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Старый добрый Oblivion Lost. Aztec City

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 Modera
сообщение 27.06.2011, 19:23
Сообщение #381


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Freeman-des, Посмотри видео http://stalker-gsc.ru/publ/obzory_ot_ap_pr...t_1/40-1-0-2356
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 Билдоман
сообщение 27.06.2011, 19:31
Сообщение #382


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Freeman-des,

Да, именно так оно и было.
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 Astalker375
сообщение 27.06.2011, 20:40
Сообщение #383


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А разве пак карт это не перенос карт из архивов из слива в билд?
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 XR_CPU_PIPE.DLL
сообщение 12.05.2019, 17:14
Сообщение #384


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люди смотрите я исправил вылет когда спавняться нпс и игра фризила в 1098
выставте совместимость с виндовс nt4 и положите файл
по ссылке https://drive.google.com/file/d/1XoRaNEC-qH...iew?usp=sharing
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 macron
сообщение 12.05.2019, 23:55
Сообщение #385


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Цитата(XR_CPU_PIPE.DLL @ 12.05.2019, 17:14) *
выставте совместимость с виндовс nt4

Да, теперь хотя бы запускается.

Цитата(XR_CPU_PIPE.DLL @ 12.05.2019, 17:14) *
и положите файл по ссылке

Что-то не помогло от вылета при спавне врагов.
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 atanda
сообщение 13.05.2019, 00:02
Сообщение #386


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Не дядь, теперь вылетает при смерти хена(IMG:style_emoticons/default/biggrin.gif) , а второй раз при спавне(IMG:style_emoticons/default/biggrin.gif)
+

"XRay Engine" build 1098
Compilation date: Feb 3 2002

Initializing geometry pipeline and mathematic routines...
* Detected CPU: AuthenticAMD , F15/M8/S2, 3394 mhz, 32 clk overhead
* CPU Features: RDTSC, MMX, SSE, SSE2

Loading PSGP: xrCPU_Pipe.dll
Initializing File System...
FS: 905 files cached
Compiling scripts...
Initializing Engine...
* FS: Download 6 particle system(s).
Loading game: xrGame.dll
Executing config-script "startup.ltx"...
Executing config-script "user.ltx"...
* FS: Download system.ltx
Starting INPUT device...
Starting SOUND device...

DirectSound info...
* DirectSound: available.
* Max HW mix buf all: 1, stat: 1, strm: 1
* Free HW mix buf all: 0, stat: 0, strm: 0
* Max 3D HW buf all: 0, stat: 0, strm: 0
* Free 3D HW buf all: 0, stat: 0, strm: 0
* Total HW Mem kbytes: 0
* Free HW Mem kbytes: 0
* Max HW block size kbytes: 0
* Max HW transfer rate kb/s: 0
* CPU overhead SW buffers: 0


Starting RENDER device...
* Video board: NVIDIA GeForce GTX 1060 6GB
* Geometry Processor: PURE HARDWARE
* Compiling shader "$ed_selection", created on "ALEXMX", Fri May 25 11:10:30 2001
* Compiling shader "$ed_wire", created on "ALEXMX", Fri May 25 11:10:23 2001
* Compiling shader "$light", created on "SERGE", Tue Jan 29 16:03:51 2002
* Compiling shader "_collide", created on "SERGE", Tue Jan 29 16:39:19 2002
* Compiling shader "_energy", created on "OLES", Wed Aug 22 18:03:44 2001
* Compiling shader "_energy_2", created on "OLES", Wed Aug 22 19:06:56 2001
* Compiling shader "_energy_base", created on "OLES", Mon Aug 27 11:36:52 2001
* Compiling shader "_energy_base_def", created on "OLES", Mon Aug 27 13:06:46 2001
* Compiling shader "_unused_ground_pps", created on "SERGE", Tue Jan 29 16:27:04 2002
* Compiling shader "bullet_tracer", created on "ALEXMX", Wed Jan 30 12:24:34 2002
* Compiling shader "def_amb", created on "SERGE", Fri Aug 10 14:37:34 2001
* Compiling shader "def_aref", created on "ALEXMX", Thu Jun 07 18:44:34 2001
* Compiling shader "def_blink", created on "OLES", Wed May 30 10:36:38 2001
* Compiling shader "def_blink_2", created on "OLES", Thu Aug 23 15:51:24 2001
* Compiling shader "def_burning_vein", created on "SERGE", Wed Dec 12 13:37:10 2001
* Compiling shader "def_env", created on "OLES", Thu Aug 23 15:51:24 2001
* Compiling shader "def_leaf", created on "OLES", Mon Jul 16 14:40:46 2001
* Compiling shader "def_leaf2", created on "SERGE", Thu Dec 06 19:33:00 2001
* Compiling shader "def_refl", created on "OLES", Thu Aug 23 15:52:33 2001
* Compiling shader "def_specular_vein", created on "SERGE", Tue Dec 11 13:16:58 2001
* Compiling shader "def_trans", created on "OLES", Thu Jun 14 18:17:32 2001
* Compiling shader "def_transp", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "def_vertex", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "def_vertex_detail", created on "OLES", Thu Jul 19 18:13:14 2001
* Compiling shader "def_vertex_for_fog", created on "SERGE", Tue Dec 11 19:01:42 2001
* Compiling shader "def_vertex_ghost", created on "SERGE", Thu Dec 06 19:35:10 2001
* Compiling shader "default", created on "ALEXMX", Thu May 17 13:02:00 2001
* Compiling shader "default_detail", created on "OLES", Thu Aug 23 15:53:19 2001
* Compiling shader "default_detail_2nd", created on "OLES", Tue Aug 28 17:44:08 2001
* Compiling shader "default_lm-01", created on "SERGE", Wed Jan 16 15:43:24 2002
* Compiling shader "default_lm-03", created on "SERGE", Wed Jan 16 15:43:43 2002
* Compiling shader "fire_trail", created on "ALEXMX", Sun Jul 08 16:43:02 2001
* Compiling shader "flares", created on "OLES", Wed May 30 12:06:21 2001
* Compiling shader "font", created on "ALEXMX", Thu May 17 17:26:32 2001
* Compiling shader "fx_fluids2", created on "SERGE", Wed Jan 16 18:23:55 2002
* Compiling shader "fx_fog1", created on "SERGE", Wed Dec 12 15:23:58 2001
* Compiling shader "fx_lava1", created on "SERGE", Wed Dec 12 15:21:31 2001
* Compiling shader "glass", created on "OLES", Thu Aug 23 18:40:25 2001
* Compiling shader "glow", created on "ALEXMX", Thu May 17 17:04:13 2001
* Compiling shader "grass", created on "SERGE", Tue Jan 22 16:29:36 2002
* Compiling shader "heli_glass", created on "SERGE", Tue Jun 26 15:26:38 2001
* Compiling shader "heli_rotor", created on "SERGE", Tue Jun 26 15:26:24 2001
* Compiling shader "hud_hitmarker", created on "ALEXMX", Mon Sep 17 17:16:35 2001
* Compiling shader "landscape_detail", created on "SERGE", Mon Jan 14 11:50:58 2002
* Compiling shader "landscape_lev5aztec", created on "SERGE", Fri Dec 14 12:51:51 2001
* Compiling shader "model", created on "ALEXMX", Tue May 22 17:08:40 2001
* Compiling shader "model_aref", created on "OLES", Tue Aug 28 17:44:08 2001
* Compiling shader "null", created on "ALEXMX", Thu May 17 18:29:28 2001
* Compiling shader "ocean", created on "ALEXMX", Wed Sep 19 11:55:10 2001
* Compiling shader "particle_add", created on "OLES", Mon Oct 22 16:44:53 2001
* Compiling shader "particle_blend", created on "SERGE", Tue Jan 29 16:03:51 2002
* Compiling shader "pure_refl", created on "OLES", Mon Aug 27 12:03:49 2001
* Compiling shader "rockwalls7_detail", created on "SERGE", Sat Jan 19 21:16:29 2002
* Compiling shader "s_env_add", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "s_env_mul", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "s_env_mul2x", created on "OLES", Thu Aug 23 17:38:06 2001
* Compiling shader "s_refl_add", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "s_refl_mul", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "s_refl_mul2x", created on "OLES", Thu Jul 12 14:13:33 2001
* Compiling shader "shadow", created on "ALEXMX", Sun Jul 08 16:43:52 2001
* Compiling shader "sky", created on "OLES", Fri Jun 22 11:14:48 2001
* Compiling shader "sky_lev5", created on "SERGE", Thu Nov 29 18:22:37 2001
* Compiling shader "tiny", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "vent", created on "SERGE", Fri Aug 10 14:44:32 2001
* Compiling shader "wallmark", created on "ALEXMX", Fri May 18 16:40:16 2001
Starting engine...
* FS: Download data\textures\hud_hitmarker.tga
* FS: Download data\textures\fonts\font_hud.tga
req: 4096
* DVB created: 512K, 18725 verts.
SERVER: Starting...
CLIENT: Connecting to 'localhost'...
- SERVER: Player 'xray' connected
* New reparse point received
* FS: Download data\levels\lev5_aztec\level.ltx
Opening virtual stream: data\levels\lev5_aztec\level.
* FS: Download data\levels\lev5_aztec\$sky.ogf
* FS: Download data\levels\lev5_aztec\$sky#0.ogf
* FS: Download data\levels\lev5_aztec\$sky#1.ogf
* FS: Download data\levels\lev5_aztec\$sky#2.ogf
* FS: Download data\levels\lev5_aztec\$sky#3.ogf
* FS: Download data\levels\lev5_aztec\$sky#4.ogf
Description string: Unnamed place
Loading CFORM...
* Alloc: 512676, Init: 512675, TPL: 2
* Level CFORM memory usage: 47604K
Loading vertex buffers...
* [Loading VB] 65535 verts, 1535 Kb
* [Loading VB] 65499 verts, 1535 Kb
* [Loading VB] 65532 verts, 1791 Kb
* [Loading VB] 57332 verts, 1119 Kb
* [Loading VB] 29766 verts, 813 Kb
* [Loading VB] 65522 verts, 1535 Kb
* [Loading VB] 45599 verts, 1068 Kb
Loading subdivisions...
Loading lights...
* Total number of light sources on level: 93
Loading sectors & portals...
* Alloc: 404, Init: 403, TPL: 2
Loading details...
Loading AI space...
Loading entities...
Loading sound and music...
Syncronizing...
CLIENT: Spawning...
- SERVER: Spawning 'actor'(0,0,0) as #0, on 'xray'
Loading actor: actor
* FS: Download data\meshes\barby.ogf
* FS: Download data\meshes\barby#0.ogf
* FS: Download data\meshes\barby#1.ogf
* FS: Download data\meshes\barby.ltx
* FS: Download data\sounds\weapons\m134_fire_start.wav
* FS: Download data\sounds\weapons\m134_fire_loop.wav
* FS: Download data\sounds\weapons\m134_fire_end.wav
* FS: Download data\sounds\weapons\m134_servo.wav
* FS: Download data\sounds\weapons\ric1.wav
* FS: Download data\sounds\weapons\ric2.wav
* FS: Download data\sounds\weapons\ric3.wav
* FS: Download data\sounds\weapons\ric4.wav
* FS: Download data\sounds\weapons\ric5.wav
* FS: Download data\meshes\wpn_m134.ogf
* FS: Download data\meshes\wpn_m134#0.ogf
* FS: Download data\meshes\wpn_m134.ltx
* FS: Download data\meshes\wpn_m134_hud.ogf
* FS: Download data\meshes\wpn_m134_hud#0.ogf
* FS: Download data\meshes\wpn_m134_hud#1.ogf
* FS: Download data\meshes\wpn_m134_hud.ltx
* FS: Download data\sounds\weapons\groza_fire.wav
* FS: Download data\meshes\wpn_groza.ogf
* FS: Download data\meshes\wpn_groza_hud.ogf
* FS: Download data\meshes\wpn_groza_hud#0.ogf
* FS: Download data\meshes\wpn_groza_hud#1.ogf
* FS: Download data\meshes\wpn_groza_hud.ltx
* FS: Download data\sounds\actor\stepl.wav
* FS: Download data\sounds\actor\stepr.wav
* FS: Download data\sounds\actor\landing.wav
* FS: Download data\sounds\amb_lev5_aztec.wav
* FS: Download data\sounds\actor\weaponchange.wav
* FS: Download data\sounds\actor\respawn.wav
* FS: Download data\sounds\actor\bhit_flesh-1.wav
* FS: Download data\sounds\actor\bhit_flesh-2.wav
* FS: Download data\sounds\actor\bhit_flesh-3.wav
* FS: Download data\sounds\actor\bhit_helmet-1.wav
* FS: Download data\sounds\actor\bullet_hit1.wav
* FS: Download data\sounds\actor\bullet_hit2.wav
* FS: Download data\sounds\actor\ric_conc-1.wav
* FS: Download data\sounds\actor\ric_conc-2.wav
* FS: Download data\sounds\actor\die0.wav
* FS: Download data\sounds\actor\die1.wav
* FS: Download data\sounds\actor\die2.wav
* FS: Download data\sounds\actor\die3.wav
Loading textures...
* FS: Download data\textures\ui\ui_cursor.tga
* FS: Download data\textures\ui\hud_group_back.tga
* FS: Download data\textures\ui\hud_group_back_sel.tga
* FS: Download data\textures\ui\hud_group_list_top.tga
* FS: Download data\textures\ui\hud_group_list_item.tga
* FS: Download data\textures\ui\hud_group_list_bottom.tga
* FS: Download data\textures\ui\hud_group_list_item_health.tga
* FS: Download data\textures\ui\hud_map_back.tga
* FS: Download data\textures\ui\hud_map_arrow.tga
* FS: Download data\textures\ui\hud_map_point.tga
* FS: Download data\textures\ui\hud_weapon_back.tga
* FS: Download data\textures\ui\hud_health_back.tga
* FS: Download data\textures\ui\hud_health_bar_health.tga
* FS: Download data\textures\ui\hud_health_bar_armor.tga
* FS: Download data\textures\fireframes.seq
* FS: Download data\textures\wtr_fluids2_avi.seq
* FS: Download data\textures\shadow.tga
* FS: Download data\textures\ui\hud_wpn_m134.tga
* FS: Download data\textures\m134\wallmark.tga
* FS: Download data\textures\m134\shotflame1.tga
* FS: Download data\textures\m134\shotflame2.tga
* FS: Download data\textures\m134\shotflame3.tga
* FS: Download data\textures\ui\hud_wpn_groza.tga
* FS: Download data\textures\groza\wallmark.tga
* FS: Download data\textures\groza\shotflame1.tga
* FS: Download data\textures\groza\shotflame2.tga
* FS: Download data\textures\groza\shotflame3.tga
* 28946 K used for textures
CLIENT: Syncronising...
* FS: Download data\sounds\weapons\m134_fire_start.wav
* FS: Download data\sounds\weapons\m134_fire_loop.wav
* FS: Download data\sounds\weapons\m134_fire_end.wav
* FS: Download data\sounds\weapons\m134_servo.wav
* FS: Download data\sounds\weapons\ric1.wav
* FS: Download data\sounds\weapons\ric2.wav
* FS: Download data\sounds\weapons\ric3.wav
* FS: Download data\sounds\weapons\ric4.wav
* FS: Download data\sounds\weapons\ric5.wav
* FS: Download data\sounds\weapons\groza_fire.wav
* FS: Download data\sounds\actor\weaponchange.wav
* FS: Download data\sounds\actor\respawn.wav
* FS: Download data\sounds\actor\bhit_flesh-1.wav
* FS: Download data\sounds\actor\bhit_flesh-2.wav
* FS: Download data\sounds\actor\bhit_flesh-3.wav
* FS: Download data\sounds\actor\bhit_helmet-1.wav
* FS: Download data\sounds\actor\bullet_hit1.wav
* FS: Download data\sounds\actor\bullet_hit2.wav
* FS: Download data\sounds\actor\ric_conc-1.wav
* FS: Download data\sounds\actor\ric_conc-2.wav
* FS: Download data\sounds\actor\die0.wav
* FS: Download data\sounds\actor\die1.wav
* FS: Download data\sounds\actor\die2.wav
* FS: Download data\sounds\actor\die3.wav
* FS: Download data\sounds\actor\stepl.wav
* FS: Download data\sounds\actor\stepr.wav
* FS: Download data\sounds\actor\landing.wav
* FS: Download data\sounds\amb_lev5_aztec.wav
* Changing freq: 22050
* FS: Download data\sounds\weapons\m134_fire_start.wav
* FS: Download data\sounds\weapons\m134_fire_loop.wav
* FS: Download data\sounds\weapons\m134_fire_end.wav
* FS: Download data\sounds\weapons\m134_servo.wav
* FS: Download data\sounds\weapons\ric1.wav
* FS: Download data\sounds\weapons\ric2.wav
* FS: Download data\sounds\weapons\ric3.wav
* FS: Download data\sounds\weapons\ric4.wav
* FS: Download data\sounds\weapons\ric5.wav
* FS: Download data\sounds\weapons\groza_fire.wav
* FS: Download data\sounds\actor\weaponchange.wav
* FS: Download data\sounds\actor\respawn.wav
* FS: Download data\sounds\actor\bhit_flesh-1.wav
* FS: Download data\sounds\actor\bhit_flesh-2.wav
* FS: Download data\sounds\actor\bhit_flesh-3.wav
* FS: Download data\sounds\actor\bhit_helmet-1.wav
* FS: Download data\sounds\actor\bullet_hit1.wav
* FS: Download data\sounds\actor\bullet_hit2.wav
* FS: Download data\sounds\actor\ric_conc-1.wav
* FS: Download data\sounds\actor\ric_conc-2.wav
* FS: Download data\sounds\actor\die0.wav
* FS: Download data\sounds\actor\die1.wav
* FS: Download data\sounds\actor\die2.wav
* FS: Download data\sounds\actor\die3.wav
req: 48
* DVB created: 512K, 26215 verts.
* DIB created: 512K, 262144 indices
req: 66
* DVB created: 512K, 18725 verts.
req: 24576
* DVB created: 576K, 24576 verts.
req: 1746
* DVB created: 512K, 16384 verts.
~ g_god 1
req: 3072
* DVB created: 512K, 13108 verts.
- SERVER: Spawning 'm_enemy'(1,0,0) as #1, on 'xray'
- SERVER: Spawning 'm_enemy'(1,0,0) as #2, on 'xray'
Loading AI entity: m_enemy
* FS: Download data\meshes\robot_enemy.ogf
* FS: Download data\meshes\robot_enemy#0.ogf
* FS: Download data\meshes\robot_enemy.ltx
Loading AI entity: m_enemy
- m_enemy: Killed by 'xray'...
- SERVER: Spawning 'm_enemy'(1,0,0) as #3, on 'xray'
Loading AI entity: m_enemy
Fatal Error: Out of memory.
Size queried: 256 bytes


Сообщение отредактировал buffy - 13.05.2019, 00:06
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 XR_CPU_PIPE.DLL
сообщение 13.05.2019, 00:40
Сообщение #387


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Хм ладно как нить посмотрю
У меня не вылетало
Если что то залью исправленную сборку.
Завтра ок?

Ещё не все потеряно
Не отчаевайтесь.

Цитата(buffy @ 12.05.2019, 19:02) *
Не дядь, теперь вылетает при смерти хена(IMG:style_emoticons/default/biggrin.gif) , а второй раз при спавне(IMG:style_emoticons/default/biggrin.gif)
+

"XRay Engine" build 1098
Compilation date: Feb 3 2002

Initializing geometry pipeline and mathematic routines...
* Detected CPU: AuthenticAMD , F15/M8/S2, 3394 mhz, 32 clk overhead
* CPU Features: RDTSC, MMX, SSE, SSE2

Loading PSGP: xrCPU_Pipe.dll
Initializing File System...
FS: 905 files cached
Compiling scripts...
Initializing Engine...
* FS: Download 6 particle system(s).
Loading game: xrGame.dll
Executing config-script "startup.ltx"...
Executing config-script "user.ltx"...
* FS: Download system.ltx
Starting INPUT device...
Starting SOUND device...

DirectSound info...
* DirectSound: available.
* Max HW mix buf all: 1, stat: 1, strm: 1
* Free HW mix buf all: 0, stat: 0, strm: 0
* Max 3D HW buf all: 0, stat: 0, strm: 0
* Free 3D HW buf all: 0, stat: 0, strm: 0
* Total HW Mem kbytes: 0
* Free HW Mem kbytes: 0
* Max HW block size kbytes: 0
* Max HW transfer rate kb/s: 0
* CPU overhead SW buffers: 0


Starting RENDER device...
* Video board: NVIDIA GeForce GTX 1060 6GB
* Geometry Processor: PURE HARDWARE
* Compiling shader "$ed_selection", created on "ALEXMX", Fri May 25 11:10:30 2001
* Compiling shader "$ed_wire", created on "ALEXMX", Fri May 25 11:10:23 2001
* Compiling shader "$light", created on "SERGE", Tue Jan 29 16:03:51 2002
* Compiling shader "_collide", created on "SERGE", Tue Jan 29 16:39:19 2002
* Compiling shader "_energy", created on "OLES", Wed Aug 22 18:03:44 2001
* Compiling shader "_energy_2", created on "OLES", Wed Aug 22 19:06:56 2001
* Compiling shader "_energy_base", created on "OLES", Mon Aug 27 11:36:52 2001
* Compiling shader "_energy_base_def", created on "OLES", Mon Aug 27 13:06:46 2001
* Compiling shader "_unused_ground_pps", created on "SERGE", Tue Jan 29 16:27:04 2002
* Compiling shader "bullet_tracer", created on "ALEXMX", Wed Jan 30 12:24:34 2002
* Compiling shader "def_amb", created on "SERGE", Fri Aug 10 14:37:34 2001
* Compiling shader "def_aref", created on "ALEXMX", Thu Jun 07 18:44:34 2001
* Compiling shader "def_blink", created on "OLES", Wed May 30 10:36:38 2001
* Compiling shader "def_blink_2", created on "OLES", Thu Aug 23 15:51:24 2001
* Compiling shader "def_burning_vein", created on "SERGE", Wed Dec 12 13:37:10 2001
* Compiling shader "def_env", created on "OLES", Thu Aug 23 15:51:24 2001
* Compiling shader "def_leaf", created on "OLES", Mon Jul 16 14:40:46 2001
* Compiling shader "def_leaf2", created on "SERGE", Thu Dec 06 19:33:00 2001
* Compiling shader "def_refl", created on "OLES", Thu Aug 23 15:52:33 2001
* Compiling shader "def_specular_vein", created on "SERGE", Tue Dec 11 13:16:58 2001
* Compiling shader "def_trans", created on "OLES", Thu Jun 14 18:17:32 2001
* Compiling shader "def_transp", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "def_vertex", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "def_vertex_detail", created on "OLES", Thu Jul 19 18:13:14 2001
* Compiling shader "def_vertex_for_fog", created on "SERGE", Tue Dec 11 19:01:42 2001
* Compiling shader "def_vertex_ghost", created on "SERGE", Thu Dec 06 19:35:10 2001
* Compiling shader "default", created on "ALEXMX", Thu May 17 13:02:00 2001
* Compiling shader "default_detail", created on "OLES", Thu Aug 23 15:53:19 2001
* Compiling shader "default_detail_2nd", created on "OLES", Tue Aug 28 17:44:08 2001
* Compiling shader "default_lm-01", created on "SERGE", Wed Jan 16 15:43:24 2002
* Compiling shader "default_lm-03", created on "SERGE", Wed Jan 16 15:43:43 2002
* Compiling shader "fire_trail", created on "ALEXMX", Sun Jul 08 16:43:02 2001
* Compiling shader "flares", created on "OLES", Wed May 30 12:06:21 2001
* Compiling shader "font", created on "ALEXMX", Thu May 17 17:26:32 2001
* Compiling shader "fx_fluids2", created on "SERGE", Wed Jan 16 18:23:55 2002
* Compiling shader "fx_fog1", created on "SERGE", Wed Dec 12 15:23:58 2001
* Compiling shader "fx_lava1", created on "SERGE", Wed Dec 12 15:21:31 2001
* Compiling shader "glass", created on "OLES", Thu Aug 23 18:40:25 2001
* Compiling shader "glow", created on "ALEXMX", Thu May 17 17:04:13 2001
* Compiling shader "grass", created on "SERGE", Tue Jan 22 16:29:36 2002
* Compiling shader "heli_glass", created on "SERGE", Tue Jun 26 15:26:38 2001
* Compiling shader "heli_rotor", created on "SERGE", Tue Jun 26 15:26:24 2001
* Compiling shader "hud_hitmarker", created on "ALEXMX", Mon Sep 17 17:16:35 2001
* Compiling shader "landscape_detail", created on "SERGE", Mon Jan 14 11:50:58 2002
* Compiling shader "landscape_lev5aztec", created on "SERGE", Fri Dec 14 12:51:51 2001
* Compiling shader "model", created on "ALEXMX", Tue May 22 17:08:40 2001
* Compiling shader "model_aref", created on "OLES", Tue Aug 28 17:44:08 2001
* Compiling shader "null", created on "ALEXMX", Thu May 17 18:29:28 2001
* Compiling shader "ocean", created on "ALEXMX", Wed Sep 19 11:55:10 2001
* Compiling shader "particle_add", created on "OLES", Mon Oct 22 16:44:53 2001
* Compiling shader "particle_blend", created on "SERGE", Tue Jan 29 16:03:51 2002
* Compiling shader "pure_refl", created on "OLES", Mon Aug 27 12:03:49 2001
* Compiling shader "rockwalls7_detail", created on "SERGE", Sat Jan 19 21:16:29 2002
* Compiling shader "s_env_add", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "s_env_mul", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "s_env_mul2x", created on "OLES", Thu Aug 23 17:38:06 2001
* Compiling shader "s_refl_add", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "s_refl_mul", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "s_refl_mul2x", created on "OLES", Thu Jul 12 14:13:33 2001
* Compiling shader "shadow", created on "ALEXMX", Sun Jul 08 16:43:52 2001
* Compiling shader "sky", created on "OLES", Fri Jun 22 11:14:48 2001
* Compiling shader "sky_lev5", created on "SERGE", Thu Nov 29 18:22:37 2001
* Compiling shader "tiny", created on "ALEXMX", Sun Jul 08 13:57:43 2001
* Compiling shader "vent", created on "SERGE", Fri Aug 10 14:44:32 2001
* Compiling shader "wallmark", created on "ALEXMX", Fri May 18 16:40:16 2001
Starting engine...
* FS: Download data\textures\hud_hitmarker.tga
* FS: Download data\textures\fonts\font_hud.tga
req: 4096
* DVB created: 512K, 18725 verts.
SERVER: Starting...
CLIENT: Connecting to 'localhost'...
- SERVER: Player 'xray' connected
* New reparse point received
* FS: Download data\levels\lev5_aztec\level.ltx
Opening virtual stream: data\levels\lev5_aztec\level.
* FS: Download data\levels\lev5_aztec\$sky.ogf
* FS: Download data\levels\lev5_aztec\$sky#0.ogf
* FS: Download data\levels\lev5_aztec\$sky#1.ogf
* FS: Download data\levels\lev5_aztec\$sky#2.ogf
* FS: Download data\levels\lev5_aztec\$sky#3.ogf
* FS: Download data\levels\lev5_aztec\$sky#4.ogf
Description string: Unnamed place
Loading CFORM...
* Alloc: 512676, Init: 512675, TPL: 2
* Level CFORM memory usage: 47604K
Loading vertex buffers...
* [Loading VB] 65535 verts, 1535 Kb
* [Loading VB] 65499 verts, 1535 Kb
* [Loading VB] 65532 verts, 1791 Kb
* [Loading VB] 57332 verts, 1119 Kb
* [Loading VB] 29766 verts, 813 Kb
* [Loading VB] 65522 verts, 1535 Kb
* [Loading VB] 45599 verts, 1068 Kb
Loading subdivisions...
Loading lights...
* Total number of light sources on level: 93
Loading sectors & portals...
* Alloc: 404, Init: 403, TPL: 2
Loading details...
Loading AI space...
Loading entities...
Loading sound and music...
Syncronizing...
CLIENT: Spawning...
- SERVER: Spawning 'actor'(0,0,0) as #0, on 'xray'
Loading actor: actor
* FS: Download data\meshes\barby.ogf
* FS: Download data\meshes\barby#0.ogf
* FS: Download data\meshes\barby#1.ogf
* FS: Download data\meshes\barby.ltx
* FS: Download data\sounds\weapons\m134_fire_start.wav
* FS: Download data\sounds\weapons\m134_fire_loop.wav
* FS: Download data\sounds\weapons\m134_fire_end.wav
* FS: Download data\sounds\weapons\m134_servo.wav
* FS: Download data\sounds\weapons\ric1.wav
* FS: Download data\sounds\weapons\ric2.wav
* FS: Download data\sounds\weapons\ric3.wav
* FS: Download data\sounds\weapons\ric4.wav
* FS: Download data\sounds\weapons\ric5.wav
* FS: Download data\meshes\wpn_m134.ogf
* FS: Download data\meshes\wpn_m134#0.ogf
* FS: Download data\meshes\wpn_m134.ltx
* FS: Download data\meshes\wpn_m134_hud.ogf
* FS: Download data\meshes\wpn_m134_hud#0.ogf
* FS: Download data\meshes\wpn_m134_hud#1.ogf
* FS: Download data\meshes\wpn_m134_hud.ltx
* FS: Download data\sounds\weapons\groza_fire.wav
* FS: Download data\meshes\wpn_groza.ogf
* FS: Download data\meshes\wpn_groza_hud.ogf
* FS: Download data\meshes\wpn_groza_hud#0.ogf
* FS: Download data\meshes\wpn_groza_hud#1.ogf
* FS: Download data\meshes\wpn_groza_hud.ltx
* FS: Download data\sounds\actor\stepl.wav
* FS: Download data\sounds\actor\stepr.wav
* FS: Download data\sounds\actor\landing.wav
* FS: Download data\sounds\amb_lev5_aztec.wav
* FS: Download data\sounds\actor\weaponchange.wav
* FS: Download data\sounds\actor\respawn.wav
* FS: Download data\sounds\actor\bhit_flesh-1.wav
* FS: Download data\sounds\actor\bhit_flesh-2.wav
* FS: Download data\sounds\actor\bhit_flesh-3.wav
* FS: Download data\sounds\actor\bhit_helmet-1.wav
* FS: Download data\sounds\actor\bullet_hit1.wav
* FS: Download data\sounds\actor\bullet_hit2.wav
* FS: Download data\sounds\actor\ric_conc-1.wav
* FS: Download data\sounds\actor\ric_conc-2.wav
* FS: Download data\sounds\actor\die0.wav
* FS: Download data\sounds\actor\die1.wav
* FS: Download data\sounds\actor\die2.wav
* FS: Download data\sounds\actor\die3.wav
Loading textures...
* FS: Download data\textures\ui\ui_cursor.tga
* FS: Download data\textures\ui\hud_group_back.tga
* FS: Download data\textures\ui\hud_group_back_sel.tga
* FS: Download data\textures\ui\hud_group_list_top.tga
* FS: Download data\textures\ui\hud_group_list_item.tga
* FS: Download data\textures\ui\hud_group_list_bottom.tga
* FS: Download data\textures\ui\hud_group_list_item_health.tga
* FS: Download data\textures\ui\hud_map_back.tga
* FS: Download data\textures\ui\hud_map_arrow.tga
* FS: Download data\textures\ui\hud_map_point.tga
* FS: Download data\textures\ui\hud_weapon_back.tga
* FS: Download data\textures\ui\hud_health_back.tga
* FS: Download data\textures\ui\hud_health_bar_health.tga
* FS: Download data\textures\ui\hud_health_bar_armor.tga
* FS: Download data\textures\fireframes.seq
* FS: Download data\textures\wtr_fluids2_avi.seq
* FS: Download data\textures\shadow.tga
* FS: Download data\textures\ui\hud_wpn_m134.tga
* FS: Download data\textures\m134\wallmark.tga
* FS: Download data\textures\m134\shotflame1.tga
* FS: Download data\textures\m134\shotflame2.tga
* FS: Download data\textures\m134\shotflame3.tga
* FS: Download data\textures\ui\hud_wpn_groza.tga
* FS: Download data\textures\groza\wallmark.tga
* FS: Download data\textures\groza\shotflame1.tga
* FS: Download data\textures\groza\shotflame2.tga
* FS: Download data\textures\groza\shotflame3.tga
* 28946 K used for textures
CLIENT: Syncronising...
* FS: Download data\sounds\weapons\m134_fire_start.wav
* FS: Download data\sounds\weapons\m134_fire_loop.wav
* FS: Download data\sounds\weapons\m134_fire_end.wav
* FS: Download data\sounds\weapons\m134_servo.wav
* FS: Download data\sounds\weapons\ric1.wav
* FS: Download data\sounds\weapons\ric2.wav
* FS: Download data\sounds\weapons\ric3.wav
* FS: Download data\sounds\weapons\ric4.wav
* FS: Download data\sounds\weapons\ric5.wav
* FS: Download data\sounds\weapons\groza_fire.wav
* FS: Download data\sounds\actor\weaponchange.wav
* FS: Download data\sounds\actor\respawn.wav
* FS: Download data\sounds\actor\bhit_flesh-1.wav
* FS: Download data\sounds\actor\bhit_flesh-2.wav
* FS: Download data\sounds\actor\bhit_flesh-3.wav
* FS: Download data\sounds\actor\bhit_helmet-1.wav
* FS: Download data\sounds\actor\bullet_hit1.wav
* FS: Download data\sounds\actor\bullet_hit2.wav
* FS: Download data\sounds\actor\ric_conc-1.wav
* FS: Download data\sounds\actor\ric_conc-2.wav
* FS: Download data\sounds\actor\die0.wav
* FS: Download data\sounds\actor\die1.wav
* FS: Download data\sounds\actor\die2.wav
* FS: Download data\sounds\actor\die3.wav
* FS: Download data\sounds\actor\stepl.wav
* FS: Download data\sounds\actor\stepr.wav
* FS: Download data\sounds\actor\landing.wav
* FS: Download data\sounds\amb_lev5_aztec.wav
* Changing freq: 22050
* FS: Download data\sounds\weapons\m134_fire_start.wav
* FS: Download data\sounds\weapons\m134_fire_loop.wav
* FS: Download data\sounds\weapons\m134_fire_end.wav
* FS: Download data\sounds\weapons\m134_servo.wav
* FS: Download data\sounds\weapons\ric1.wav
* FS: Download data\sounds\weapons\ric2.wav
* FS: Download data\sounds\weapons\ric3.wav
* FS: Download data\sounds\weapons\ric4.wav
* FS: Download data\sounds\weapons\ric5.wav
* FS: Download data\sounds\weapons\groza_fire.wav
* FS: Download data\sounds\actor\weaponchange.wav
* FS: Download data\sounds\actor\respawn.wav
* FS: Download data\sounds\actor\bhit_flesh-1.wav
* FS: Download data\sounds\actor\bhit_flesh-2.wav
* FS: Download data\sounds\actor\bhit_flesh-3.wav
* FS: Download data\sounds\actor\bhit_helmet-1.wav
* FS: Download data\sounds\actor\bullet_hit1.wav
* FS: Download data\sounds\actor\bullet_hit2.wav
* FS: Download data\sounds\actor\ric_conc-1.wav
* FS: Download data\sounds\actor\ric_conc-2.wav
* FS: Download data\sounds\actor\die0.wav
* FS: Download data\sounds\actor\die1.wav
* FS: Download data\sounds\actor\die2.wav
* FS: Download data\sounds\actor\die3.wav
req: 48
* DVB created: 512K, 26215 verts.
* DIB created: 512K, 262144 indices
req: 66
* DVB created: 512K, 18725 verts.
req: 24576
* DVB created: 576K, 24576 verts.
req: 1746
* DVB created: 512K, 16384 verts.
~ g_god 1
req: 3072
* DVB created: 512K, 13108 verts.
- SERVER: Spawning 'm_enemy'(1,0,0) as #1, on 'xray'
- SERVER: Spawning 'm_enemy'(1,0,0) as #2, on 'xray'
Loading AI entity: m_enemy
* FS: Download data\meshes\robot_enemy.ogf
* FS: Download data\meshes\robot_enemy#0.ogf
* FS: Download data\meshes\robot_enemy.ltx
Loading AI entity: m_enemy
- m_enemy: Killed by 'xray'...
- SERVER: Spawning 'm_enemy'(1,0,0) as #3, on 'xray'
Loading AI entity: m_enemy
Fatal Error: Out of memory.
Size queried: 256 bytes

Ща висе будет.
Я вам сборку от меня подарю.
Там все тип топ должно быть

Сообщение отредактировал XR_CPU_PIPE.DLL - 13.05.2019, 00:33
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 XR_CPU_PIPE.DLL
сообщение 13.05.2019, 16:24
Сообщение #388


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значит так.
не выкидавая старый файл закидываете етот
https://drive.google.com/file/d/14uSgNsV81F...iew?usp=sharing
по пути game\data\levels\lev5_aztec
вот и всё
теперь гарантирую вылетов не будет.

да и соглашаетесь на замену файла.
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 XR_CPU_PIPE.DLL
сообщение 13.05.2019, 16:41
Сообщение #389


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ну и отпишитесь естественно.
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 atanda
сообщение 13.05.2019, 17:19
Сообщение #390


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Да, работает, но жаль хенов порезали, но видно без этого никуда.

Кстати, а разве нельзя было просто вырезать хенов и не делать правки в движке?
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 XR_CPU_PIPE.DLL
сообщение 13.05.2019, 19:41
Сообщение #391


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можно но. изза ботов которые нас сопровождают тоже фризило.
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 Молния в вакууме
сообщение 23.05.2019, 00:58
Сообщение #392


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Цитата(XR_CPU_PIPE.DLL @ 12.05.2019, 17:14) *
люди смотрите я исправил вылет когда спавняться нпс и игра фризила в 1098
выставте совместимость с виндовс nt4 и положите файл
по ссылке https://drive.google.com/file/d/1XoRaNEC-qH...iew?usp=sharing

Ололо, ваще-то это я исправил. https://www.gameru.net/forum/index.php?show...t&p=1579319
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Текстовая версия Сейчас: 19.08.2019, 21:49