorubka2' has only one motion. Candidate for SkeletonRigid???
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! WARNING: model 'physics\anomaly\artefact_myasorubka3' has only one motion. Candidate for SkeletonRigid???
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! WARNING: model 'physics\anomaly\artefact_gravy1' has only one motion. Candidate for SkeletonRigid???
* prefetching: ammo_11.43x23_fmj
* prefetching: ammo_11.43x23_hydro
* prefetching: ammo_12x70_buck
* prefetching: ammo_12x76_dart
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* prefetching: ammo_9x39_ap
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* prefetching: ammo_9x39_sp5
* prefetching: ammo_gauss
* prefetching: ammo_m209
* prefetching: ammo_og-7b
* prefetching: ammo_vog-25
* prefetching: ammo_vog-25p
* prefetching: bolt
* prefetching: detector_simple
! Missing ogg-comment, file: gamedata\sounds\detectors\da-2_beep1.ogg
* prefetching: device_pda
* prefetching: device_torch
* prefetching: exo_outfit
* prefetching: explosive_fuelcan
* prefetching: explosive_tank
* prefetching: grenade_f1
! Missing ogg-comment, file: gamedata\sounds\weapons\generic_checkout.ogg
* prefetching: grenade_rgd5
* prefetching: kolbasa
* prefetching: m_army_commander
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* prefetching: m_army_sniper
* prefetching: m_army_soldier
* prefetching: m_army_specnaz
* prefetching: m_bandit_bandit
* prefetching: m_bandit_commander
* prefetching: m_boar_e
* prefetching: m_burer_e
* prefetching: m_chimera_e
* prefetching: m_controller_e
* prefetching: m_crow
! Missing ogg-comment, file: gamedata\sounds\monsters\crow\idle_0.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\crow\idle_1.ogg
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* prefetching: m_dog_e
* prefetching: m_flesh_e
* prefetching: m_fraction_commander
* prefetching: m_fraction_sniper
* prefetching: m_fraction_soldier
* prefetching: m_fraction_specnaz
* prefetching: m_fracture_e
* prefetching: m_gigant_e
* prefetching: m_rat_e
Loading reference motions: monsters\rat_animation
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* prefetching: m_sniper
* prefetching: m_snork_e
* prefetching: m_stalker_demo
* prefetching: m_stalker_e
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Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
Loading reference motions: actors\stalker_animation
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Loading reference motions: actors\stalker_animation
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* prefetching: m_stalker_wolf
* prefetching: m_target_assault
* prefetching: m_target_cs
* prefetching: m_target_cs_base
* prefetching: m_target_cs_cask
* prefetching: m_trader
* prefetching: m_zombie_e
* prefetching: medkit
* prefetching: mp_actor
Loading actor: mp_actor
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Loading reference motions: actors\stalker_animation
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Loading reference motions: actors\stalker_animation
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Loading reference motions: actors\stalker_animation
! Missing ogg-comment, file: gamedata\sounds\mp_actor\hurt1.ogg
! Missing ogg-comment, file: gamedata\sounds\mp_actor\hurt2.ogg
! Missing ogg-comment, file: gamedata\sounds\mp_actor\hurt3.ogg
! Missing ogg-comment, file: gamedata\sounds\mp_actor\hurt4.ogg
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* prefetching: physic_object
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* prefetching: wpn_addon_grenade_launcher
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* prefetching: wpn_addon_scope
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* prefetching: wpn_ak74
! Missing ogg-comment, file: gamedata\sounds\weapons\ak74_draw.ogg
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* prefetching: wpn_beretta
! Missing ogg-comment, file: gamedata\sounds\weapons\walther_draw.ogg
! Missing ogg-comment, file: gamedata\sounds\weapons\generic_close.ogg
* prefetching: wpn_binoc
! Missing ogg-comment, file: gamedata\sounds\weapons\generic_draw.ogg
! Missing ogg-comment, file: gamedata\sounds\weapons\binoculars_gyro.ogg
! Missing ogg-comment, file: gamedata\sounds\weapons\binoculars_zoomin.ogg
! Missing ogg-comment, file: gamedata\sounds\weapons\binoculars_zoomout.ogg
* prefetching: wpn_bm16
! Missing ogg-comment, file: gamedata\sounds\weapons\generic_empty.ogg
! Missing ogg-comment, file: gamedata\sounds\weapons\toz34_reload.ogg
* prefetching: wpn_colt1911
! Missing ogg-comment, file: gamedata\sounds\weapons\fort_draw.ogg
* prefetching: wpn_desert_eagle
* prefetching: wpn_fake_missile
* prefetching: wpn_fake_missile1
* prefetching: wpn_fake_missile2
* prefetching: wpn_fn2000
! Missing ogg-comment, file: gamedata\sounds\weapons\fn2000_shoot.ogg
! Missing ogg-comment, file: gamedata\sounds\weapons\fn2000_reload.ogg
* prefetching: wpn_fort
* prefetching: wpn_gauss
! Missing ogg-comment, file: gamedata\sounds\weapons\svd_draw.ogg
* prefetching: wpn_groza
* prefetching: wpn_hpsa
! Missing ogg-comment, file: gamedata\sounds\weapons\pm_draw.ogg
* prefetching: wpn_knife
* prefetching: wpn_l85
* prefetching: wpn_lr300
! Missing ogg-comment, file: gamedata\sounds\weapons\lr300_shoot.ogg
* prefetching: wpn_mp5
! Missing ogg-comment, file: gamedata\sounds\weapons\generic_reload.ogg
* prefetching: wpn_pb
* prefetching: wpn_pm
* prefetching: wpn_rpg7
! Missing ogg-comment, file: gamedata\sounds\weapons\rpg7_reload.ogg
* prefetching: wpn_rpg7_missile
* prefetching: wpn_spas12
* prefetching: wpn_svd
* prefetching: wpn_svu
! Missing ogg-comment, file: gamedata\sounds\weapons\svu_draw.ogg
* prefetching: wpn_toz34
* prefetching: wpn_usp
! Missing ogg-comment, file: gamedata\sounds\weapons\usp_draw.ogg
* prefetching: wpn_val
* prefetching: wpn_vintorez
* prefetching: wpn_walther
* prefetching: zone_acid_fog
* prefetching: zone_dead
* prefetching: zone_flame
* prefetching: zone_gravi_zone
* prefetching: zone_mincer
* prefetching: zone_mosquito_bald
* prefetching: zone_witches_galantine
* prefetching: zone_x
* prefetching: zone_x1
* prefetching: zone_x2
* prefetching: zone_x3
* [Object-prefetch] objects: 4679
* [Object-prefetch] time: 9334 ms
* [Object-prefetch] memory: 115764Kb
* [Object-prefetch] average: 2.00 ms, 25335 bytes
SERVER: Starting...
! sv_Connect: l01_escape/teamdeathmatch/hname=server/public=1
Created server_game teamdeathmatch
* Initializing game script process
GameSpy::QR2 : Initialized
CLIENT: Connecting to 'localhost'...
* Client connect on port 5445

Client : Connect accepted - <All Ok>
* player respawned as spectator
Opening stream...
Loading CFORM...
Loading shaders...
* SSample: 1024x768
* created RT($user$rendertarget), 1024x768
* created RT($user$distort), 1024x768
* SSample: enabled
* created RT($user$shadow), 512x512
* created RT($user$temp), 512x512
* created RT($user$projector), 512x512
* CL_TimeSync: DELTA: 0
Loading geometry...
* [Loading VB] 64845 verts, 1519 Kb
* [Loading VB] 15430 verts, 361 Kb
* [Loading VB] 65340 verts, 1786 Kb
* [Loading VB] 65535 verts, 1791 Kb
* [Loading VB] 65533 verts, 1791 Kb
* [Loading VB] 65535 verts, 1791 Kb
* [Loading VB] 65534 verts, 1791 Kb
* [Loading VB] 65535 verts, 1791 Kb
* [Loading VB] 6989 verts, 191 Kb
* [Loading VB] 65535 verts, 1791 Kb
* [Loading VB] 65532 verts, 1791 Kb
* [Loading VB] 65530 verts, 1791 Kb
* [Loading VB] 65532 verts, 1791 Kb
* [Loading VB] 65535 verts, 1791 Kb
* [Loading VB] 65512 verts, 1791 Kb
* [Loading VB] 60322 verts, 1649 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048257 indices, 2047 Kb
* [Loading IB] 18297 indices, 35 Kb
Loading spatial-DB...
Loading details...
* [DETAILS] VertexConsts(256), Batch(50)
* [DETAILS] 44900 v(20), 31400 p
* [DETAILS] Batch(50), VB(876K), IB(183K)
Loading sectors & portals...
Loading lights...
* Loading HOM: gamedata\levels\l01_escape\level.hom
Loading game...
Loading AI objects...
* Loading ai space is successfully completed (0.167s, 15.354 Mb)
* Initializing level script process
Syncronizing...
CLIENT: Spawning...
! Uncached loading 'breakable_object'...
! Uncached model loading: gamedata\levels\l01_escape\meshes\brkbl#0.ogf
! Uncached model loading: meshes\brkbl#0:1
! Uncached loading 'breakable_object'...
! Uncached model loading: gamedata\levels\l01_escape\meshes\brkbl#1.ogf
! Uncached model loading: meshes\brkbl#1:1
! Uncached loading 'breakable_object'...
! Uncached model loading: gamedata\levels\l01_escape\meshes\brkbl#2.ogf
! Uncached model loading: meshes\brkbl#2:1
! Uncached loading 'breakable_object'...
! Uncached model loading: gamedata\levels\l01_escape\meshes\brkbl#3.ogf
! Uncached model loading: meshes\brkbl#3:1
! Uncached loading 'breakable_object'...
! Uncached model loading: gamedata\levels\l01_escape\meshes\brkbl#4.ogf
! Uncached model loading: meshes\brkbl#4:1
! Uncached loading 'breakable_object'...
! Uncached model loading: gamedata\levels\l01_escape\meshes\brkbl#5.ogf
! Uncached model loading: meshes\brkbl#5:1
! Uncached loading 'climable_object'...
! Uncached loading 'climable_object'...
! Uncached loading 'climable_object'...
! Uncached loading 'level_changer'...
! Uncached loading 'lights_hanging_lamp'...
! Uncached model loading: gamedata\meshes\physics\light\lampa_abajur_01.ogf
! Uncached model loading: physics\light\lampa_abajur_01:1
! Uncached model loading: physics\light\lampa_abajur_01:2
! Uncached model loading: physics\light\lampa_abajur_01:3
! Uncached model loading: physics\light\lampa_abajur_01:4
* loading script physic_object.script
[LUA] Binding lamp
Core object lights_abajur_0000 is binded with the script object
[LUA] read animation type: low
! Uncached loading 'helicopter'...
---CHelicopter::state[10943]==(eIdleState)
! Uncached model loading: gamedata\meshes\physics\vehicles\mi24\veh_mi24_u_01.ogf
! Uncached model loading: physics\vehicles\mi24\veh_mi24_u_01:1
! Uncached model loading: physics\vehicles\mi24\veh_mi24_u_01:2
! Uncached model loading: physics\vehicles\mi24\veh_mi24_u_01:3
! Uncached model loading: physics\vehicles\mi24\veh_mi24_u_01:4
! WARNING: model 'physics\vehicles\mi24\veh_mi24_u_01' has only one motion. Candidate for SkeletonRigid???
! Uncached loading 'script_zone'...
Core object trader_zone is binded with the script object
! Uncached model loading: gamedata\meshes\monsters\dog\dog_bulterier.ogf
! Uncached model loading: monsters\dog\dog_bulterier:1
! Uncached model loading: monsters\dog\dog_bulterier:2
Loading reference motions: monsters\dog_animation
! Uncached model loading: gamedata\meshes\monsters\dog\dog_white.ogf
! Uncached model loading: monsters\dog\dog_white:1
! Uncached model loading: monsters\dog\dog_white:2
Loading reference motions: monsters\dog_animation
! Uncached model loading: gamedata\meshes\monsters\dog\dog_red.ogf
! Uncached model loading: monsters\dog\dog_red:1
! Uncached model loading: monsters\dog\dog_red:2
Loading reference motions: monsters\dog_animation
! Uncached loading 'lights_hanging_lamp'...
! Uncached loading 'antirad'...
! Uncached model loading: gamedata\meshes\equipments\item_antirad.ogf
! Uncached model loading: equipments\item_antirad:1
! Uncached loading 'antirad'...
! Uncached loading 'quest_case_01'...
! Uncached model loading: gamedata\meshes\equipments\item_merger.ogf
! Uncached model loading: equipments\item_merger:1
! Uncached model loading: gamedata\meshes\physics\decor\rupor.ogf
! Uncached model loading: physics\decor\rupor:1
! Uncached loading 'script_zone'...
Core object zone_commander_box is binded with the script object
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'm_dog_e'...
! Uncached loading 'script_zone'...
Core object raid_script_zone is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_01 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0000 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0001 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0002 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0003 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0004 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0005 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0006 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0007 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0008 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0009 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0010 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0011 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0012 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0013 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0014 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0015 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0016 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0017 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0018 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0019 is binded with the script object
! Uncached loading 'script_zone'...
Core object sound_zone_0020 is binded with the script object
Core object localhost/name=player/port=5445 is binded with the script object
[LUA] SET DEFAULT INFOS
Core object escape_robbed_novice is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for escape_robbed_novice, section m_stalker_wolf
! Missing ogg-comment, file: gamedata\sounds\monsters\stalker\copy\default\surrender\em1_surrender2.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\stalker\copy\default\surrender\em1_surrender3.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\stalker\copy\default\surrender\em1_surrender4.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\stalker\copy\default\surrender\em1_surrender6.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\stalker\copy\default\surrender\em1_surrender7.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\stalker\copy\default\surrender\em1_surrender8.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\stalker\copy\default\surrender\em1_surrender9.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\stalker\copy\default\surrender\em1_surrender10.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\stalker\copy\default\surrender\em1_surrender11.ogg
Core object blockpost_soldier_01 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_soldier_01, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] FOLLOWER_EVA_BASE = 2074
[LUA] _bp: Bodyguard add to binder for blockpost_soldier_01
! Missing ogg-comment, file: gamedata\sounds\scripts\trader\pryach_orujie.ogg
! Missing ogg-comment, file: gamedata\sounds\scripts\trader\pryach_orujie1.ogg
[LUA] xr_robbers: add_to_binder
Core object blockpost_soldier_02 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_soldier_02, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] FOLLOWER_EVA_BASE = 2074
[LUA] _bp: Bodyguard add to binder for blockpost_soldier_02
[LUA] xr_robbers: add_to_binder
Core object blockpost_soldier_03 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_soldier_03, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] FOLLOWER_EVA_BASE = 2074
[LUA] _bp: Bodyguard add to binder for blockpost_soldier_03
[LUA] xr_robbers: add_to_binder
Core object blockpost_soldier_04 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_soldier_04, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] FOLLOWER_EVA_BASE = 2074
[LUA] _bp: Bodyguard add to binder for blockpost_soldier_04
[LUA] xr_robbers: add_to_binder
Core object blockpost_soldier_05 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_soldier_05, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] FOLLOWER_EVA_BASE = 2074
[LUA] _bp: Bodyguard add to binder for blockpost_soldier_05
[LUA] xr_robbers: add_to_binder
Core object blockpost_soldier_06 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_soldier_06, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] FOLLOWER_EVA_BASE = 2074
[LUA] _bp: Bodyguard add to binder for blockpost_soldier_06
[LUA] xr_robbers: add_to_binder
Core object blockpost_soldier_07 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_soldier_07, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] FOLLOWER_EVA_BASE = 2074
[LUA] _bp: Bodyguard add to binder for blockpost_soldier_07
[LUA] xr_robbers: add_to_binder
Core object blockpost_soldier_08 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_soldier_08, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] FOLLOWER_EVA_BASE = 2074
[LUA] _bp: Bodyguard add to binder for blockpost_soldier_08
[LUA] xr_robbers: add_to_binder
Core object blockpost_soldier_09 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_soldier_09, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] FOLLOWER_EVA_BASE = 2074
[LUA] _bp: Bodyguard add to binder for blockpost_soldier_09
[LUA] xr_robbers: add_to_binder
Core object bridge_guard_0_0 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for bridge_guard_0_0, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] _bp: set_walker: reset_scheme
[LUA] reset_scheme, initialized=<nil>
Core object bridge_guard_0_1 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for bridge_guard_0_1, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] _bp: set_walker: reset_scheme
[LUA] reset_scheme, initialized=<nil>
Core object bridge_guard_0_2 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for bridge_guard_0_2, section m_army_soldier
[LUA] xr_walker: add_to_binder
[LUA] _bp: set_walker: reset_scheme
[LUA] reset_scheme, initialized=<nil>
Core object blockpost_commander is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for blockpost_commander, section m_army_commander
[LUA] SET COMMANDER
Core object factory_bandit_1 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for factory_bandit_1, section m_bandit_bandit
Core object factory_bandit_2 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for factory_bandit_2, section m_bandit_bandit
Core object escape_patrol_soldier2 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for escape_patrol_soldier2, section m_army_soldier
[LUA] FOLLOWER_EVA_BASE = 2074
* CL_TimeSync: DELTA: 0
Core object escape_patrol_soldier1 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for escape_patrol_soldier1, section m_army_soldier
[LUA] FOLLOWER_EVA_BASE = 2074
Core object escape_patrol_commander2 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for escape_patrol_commander2, section m_army_soldier
Core object m_army_sniper is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for m_army_sniper, section m_army_sniper
Core object most_sniper is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for most_sniper, section m_army_sniper
Core object m_stalker_wolf is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for m_stalker_wolf, section m_stalker_wolf
[LUA] BASE = 2034
Core object m_stalker_wolf0000 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for m_stalker_wolf0000, section m_stalker_wolf
[LUA] BASE = 2034
! Uncached model loading: gamedata\meshes\actors\soldier\soldier_beret_4.ogf
! Uncached model loading: actors\soldier\soldier_beret_4:1
! Uncached model loading: actors\soldier\soldier_beret_4:2
Loading reference motions: actors\stalker_animation
Core object m_stalker_wolf0001 is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for m_stalker_wolf0001, section m_stalker_wolf
! Uncached loading 'search_light'...
! Uncached model loading: gamedata\meshes\equipments\projector.ogf
! Uncached model loading: equipments\projector:1
! Uncached model loading: equipments\projector:2
! Uncached model loading: equipments\projector:3
Core object muzhik is binded with the script object
[LUA] Base evaluator ID 24
[LUA] Base action ID 30
[LUA] SOUNDS BASE 10
[LUA] All sounds loaded for muzhik, section m_stalker_wolf
[LUA] BASE = 2034
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_idle_0.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_idle_1.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_idle_2.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_eat_0.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_attack_0.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_attack_1.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_attack_hit_0.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_take_damage_0.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_take_damage_1.ogg
! Missing ogg-comment, file: gamedata\sounds\monsters\zombie\zombie_die_0.ogg
! Uncached model loading: gamedata\meshes\monsters\zombi\zombi_2.ogf
! Uncached model loading: monsters\zombi\zombi_2:1
Loading reference motions: monsters\zombi_animation
! Uncached model loading: gamedata\meshes\monsters\zombi\zombi_4.ogf
! Uncached model loading: monsters\zombi\zombi_4:1
Loading reference motions: monsters\zombi_animation
! Uncached loading 'm_zombie_e'...
! Uncached loading 'm_car'...
car spawn
! Uncached model loading: gamedata\meshes\physics\vehicles\niva\veh_niva_u_01.ogf
! Uncached model loading: physics\vehicles\niva\veh_niva_u_01:1
! Uncached model loading: physics\vehicles\niva\veh_niva_u_01:2
! Uncached model loading: physics\vehicles\niva\veh_niva_u_01:3
! Uncached model loading: physics\vehicles\niva\veh_niva_u_01:4
! Uncached model loading: physics\vehicles\niva\veh_niva_u_01:5
! Uncached model loading: physics\vehicles\niva\veh_niva_u_01:6
! Uncached model loading: physics\vehicles\niva\veh_niva_u_01:7
! Missing ogg-comment, file: gamedata\sounds\car\car1.ogg
car spawn
! Uncached loading 'm_zombie_e'...
! Uncached loading 'rat_group'...
***STOP*** file '(null)', line 0.
***Reason***: *** Fatal Error ***
Cannot instantiate client object, because client class is not declared!
***STOP*** file '(null)', line 0.
***Reason***: *** Internal Error ***
Saved dump file to 'logs\xray_Admin_01-17-11_10-14-38.mdmp'
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 Zorndaik
сообщение 17.01.2011, 11:17
Сообщение #352


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doc10, еще один НЕзнаток особенностей форума
Длинные логи надо заливать куда-нибудь, спойлер их не переваривает.
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 drksnc
сообщение 17.01.2011, 14:44
Сообщение #353


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Цитата(Zorndaik @ 17.01.2011, 11:17) *
doc10, еще один НЕзнаток особенностей форума
Длинные логи надо заливать куда-нибудь, спойлер их не переваривает.

Спасибо, буду знать. А с проблемой разобрался, не надо просто было машину спавнить. Кстати, а почему вылетает-то? На скринах вроде видел, спавнили машину в мп. Еще не спавнит зомби и торговца. Пойду еще гляну что пашет а что нет.

Сообщение отредактировал doc10 - 17.01.2011, 14:47
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 jocker_27
сообщение 17.01.2011, 15:47
Сообщение #354


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Цитата(-StalkMen- @ 17.01.2011, 02:29) *
Сесть то можно, но поехать ...

Сесть тоже нельзя.В сингле норм а вот в мп сесть не могу. Кстати вот еще странно: когда в режиме deathmatch спавниш нпс через консоль то героя они не видят, а когда спавниш в режиме teamdeathmatch то все нормально.

Сообщение отредактировал jocker_27 - 17.01.2011, 15:48
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 drksnc
сообщение 17.01.2011, 16:56
Сообщение #355


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Цитата(jocker_27 @ 17.01.2011, 15:47) *
Цитата(-StalkMen- @ 17.01.2011, 02:29) *
Сесть то можно, но поехать ...

Сесть тоже нельзя.В сингле норм а вот в мп сесть не могу. Кстати вот еще странно: когда в режиме deathmatch спавниш нпс через консоль то героя они не видят, а когда спавниш в режиме teamdeathmatch то все нормально.

А как через консоль спавнить, если не секрет?
З.Ы. Заспавнил машину в мп, сел и поехал.

Сообщение отредактировал doc10 - 17.01.2011, 16:57
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 Васько
сообщение 17.01.2011, 17:22
Сообщение #356


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doc10, Прячем под спойлер (IMG:style_emoticons/default/wink.gif)
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 drksnc
сообщение 17.01.2011, 17:25
Сообщение #357


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Цитата(Васько @ 17.01.2011, 17:22) *
doc10, Прячем под спойлер (IMG:style_emoticons/default/wink.gif)

я уже редактировать пост не могу (IMG:style_emoticons/default/sad.gif)
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 -StalkMen-
сообщение 17.01.2011, 18:13
Сообщение #358


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Цитата
Сесть тоже нельзя

Я в чн смог сесть и всё... Ещё смог фары включить и рулём покрутить (IMG:style_emoticons/default/smile.gif) ))
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 jocker_27
сообщение 17.01.2011, 18:25
Сообщение #359


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Цитата(-StalkMen- @ 17.01.2011, 18:13) *
Цитата
Сесть тоже нельзя

Я в чн смог сесть и всё... Ещё смог фары включить и рулём покрутить (IMG:style_emoticons/default/smile.gif) ))

В мп?
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 -StalkMen-
сообщение 17.01.2011, 23:20
Сообщение #360


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А как же))) В сингле то норм всё.
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