Przejście do Darkscape - wyloty do pulpitu

Regulamin forum
Przy zadawaniu pytania związanego z problemem dotyczącym gry, prosimy o podawanie treści całego loga błędu.
Lokalizacja logów:
X:\S.T.A.L.K.E.R. - Lost Alpha\appdata\logs

Logi tagujemy w [ CODE ][/ CODE ].

Przejście do Darkscape - wyloty do pulpitu

Postprzez kaktus w 11 Paź 2014, 21:44

Hej!

Wyrzuca mnie do pulpitu przy przejściu do Darkscape.
A zostało mi jedno zadanie do skończenia dla Grzechu.
Niestety nie znalazłem żadanego sposobu, jak rozwiązać ten problem.
Dołączam log:

Kod: Zaznacz wszystko
* Detected CPU: Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz [GenuineIntel], F6/M10/S9, 3237.00 mhz, 29-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU threads: 4

Initializing File System...
using fs-ltx fsgame.ltx
FS: 53524 files cached, 7847Kb memory used.
Init FileSystem 1.475855 sec
Lost Alpha 'xrCore' build 5630, Jul  5 2014

EH: 00805548CA869E992625B2B99EC003D6

Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
refCount:m_pAdapter 1
Executing config-script "user.ltx"...
[d:\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
Loading DLL: xrRender_R3.dll
Loading DLL: xrGame.dll
! Unable to find Software\GSC Game World\STALKER-SHOC\ in registry
* [win32]: free[4046788 K], reserved[54824 K], committed[92628 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[17098 K], process heap[17098 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[7380 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
devices DirectSound Software
SOUND: OpenAL: system  default SndDevice name is DirectSound Software
SOUND: OpenAL: All available devices:
1. DirectSound Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
Executing config-script "d:\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "d:\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx"...
[d:\s.t.a.l.k.e.r. - lost alpha\gamedata\config\rspec_extreme.ltx] successfully loaded.
Executing config-script "d:\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx"...
[d:\s.t.a.l.k.e.r. - lost alpha\gamedata\config\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
[d:\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] successfully loaded.
SOUND: Selected device is DirectSound Software
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:1002]-[device:6819]: AMD Radeon HD 7800 Series
* GPU driver type: hardware
* CREATE: DeviceREF: 3
*     Texture memory: 1006 M
* GPU shading: vs(0/4.0/40), ps(0/4.0/40)
* GPU vertex cache: unrecognized, 24
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
! Version conflict in shader 'def_shaders\def_vertex'
! Version conflict in shader 'default'
! Version conflict in shader 'effects\lightplanes'
! Renderer doesn't support blender 'effects\shadow_world'
! Version conflict in shader 'la_shaders\ufp_blend'
! Version conflict in shader 'models\helicopter'
! Version conflict in shader 'models\lightplanes'
! Version conflict in shader 'models\lightplanesself'
! Version conflict in shader 'models\model'
! Version conflict in shader 'models\model_aref'
! Version conflict in shader 'models\model_fur'
! Version conflict in shader 'models\model_puh'
! Version conflict in shader 'models\model_refl'
! Version conflict in shader 'models\pautina'
! Version conflict in shader 'models\selflight'
! Version conflict in shader 'models\selflightl'
! Version conflict in shader 'models\transparent'
! Version conflict in shader 'models\xanomaly'
! Version conflict in shader 'models\xbrainglass'
! Version conflict in shader 'models\xdistort'
! Version conflict in shader 'models\xdistortcolor'
! Version conflict in shader 'models\xdistortcolorl'
! Version conflict in shader 'models\xdistortcolorlinv'
! Version conflict in shader 'models\xdistortinv'
! Version conflict in shader 'models\xglass'
! Version conflict in shader 'models\xglass2'
! Version conflict in shader 'models\xlens'
! Version conflict in shader 'models\xmonolith'
! Version conflict in shader 'models\xwindows'
! Version conflict in shader 'particles\add'
! Version conflict in shader 'particles\alpha_add'
! Version conflict in shader 'particles\blend'
! Version conflict in shader 'particles\blend_hard'
! Version conflict in shader 'particles\dark'
! Version conflict in shader 'particles\set'
! Version conflict in shader 'selflight'
count of .thm files=1034
* HWDST/PCF supported and used
- r__tf_aniso 16
- r2_tf_mipbias 0.
Script debugger succesfully restarted.
Starting engine...
Loading DLL: xrGameSpy.dll
* [win32]: free[3800724 K], reserved[89712 K], committed[303804 K]
* [ D3D ]: textures[16 K]
* [x-ray]: crt heap[118629 K], process heap[118629 K], game lua[3476 K], render[347 K]
* [x-ray]: economy: strings[6987 K], smem[0 K]
"d:\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 0 ms
* phase cmem: 125565 K
* phase time: 408 ms
* phase cmem: 120846 K
$ LA_DBG:[10631] Game_Start: Engine v1.3003(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
$ LA_DBG:[10631] level_weathers:initing level_weathers
$ LA_DBG:[10631] surge_manager:surge_manager inited
* Log file has been saved successfully!
* phase time: 357 ms
* phase cmem: 125358 K
* phase time: 2 ms
* phase cmem: 125356 K
* Loading spawn registry...
* 23557 spawn points are successfully loaded
* Loading objects...
* 34334 objects are successfully loaded
* Loading Store...
$ LA_DBG:[10631] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[10631] load_storehouse: size=[16]/[3057]bytes : Build=[5529]
$ LA_DBG:[10631] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[10631] Game_Init: Ver=[1.3003] Build=[5529=>5529] MemUsage=[17111.102]kB
$ LA_DBG:[10631] GameTime=[09:52:55] Map(19)=[la01_escape], knowMaps=[9]
* Log file has been saved successfully!
* Game user_quicksave is successfully loaded from file 'd:\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\user_quicksave.sav' (3.019s)
* phase time: 3018 ms
* phase cmem: 188369 K
* phase time: 694 ms
* phase cmem: 188674 K
* client : connection accepted - <>
* phase time: 23 ms
* phase cmem: 188722 K
* phase time: 15 ms
* phase cmem: 188722 K
* phase time: 3292 ms
* phase cmem: 277076 K
* phase time: 1264 ms
* phase cmem: 281415 K
* [Loading VB] 65529 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65528 verts, 2047 Kb
* [Loading VB] 65494 verts, 2046 Kb
* [Loading VB] 49231 verts, 1538 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 63245 verts, 1976 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 22280 verts, 696 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 496983 indices, 970 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65532 verts, 767 Kb
* [Loading VB] 20552 verts, 240 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 856317 indices, 1672 Kb
* phase time: 1277 ms
* phase cmem: 281723 K
* phase time: 67 ms
* phase cmem: 287250 K
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 62098 v(20), 40565 p
* [DETAILS] Batch(61), VB(1212K), IB(237K)
* phase time: 263 ms
* phase cmem: 287325 K
* Loading HOM: d:\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la01_escape\level.hom
* phase time: 22 ms
* phase cmem: 287624 K
* phase time: 135 ms
* phase cmem: 288042 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 63 ms
* phase cmem: 305306 K
* t-report - base: 1953, 874638 K
* t-report - lmap: 30, 30723 K
* phase time: 36660 ms
* phase cmem: 306917 K
* phase time: 51 ms
* phase cmem: 306934 K
* [win32]: free[2230240 K], reserved[103788 K], committed[1860212 K]
* [ D3D ]: textures[916460 K]
* [x-ray]: crt heap[306934 K], process heap[306934 K], game lua[35683 K], render[140 K]
* [x-ray]: economy: strings[22303 K], smem[0 K]
* Log file has been saved successfully!
$ LA_DBG:[16496] level_weathers:presets level_weathers
$ LA_DBG:[16496] level_weathers:r3 active
$ LA_DBG:[16496] level_weathers:WeatherManager:__init: r2_active = false : 09:53:37
$ LA_DBG:[16496] level_weathers:Load: curr=[alpha_r2], next=[alpha_r2]
$ LA_DBG:[16496] level_weathers:has sav
* Log file has been saved successfully!
$ LA_DBG:[30760] level_weathers:transition = [alpha_r2]
* MEMORY USAGE: 413871 K
* End of synchronization A[1] R[1]
$ LA_DBG:[34793] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[34793] Game_Save:BuildMod=[5529]:[09:55:45]:MemUsage=[28521.500]kB:TimeFactor=[7],Map=[19~>39]
$ LA_DBG:[34793] level_weathers:Save: curr=[alpha_r2], next=[alpha_r2]
$ LA_DBG:[34793] task_manager:save:#tasks=[0]/[0],size=[16]
$ LA_DBG:[34793] treasure_manager:save: #treasure=[9],size=[83]
~ Used 6 NetPacket(s) total objects 4268 total stored 45007b
* Saving spawns...
* Saving objects...
* 34334 objects are successfully saved
* Writing Store...
$ LA_DBG:[34793] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[34793] save_storehouse: size=[16]/[3057]bytes : Build=[5529]
$ LA_DBG:[34793] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Game USER_autosave.sav is successfully saved to file 'd:\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\user_autosave.sav'
- Disconnect
- Destroying level
~ CClientSpawnManager is empty
* [ D3D ]: textures[471475 K]
"d:\s.t.a.l.k.e.r. - lost alpha\bins\xr_3da.exe" -external -noprefetch
* phase time: 75 ms
* phase cmem: 259661 K
$ LA_DBG:[35048] Game_Start: Engine v1.3003(<NOT_arg!>) , Game: <nil>v1.0.gold(140326)
$ LA_DBG:[35048] level_weathers:initing level_weathers
$ LA_DBG:[35048] surge_manager:surge_manager inited
* Log file has been saved successfully!
* phase time: 144 ms
* phase cmem: 265280 K
* phase time: 8 ms
* phase cmem: 265280 K
* Loading spawn registry...
* 23557 spawn points are successfully loaded
* Loading objects...
* 34334 objects are successfully loaded
* Loading Store...
$ LA_DBG:[35048] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[35048] load_storehouse: size=[16]/[3057]bytes : Build=[5529]
$ LA_DBG:[35048] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[35048] Game_Init: Ver=[1.3003] Build=[5529=>5529] MemUsage=[17111.102]kB
$ LA_DBG:[35048] GameTime=[09:55:45] Map(39)=[la15_darkscape], MapSaved(19)=[la01_escape], knowMaps=[9]
* Log file has been saved successfully!
* Game user_autosave is successfully loaded from file 'd:\s.t.a.l.k.e.r. - lost alpha\appdata\savedgames\user_autosave.sav' (2.549s)
* phase time: 2548 ms
* phase cmem: 285562 K
* phase time: 39 ms
* phase cmem: 285558 K
* client : connection accepted - <>
* phase time: 68 ms
* phase cmem: 285606 K
* phase time: 18 ms
* phase cmem: 285606 K
* phase time: 4054 ms
* phase cmem: 394604 K
* phase time: 1330 ms
* phase cmem: 397530 K
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65512 verts, 2047 Kb
* [Loading VB] 59781 verts, 1868 Kb
* [Loading VB] 65534 verts, 2047 Kb
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* [Loading VB] 65533 verts, 2047 Kb
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* [Loading VB] 9274 verts, 289 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65523 verts, 2047 Kb
* [Loading VB] 65448 verts, 2045 Kb
* [Loading VB] 46619 verts, 1456 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048566 indices, 2047 Kb
* [Loading IB] 1048569 indices, 2047 Kb
* [Loading IB] 1048566 indices, 2047 Kb
* [Loading IB] 851475 indices, 1663 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65532 verts, 767 Kb
* [Loading VB] 65530 verts, 767 Kb
* [Loading VB] 65532 verts, 767 Kb
* [Loading VB] 65530 verts, 767 Kb
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb
* [Loading VB] 65529 verts, 767 Kb
* [Loading VB] 39202 verts, 459 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 1048572 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048575 indices, 2047 Kb
* [Loading IB] 1048557 indices, 2047 Kb
* [Loading IB] 171342 indices, 334 Kb
* phase time: 1302 ms
* phase cmem: 397745 K
* phase time: 105 ms
* phase cmem: 399795 K
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 43859 v(20), 28121 p
* [DETAILS] Batch(61), VB(856K), IB(164K)
* phase time: 256 ms
* phase cmem: 399808 K
* Loading HOM: d:\s.t.a.l.k.e.r. - lost alpha\gamedata\levels\la15_darkscape\level.hom
* phase time: 23 ms
* phase cmem: 399871 K
* phase time: 18 ms
* phase cmem: 399734 K
- Game configuring : Started
- Game configuring : Finished
* phase time: 24 ms
* phase cmem: 416667 K
* t-report - base: 2258, 1042407 K
* t-report - lmap: 20, 20482 K
* phase time: 8430 ms
* phase cmem: 417489 K
* phase time: 71 ms
* phase cmem: 417490 K
* [win32]: free[1972308 K], reserved[114540 K], committed[2107392 K]
* [ D3D ]: textures[1069891 K]
* [x-ray]: crt heap[417331 K], process heap[417331 K], game lua[35462 K], render[9397 K]
* [x-ray]: economy: strings[22419 K], smem[13571 K]
* Log file has been saved successfully!
$ LA_DBG:[54181] level_weathers:presets level_weathers
$ LA_DBG:[54181] level_weathers:r3 active
$ LA_DBG:[54181] level_weathers:WeatherManager:__init: r2_active = false : 09:57:59
$ LA_DBG:[54181] level_weathers:Load: curr=[alpha_r2], next=[alpha_r2]
$ LA_DBG:[54181] level_weathers:has sav
* Log file has been saved successfully!
$ LA_DBG:[54181] ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[54181] [error]ABORT CALLED:
$ LA_DBG:[54181] [error]From: gamedata\scripts\_g.script in function 'set_save_marker' (1003)
$ LA_DBG:[54181] [error]Line: 1024
$ LA_DBG:[54181] [error]Description: set_save_marker:[xr_logic:vehicle_lada3680]:LOAD:Size=[31]<x>[58096]:build=[5529]
$ LA_DBG:[54181] ABORT:
stack traceback:
   ...t.a.l.k.e.r. - lost alpha\gamedata\scripts\_g.script:1024: in function 'set_save_marker'
   ...k.e.r. - lost alpha\gamedata\scripts\xr_logic.script:1216: in function 'load_obj'
   ...k.e.r. - lost alpha\gamedata\scripts\bind_car.script:318: in function <...k.e.r. - lost alpha\gamedata\scripts\bind_car.script:314>
$ LA_DBG:[54181] ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[54181] ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[54181] ABORT ~~> ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[54181] [error]ABORT CALLED:
$ LA_DBG:[54181] [error]From: gamedata\scripts\_g.script in function 'set_save_marker' (1003)
$ LA_DBG:[54181] [error]Line: 1024
$ LA_DBG:[54181] [error]Description: set_save_marker:[bind_car:vehicle_lada3680]:LOAD:Size=[33]<x>[6410]:build=[5529]
$ LA_DBG:[54181] ABORT:
stack traceback:
   ...t.a.l.k.e.r. - lost alpha\gamedata\scripts\_g.script:1024: in function 'set_save_marker'
   ...k.e.r. - lost alpha\gamedata\scripts\bind_car.script:319: in function <...k.e.r. - lost alpha\gamedata\scripts\bind_car.script:314>
$ LA_DBG:[54181] ABORT ~~< ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
$ LA_DBG:[54181] ABORT ~~x ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Disconnect
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
Unconventional M_SPAWN received : cgf[false] | bReady[false]
! Error: No object to reject/sell [422]
- Destroying level
~ CClientSpawnManager is empty
* [ D3D ]: textures[503110 K]
DestroySingleton::RefCounter: 0
DestroySingleton::RefCounter: 0
Input:  1
Config-file [d:\s.t.a.l.k.e.r. - lost alpha\appdata\user.ltx] saved successfully
Destroying Direct3D...
* RM_Dump: textures  : 0
* RM_Dump: rtargets  : 0
* RM_Dump: vs        : 0
* RM_Dump: ps        : 0
* RM_Dump: dcl       : 0
* RM_Dump: states    : 0
* RM_Dump: tex_list  : 0
* RM_Dump: matrices  : 0
* RM_Dump: lst_constants: 0
* RM_Dump: v_passes  : 0
* RM_Dump: v_elements: 0
* RM_Dump: v_shaders : 0
refCount:pBaseZB 1
refCount:pBaseRT 1
refCount:m_pSwapChain 1
DeviceREF: 10
refCount:m_pAdapter 4
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kaktus
Kot

Posty: 5
Dołączenie: 18 Maj 2013, 21:01
Ostatnio był: 15 Paź 2014, 17:02
Frakcja: Czyste Niebo
Ulubiona broń: VLA Special Assault Rifle
Kozaki: 0

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Re: Przejście do Darkscape - wyloty do pulpitu

Postprzez caleb59 w 12 Paź 2014, 20:04

A spróbuj włączyć na ten moment oświetlenie statyczne i przejść na nową lokację...
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caleb59
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Posty: 2716
Dołączenie: 23 Sie 2008, 18:59
Ostatnio był: Wczoraj, 18:17
Frakcja: Samotnicy
Ulubiona broń: Vintar BC
Kozaki: 679

Re: Przejście do Darkscape - wyloty do pulpitu

Postprzez kaktus w 12 Paź 2014, 21:06

Oświetlenie statyczne i minimalne detale nie pomogły. :(
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kaktus
Kot

Posty: 5
Dołączenie: 18 Maj 2013, 21:01
Ostatnio był: 15 Paź 2014, 17:02
Frakcja: Czyste Niebo
Ulubiona broń: VLA Special Assault Rifle
Kozaki: 0

Re: Przejście do Darkscape - wyloty do pulpitu

Postprzez caleb59 w 12 Paź 2014, 22:11

A może by tak od drugiej strony podejść - nie standardowo od Doliny Mroku tylko od tyłu od Kordonu?
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| Ryzen 7 5800X3D | 32GB DDR4 RAM | RTX 4070 SUPER 12GB GDDR6X RAM | Windows 11 Pro x64 |
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caleb59
Administrator

Posty: 2716
Dołączenie: 23 Sie 2008, 18:59
Ostatnio był: Wczoraj, 18:17
Frakcja: Samotnicy
Ulubiona broń: Vintar BC
Kozaki: 679

Re: Przejście do Darkscape - wyloty do pulpitu

Postprzez kaktus w 13 Paź 2014, 12:40

Niestety z obu stron dzieje się to samo.
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kaktus
Kot

Posty: 5
Dołączenie: 18 Maj 2013, 21:01
Ostatnio był: 15 Paź 2014, 17:02
Frakcja: Czyste Niebo
Ulubiona broń: VLA Special Assault Rifle
Kozaki: 0


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