Старый добрый Oblivion Lost. Aztec City, Ссылки, вскрытие |
Здравствуйте, гость ( Авторизация | Регистрация )
Старый добрый Oblivion Lost. Aztec City, Ссылки, вскрытие |
27.06.2011, 19:23
Сообщение
#381
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. Репутация: 750 Группа: Участник Сообщений: 7072 Награды: 4 Регистрация: 30.07.2010 |
Freeman-des, Посмотри видео http://stalker-gsc.ru/publ/obzory_ot_ap_pr...t_1/40-1-0-2356
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27.06.2011, 19:31
Сообщение
#382
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Босс Репутация: 950 Группа: Участник Сообщений: 4230 Награды: 2 Регистрация: 27.09.2010 |
Freeman-des,
Да, именно так оно и было. -------------------- I NEED A BRAAAAAAAAAAAAAAAAAAAAAAP!!!!11
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27.06.2011, 20:40
Сообщение
#383
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Игровой Эксперт Репутация: 268 Группа: Участник Сообщений: 2135 Награды: 4 Регистрация: 21.10.2009 |
А разве пак карт это не перенос карт из архивов из слива в билд?
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12.05.2019, 17:14
Сообщение
#384
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Опытный Геймер Репутация: 0 Группа: Участник Сообщений: 155 Регистрация: 09.05.2019 |
люди смотрите я исправил вылет когда спавняться нпс и игра фризила в 1098
выставте совместимость с виндовс nt4 и положите файл по ссылке -------------------- 1920
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12.05.2019, 23:55
Сообщение
#385
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Игровой Бог Репутация: 1690 Группа: Участник Сообщений: 7021 Награды: 11 Регистрация: 22.02.2006 |
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13.05.2019, 00:02
Сообщение
#386
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Pro gamer
Почти Игроман Репутация: 72 Группа: Участник Сообщений: 622 Регистрация: 05.11.2017 |
Не дядь, теперь вылетает при смерти хена, а второй раз при спавне
+ "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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13.05.2019, 00:40
Сообщение
#387
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Опытный Геймер Репутация: 0 Группа: Участник Сообщений: 155 Регистрация: 09.05.2019 |
Хм ладно как нить посмотрю
У меня не вылетало Если что то залью исправленную сборку. Завтра ок? Ещё не все потеряно Не отчаевайтесь. Не дядь, теперь вылетает при смерти хена, а второй раз при спавне + "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 -------------------- 1920
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13.05.2019, 16:24
Сообщение
#388
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Опытный Геймер Репутация: 0 Группа: Участник Сообщений: 155 Регистрация: 09.05.2019 |
значит так.
не выкидавая старый файл закидываете етот по пути game\data\levels\lev5_aztec вот и всё теперь гарантирую вылетов не будет. да и соглашаетесь на замену файла. -------------------- 1920
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13.05.2019, 16:41
Сообщение
#389
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Опытный Геймер Репутация: 0 Группа: Участник Сообщений: 155 Регистрация: 09.05.2019 |
ну и отпишитесь естественно.
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13.05.2019, 17:19
Сообщение
#390
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Pro gamer
Почти Игроман Репутация: 72 Группа: Участник Сообщений: 622 Регистрация: 05.11.2017 |
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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13.05.2019, 19:41
Сообщение
#391
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Опытный Геймер Репутация: 0 Группа: Участник Сообщений: 155 Регистрация: 09.05.2019 |
можно но. изза ботов которые нас сопровождают тоже фризило.
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23.05.2019, 00:58
Сообщение
#392
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Почти Игроман Репутация: 187 Группа: Участник Сообщений: 647 Награды: 4 Регистрация: 05.05.2007 |
люди смотрите я исправил вылет когда спавняться нпс и игра фризила в 1098 выставте совместимость с виндовс nt4 и положите файл по ссылке Ололо, ваще-то это я исправил. https://www.gameru.net/forum/index.php?show...t&p=1579319 |
 
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05.03.2020, 21:30
Сообщение
#393
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Почти Мастер Репутация: 75 Группа: Участник Сообщений: 1168 Награды: 4 Регистрация: 10.11.2015 |
Если кто помнит, я тоже делал правки для этого билда. Полёт на вертолете, и ещё некоторое. Сейчас залить не могу, а вообще, это кому-нибудь интересно?
-------------------- СТАЛКЕР только для ПК!
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05.03.2020, 21:33
Сообщение
#394
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Почти Мастер Репутация: 111 Группа: Участник Сообщений: 1158 Награды: 3 Регистрация: 07.08.2015 |
NanoBot-AMK, а там только DX9? Если да, то нет.
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05.03.2020, 21:35
Сообщение
#395
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. Репутация: 750 Группа: Участник Сообщений: 7072 Награды: 4 Регистрация: 30.07.2010 |
DX8
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05.03.2020, 21:38
Сообщение
#396
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Почти Мастер Репутация: 111 Группа: Участник Сообщений: 1158 Награды: 3 Регистрация: 07.08.2015 |
Modera, печально.
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05.03.2020, 22:27
Сообщение
#397
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Почти Мастер Репутация: 75 Группа: Участник Сообщений: 1168 Награды: 4 Регистрация: 10.11.2015 |
Там только на вертолете полетать, ещё надо как-то пулемет присобачить, ракет, взрывчатки, в этом билде нету.
-------------------- СТАЛКЕР только для ПК!
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Текстовая версия | Сейчас: 29.03.2024, 08:36 |