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Acramentum

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Сообщения, опубликованные Acramentum


  1. 16 часов назад, denis2000 сказал:

    Acramentum Аи-сетка и оллспавн из разных версий локации.

     

    15 часов назад, WolfHeart сказал:

    Следуя инструкциям увидел что ошибся в названии all.спавна:)


  2. 3 минуты назад, denis2000 сказал:

    Acramentum Аи-сетка и оллспавн из разных версий локации.

    Разобрал локацию от мятежника, собрать не вышло. 

    Как понял что из разных версий? И как это можно решить?


  3. Не выходит запустить скомпилированную локацию, постоянно вылазит ошибка несоответствия сетки с кросс-таблицей
     

    Спойлер

    * Detected CPU: Intel(R) Xeon(R) CPU E5-2678 v3 @ 2.50GHz [GenuineIntel], F6/M15/S2, 2493.00 mhz, 25-clk 'rdtsc'
    * CPU features: RDTSC, MMX, SSE, SSE2, SSE3, MONITOR/MWAIT, SSSE3, SSE4.1, SSE4.2
    * CPU threads: 24

    Initializing File System...
    using fs-ltx fsgame.ltx
    FS: 41446 files cached 27 archives, 7243Kb memory used.
    Init FileSystem 1.531747 sec
    'xrCore' build 3967, Dec 14 2009

    EH: 9BDBD715169AC65D0242294793C84288

    -----loading w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\system.ltx
    -----loading w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\system.ltx
    Initializing Engine...
    Starting INPUT device...
    Loading DLL: xrRender_R2.dll
    Loading DLL: xrRender_R3.dll
    refCount:m_pAdapter 1
    Loading DLL: xrRender_R4.dll
    command line
    Executing config-script "user.ltx"...
    [w:\s.t.a.l.k.e.r. - call of pripyat\_appdata_\user.ltx] successfully loaded.
    Loading DLL: xrRender_R2.dll
    Loading DLL: xrGame.dll
    ! Unable to find Software\GSC Game World\STALKER-COP\ in registry
    ! Player name registry key (InstallUserName) not found !
    * [win32]: free[3931128 K], reserved[143324 K], committed[119788 K]
    * [ D3D ]: textures[0 K]
    * [x-ray]: crt heap[14808 K], process heap[14859 K], game lua[0 K], render[0 K]
    * [x-ray]: economy: strings[12219 K], smem[0 K]
    SOUND: OpenAL: enumerate devices...
    SOUND: OpenAL: EnumerationExtension Present
    dir[0]=W:\S.T.A.L.K.E.R. - Call of Pripyat\bin\
    dir[1]=W:\S.T.A.L.K.E.R. - Call of Pripyat\
    dir[2]=W:\S.T.A.L.K.E.R. - Call of Pripyat\bin\
    dir[3]=C:\windows\system32\
    CleanDeviceSpecifierList
    CleanDeviceSpecifierList Generic Hardware
    devices Generic Hardware
    SOUND: OpenAL: system  default SndDevice name is Generic Hardware
    SOUND: OpenAL: default SndDevice name set to Generic Software
    SOUND: OpenAL: All available devices:
    1. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
    2. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
    Executing config-script "w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\default_controls.ltx"...
    [w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\default_controls.ltx] successfully loaded.
    Executing config-script "user.ltx"...
    Executing config-script "w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\rspec_high.ltx"...
    [w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\rspec_high.ltx] successfully loaded.
    Executing config-script "w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\default_controls.ltx"...
    [w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\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]
    ~ Invalid syntax in call to 'sv_adm_menu_ban_time'
    ~ Valid arguments: ui_mp_am_10_minutes/ui_mp_am_30_minutes/ui_mp_am_1_hour/ui_mp_am_6_hours/ui_mp_am_1_day/ui_mp_am_1_week/ui_mp_am_1_month/ui_mp_am_3_monthes/ui_mp_am_forever
    [w:\s.t.a.l.k.e.r. - call of pripyat\_appdata_\user.ltx] successfully loaded.
    SOUND: Selected device is Generic 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:10DE]-[device:2504]: NVIDIA GeForce RTX 3060
    * GPU driver: 31.0.15.2698
    * CREATE: DeviceREF: 1
    * Vertex Processor: PURE HARDWARE
    *     Texture memory: 4087 M
    *          DDI-level: 9.0
    * GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
    * GPU vertex cache: unrecognized, 16
    * NVidia MGPU: Logical(1), Physical(1)
    * Starting rendering as 2-GPU.
    * DVB created: 1536K
    * DIB created: 512K
    ! Renderer doesn't support blender 'effects\shadow_world'
    * NULLRT supported
    * ...and used
    * HWDST/PCF supported and used
    * NV-DBT supported and used
    compiling shader dumb
    compiling shader dumb
    compiling shader accum_mask
    compiling shader accum_sun_mask
    compiling shader copy_p
    compiling shader accum_volume
    compiling shader copy
    compiling shader accum_sun_near
    compiling shader accum_sun
    compiling shader accum_sun_cascade
    compiling shader accum_sun_cascade_far
    compiling shader accum_volumetric_sun
    compiling shader accum_volumetric_sun_cascade
    compiling shader accum_omni_unshadowed
    compiling shader accum_omni_normal
    compiling shader accum_omni_transluent
    compiling shader accum_spot_unshadowed
    compiling shader accum_spot_normal
    compiling shader accum_spot_fullsize
    compiling shader accum_volumetric
    compiling shader accum_volumetric
    compiling shader accum_indirect
    compiling shader bloom_build
    compiling shader bloom_filter
    compiling shader bloom_filter_f
    compiling shader bloom_luminance_1
    compiling shader bloom_luminance_2
    compiling shader bloom_luminance_3
    compiling shader combine_1
    compiling shader combine_1
    compiling shader combine_2_AA
    compiling shader combine_2_NAA
    compiling shader combine_2_AA_D
    compiling shader combine_2_NAA_D
    compiling shader combine_volumetric
    compiling shader postprocess
    compiling shader postprocess_CM
    compiling shader distort
    compiling shader particle_distort
    compiling shader particle
    compiling shader particle
    compiling shader particle_s-blend
    compiling shader particle-clip
    compiling shader particle_s-add
    compiling shader particle_s-aadd
    compiling shader deffer_particle
    compiling shader deffer_particle
    - r__tf_aniso 8
    - r2_tf_mipbias 0.
    compiling shader portal
    compiling shader portal
    compiling shader simple_color
    compiling shader editor
    compiling shader sky2
    compiling shader sky2
    compiling shader clouds
    compiling shader clouds
    Starting engine...
    compiling shader stub_default
    compiling shader effects_sun
    compiling shader hud_font
    ! Unable to find Software\GSC Game World\STALKER-COP\ in registry
    ! Player name registry key (InstallUserName) not found !
    ! Unable to find Software\GSC Game World\STALKER-COP\ in registry
    Loading DLL: xrGameSpy.dll
    compiling shader yuv2rgb
    ! Missing ogg-comment, file:  w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\sounds\video\ati_radeon_1920x1080.ogg
    ! Missing ogg-comment, file:  w:\s.t.a.l.k.e.r. - call of pripyat\gamedata\sounds\video\amd_fusion_final_720.ogg
    intro_start intro_logo
    intro_delete ::update_logo_intro
    compiling shader yuv2rgb
    * [win32]: free[3646084 K], reserved[234028 K], committed[314128 K]
    * [ D3D ]: textures[64 K]
    * [x-ray]: crt heap[100816 K], process heap[43315 K], game lua[2171 K], render[223 K]
    * [x-ray]: economy: strings[12287 K], smem[0 K]
    * DVB created: 1536K
    * DIB created: 512K
    compiling shader dumb
    compiling shader dumb
    compiling shader accum_mask
    compiling shader accum_sun_mask
    compiling shader copy_p
    compiling shader accum_volume
    compiling shader copy
    compiling shader accum_sun_near
    compiling shader accum_sun
    compiling shader accum_sun_cascade
    compiling shader accum_sun_cascade_far
    compiling shader accum_volumetric_sun
    compiling shader accum_volumetric_sun_cascade
    compiling shader accum_omni_unshadowed
    compiling shader accum_omni_normal
    compiling shader accum_omni_transluent
    compiling shader accum_spot_unshadowed
    compiling shader accum_spot_normal
    compiling shader accum_spot_fullsize
    compiling shader accum_volumetric
    compiling shader accum_volumetric
    compiling shader accum_indirect
    compiling shader bloom_build
    compiling shader bloom_filter
    compiling shader bloom_filter_f
    compiling shader bloom_luminance_1
    compiling shader bloom_luminance_2
    compiling shader bloom_luminance_3
    compiling shader combine_1
    compiling shader combine_1
    compiling shader combine_2_AA
    compiling shader combine_2_NAA
    compiling shader combine_2_AA_D
    compiling shader combine_2_NAA_D
    compiling shader combine_volumetric
    compiling shader postprocess
    compiling shader postprocess_CM
    compiling shader distort
    - r__tf_aniso 8
    - r2_tf_mipbias 0.
    * RM_Dump: textures  : 264
    * RM_Dump: rtargets  : 17
    * RM_Dump: vs        : 14
    * RM_Dump: ps        : 47
    * RM_Dump: dcl       : 12
    * RM_Dump: states    : 51
    * RM_Dump: tex_list  : 312
    * RM_Dump: matrices  : 0
    * RM_Dump: lst_constants: 0
    * RM_Dump: v_passes  : 433
    * RM_Dump: v_elements: 433
    * RM_Dump: v_shaders : 276
    * GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
    * GPU vertex cache: unrecognized, 16
    * NVidia MGPU: Logical(1), Physical(1)
    * Starting rendering as 2-GPU.
    *** RESET [619 ms]
    * MEMORY USAGE: 104294 K
    * End of synchronization A[1] R[1]
    * DVB created: 1536K
    * DIB created: 512K
    compiling shader dumb
    compiling shader dumb
    compiling shader accum_mask
    compiling shader accum_sun_mask
    compiling shader copy_p
    compiling shader accum_volume
    compiling shader copy
    compiling shader accum_sun_near
    compiling shader accum_sun
    compiling shader accum_sun_cascade
    compiling shader accum_sun_cascade_far
    compiling shader accum_volumetric_sun
    compiling shader accum_volumetric_sun_cascade
    compiling shader accum_omni_unshadowed
    compiling shader accum_omni_normal
    compiling shader accum_omni_transluent
    compiling shader accum_spot_unshadowed
    compiling shader accum_spot_normal
    compiling shader accum_spot_fullsize
    compiling shader accum_volumetric
    compiling shader accum_volumetric
    compiling shader accum_indirect
    compiling shader bloom_build
    compiling shader bloom_filter
    compiling shader bloom_filter_f
    compiling shader bloom_luminance_1
    compiling shader bloom_luminance_2
    compiling shader bloom_luminance_3
    compiling shader combine_1
    compiling shader combine_1
    compiling shader combine_2_AA
    compiling shader combine_2_NAA
    compiling shader combine_2_AA_D
    compiling shader combine_2_NAA_D
    compiling shader combine_volumetric
    compiling shader postprocess
    compiling shader postprocess_CM
    compiling shader distort
    - r__tf_aniso 8
    - r2_tf_mipbias 0.
    * RM_Dump: textures  : 264
    * RM_Dump: rtargets  : 17
    * RM_Dump: vs        : 14
    * RM_Dump: ps        : 47
    * RM_Dump: dcl       : 12
    * RM_Dump: states    : 51
    * RM_Dump: tex_list  : 312
    * RM_Dump: matrices  : 0
    * RM_Dump: lst_constants: 0
    * RM_Dump: v_passes  : 433
    * RM_Dump: v_elements: 433
    * RM_Dump: v_shaders : 276
    * GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
    * GPU vertex cache: recognized, 24
    * NVidia MGPU: Logical(1), Physical(1)
    * Starting rendering as 2-GPU.
    *** RESET [611 ms]
    * MEMORY USAGE: 104295 K
    * End of synchronization A[1] R[1]
    *  0.0 : [  56] $null
    *  0.0 : [   3] $user$accum
    *  0.0 : [   1] $user$accum_temp
    *  0.0 : [   6] $user$albedo
    *  0.0 : [   6] $user$bloom1
    *  0.0 : [   2] $user$bloom2
    *  0.0 : [   2] $user$cmap0
    *  0.0 : [   2] $user$cmap1
    *  0.0 : [   2] $user$env_s0
    *  0.0 : [   2] $user$env_s1
    *  0.0 : [   7] $user$generic0
    *  0.0 : [   5] $user$generic1
    *  0.0 : [   2] $user$generic2
    *  0.0 : [   3] $user$jitter_0
    *  0.0 : [   1] $user$jitter_1
    *  0.0 : [   1] $user$jitter_2
    *  0.0 : [   1] $user$jitter_3
    *  0.0 : [   1] $user$jitter_4
    *  0.0 : [   2] $user$lum_t64
    *  0.0 : [   3] $user$lum_t8
    *  0.0 : [   1] $user$luminance_0
    *  0.0 : [   1] $user$luminance_1
    *  0.0 : [   1] $user$luminance_2
    *  0.0 : [   1] $user$luminance_3
    *  0.0 : [   8] $user$material
    *  0.0 : [  12] $user$normal
    *  0.0 : [ 108] $user$position
    *  0.0 : [   1] $user$sky0
    *  0.0 : [   1] $user$sky1
    *  0.0 : [   4] $user$smap_depth
    *  0.0 : [   3] $user$smap_surf
    *  0.0 : [   7] $user$tonemap
    *  0.0 : [   2] $user$tonemap_src
    *  0.0 : [   2] act\act_controller_hit1
    *  0.0 : [   2] fx\fx_flare1
    *  0.0 : [   1] fx\fx_flare2
    *  0.0 : [   1] fx\fx_flare3
    *  0.0 : [   2] fx\fx_gradient
    *  0.0 : [   2] fx\fx_gradient1
    *  0.0 : [   1] fx\fx_lightning
    *  0.0 : [   1] fx\fx_noise
    *  0.0 : [   2] fx\fx_noise2
    *  0.0 : [   1] fx\fx_rain
    *  0.0 : [   1] fx\fx_rainsplash1
    *  0.0 : [   2] fx\fx_sun
    *  0.0 : [   1] fx\fx_sun_rise
    *  0.0 : [   1] fx\fx_thunderbolts_gradient
    *  0.0 : [   1] fx\fx_thunderbolts_gradient_surge
    *  0.0 : [   2] fx\fx_volumefog1
    *  0.0 : [   2] glow\glow_04
    *  0.0 : [   2] glow\glow_fire1
    *  0.0 : [   2] glow\glow_orange
    *  0.0 : [   2] glow\glow_orange2
    *  0.0 : [   2] glow\glow_orange_bright
    *  0.0 : [   2] glow\glow_white
    *  0.0 : [   4] lights\lights_spot01
    *  0.0 : [   2] pfx\pfx_ani-explosion-02
    *  0.0 : [   2] pfx\pfx_ani-explosion-02-b-a
    *  0.0 : [   2] pfx\pfx_ani-explosion-02a
    *  0.0 : [   2] pfx\pfx_ani-fire01
    *  0.0 : [   2] pfx\pfx_ani-smoke-01
    *  0.0 : [   2] pfx\pfx_anomaly_1
    *  0.0 : [   2] pfx\pfx_anomaly_16
    *  0.0 : [   2] pfx\pfx_anomaly_18
    *  0.0 : [   2] pfx\pfx_anomaly_19
    *  0.0 : [   2] pfx\pfx_anomaly_2
    *  0.0 : [   2] pfx\pfx_anomaly_21
    *  0.0 : [   2] pfx\pfx_anomaly_23
    *  0.0 : [   2] pfx\pfx_anomaly_2_green
    *  0.0 : [   2] pfx\pfx_anomaly_3
    *  0.0 : [   2] pfx\pfx_anomaly_4
    *  0.0 : [   2] pfx\pfx_anomaly_5
    *  0.0 : [   2] pfx\pfx_anomaly_6
    *  0.0 : [   2] pfx\pfx_anomaly_7
    *  0.0 : [   2] pfx\pfx_anomaly_8
    *  0.0 : [   2] pfx\pfx_anomaly_88
    *  0.0 : [   2] pfx\pfx_anomaly_9
    *  0.0 : [   2] pfx\pfx_bloodsplash1
    *  0.0 : [   2] pfx\pfx_bloodsplash2
    *  0.0 : [   2] pfx\pfx_blurry_cloud
    *  0.0 : [   2] pfx\pfx_brick
    *  0.0 : [   2] pfx\pfx_bubble
    *  0.0 : [   2] pfx\pfx_bubble_1
    *  0.0 : [   1] pfx\pfx_bubble_water
    *  0.0 : [   2] pfx\pfx_concretedebris_01
    *  0.0 : [   2] pfx\pfx_concretepuffs_01
    *  0.0 : [   1] pfx\pfx_dist2
    *  0.0 : [   1] pfx\pfx_dist2inv
    *  0.0 : [   1] pfx\pfx_dist3
    *  0.0 : [   1] pfx\pfx_dist4
    *  0.0 : [   1] pfx\pfx_dist7
    *  0.0 : [   1] pfx\pfx_dist8
    *  0.0 : [   1] pfx\pfx_dist9
    *  0.0 : [   1] pfx\pfx_dist_teleport
    *  0.0 : [   1] pfx\pfx_distort_anomaly
    *  0.0 : [   2] pfx\pfx_distortion
    *  0.0 : [   2] pfx\pfx_explotions_2
    *  0.0 : [   2] pfx\pfx_explotions_3
    *  0.0 : [   2] pfx\pfx_explotions_4
    *  0.0 : [   2] pfx\pfx_explotions_smoke
    *  0.0 : [   2] pfx\pfx_flame
    *  0.0 : [   2] pfx\pfx_flame_01
    *  0.0 : [   2] pfx\pfx_flamefx_01
    *  0.0 : [   2] pfx\pfx_flash_01
    *  0.0 : [   2] pfx\pfx_flash_05
    *  0.0 : [   2] pfx\pfx_flash_07
    *  0.0 : [   2] pfx\pfx_gologramma
    *  0.0 : [   2] pfx\pfx_gradient
    *  0.0 : [   2] pfx\pfx_gradient1
    *  0.0 : [   2] pfx\pfx_leaves_01
    *  0.0 : [   2] pfx\pfx_leaves_02
    *  0.0 : [   2] pfx\pfx_light1
    *  0.0 : [   2] pfx\pfx_light3
    *  0.0 : [   2] pfx\pfx_light4
    *  0.0 : [   1] pfx\pfx_lighting_stancia_01
    *  0.0 : [   1] pfx\pfx_lighting_stancia_02
    *  0.0 : [   2] pfx\pfx_lightning_01
    *  0.0 : [   2] pfx\pfx_lightning_02
    *  0.0 : [   2] pfx\pfx_ligth_6
    *  0.0 : [   2] pfx\pfx_plasma
    *  0.0 : [   2] pfx\pfx_shells1
    *  0.0 : [   2] pfx\pfx_shells2
    *  0.0 : [   2] pfx\pfx_skinsplash1
    *  0.0 : [   2] pfx\pfx_smoke_a
    *  0.0 : [   2] pfx\pfx_smoke_b
    *  0.0 : [   2] pfx\pfx_smokepuffs1
    *  0.0 : [   2] pfx\pfx_smokepuffs2
    *  0.0 : [   2] pfx\pfx_spark_01
    *  0.0 : [   2] pfx\pfx_sparks
    *  0.0 : [   2] pfx\pfx_specks
    *  0.0 : [   2] pfx\pfx_specks_poison
    *  0.0 : [   2] pfx\pfx_spikey_star
    *  0.0 : [   2] pfx\pfx_splash3
    *  0.0 : [   2] pfx\pfx_splash_01
    *  0.0 : [   2] pfx\pfx_splash_02
    *  0.0 : [   2] pfx\pfx_step_blood
    *  0.0 : [   2] pfx\pfx_stonedebris1
    *  0.0 : [   2] pfx\pfx_stonedebris2
    *  0.0 : [   2] pfx\pfx_synus
    *  0.0 : [   2] pfx\pfx_teleport
    *  0.0 : [   2] pfx\pfx_test_textures
    *  0.0 : [   2] pfx\pfx_vehglassdebris_01
    *  0.0 : [   2] pfx\pfx_vehmetaldebris_01
    *  0.0 : [   2] pfx\pfx_water_wave
    *  0.0 : [   2] pfx\pfx_woodchips1
    *  0.0 : [   2] pfx\pfx_woodchips3
    *  0.0 : [   2] prop\prop_fake_bed_fireplace
    *  0.0 : [   2] prop\prop_provod_02
    *  0.0 : [   5] sky\sky_12_vibros_cube
    *  0.0 : [   5] sky\sky_12_vibros_cube#small
    *  0.0 : [  26] sky\sky_13_cube
    *  0.0 : [  26] sky\sky_13_cube#small
    *  0.0 : [  16] sky\sky_13_cube_night
    *  0.0 : [  16] sky\sky_13_cube_night#small
    *  0.0 : [  12] sky\sky_13_vibros_cube
    *  0.0 : [  12] sky\sky_13_vibros_cube#small
    *  0.0 : [  10] sky\sky_14_cube
    *  0.0 : [  10] sky\sky_14_cube#small
    *  0.0 : [   4] sky\sky_17_clouds_cube
    *  0.0 : [   4] sky\sky_17_clouds_cube#small
    *  0.0 : [   4] sky\sky_17_cube
    *  0.0 : [   4] sky\sky_17_cube#small
    *  0.0 : [   8] sky\sky_18_cube
    *  0.0 : [   8] sky\sky_18_cube#small
    *  0.0 : [  11] sky\sky_19_cube
    *  0.0 : [  11] sky\sky_19_cube#small
    *  0.0 : [   4] sky\sky_1_clouds_cube
    *  0.0 : [   4] sky\sky_1_clouds_cube#small
    *  0.0 : [   4] sky\sky_20_clouds_cube
    *  0.0 : [   4] sky\sky_20_clouds_cube#small
    *  0.0 : [   4] sky\sky_20_cube
    *  0.0 : [   4] sky\sky_20_cube#small
    *  0.0 : [   4] sky\sky_2_clouds_cube
    *  0.0 : [   4] sky\sky_2_clouds_cube#small
    *  0.0 : [   4] sky\sky_2_cube
    *  0.0 : [   4] sky\sky_2_cube#small
    *  0.0 : [  12] sky\sky_3_cube
    *  0.0 : [  12] sky\sky_3_cube#small
    *  0.0 : [   3] sky\sky_4_cube
    *  0.0 : [   3] sky\sky_4_cube#small
    *  0.0 : [  30] sky\sky_5_cube
    *  0.0 : [  30] sky\sky_5_cube#small
    *  0.0 : [   7] sky\sky_6_cube
    *  0.0 : [   7] sky\sky_6_cube#small
    *  0.0 : [  11] sky\sky_7_cube
    *  0.0 : [  11] sky\sky_7_cube#small
    *  0.0 : [   8] sky\sky_8_cube
    *  0.0 : [   8] sky\sky_8_cube#small
    *  0.0 : [  51] sky\sky_9_cube
    *  0.0 : [  51] sky\sky_9_cube#small
    *  0.0 : [ 238] sky\sky_oblaka
    *  0.0 : [   1] ui\ui_actor_hint_wnd
    *  0.0 : [   1] ui\ui_actor_multiplayer_game_menu
    *  0.0 : [   1] ui\ui_actor_sleep_screen
    *  0.0 : [   1] ui\ui_common
    *  0.0 : [   1] wm\wm_blood_1
    *  0.0 : [   1] wm\wm_blood_1_1
    *  0.0 : [   1] wm\wm_blood_1_2
    *  0.0 : [   1] wm\wm_blood_1_3
    *  0.0 : [   1] wm\wm_blood_drop_4
    *  0.0 : [   1] wm\wm_bullet_asfalt_1
    *  0.0 : [   1] wm\wm_bullet_asfalt_2
    *  0.0 : [   1] wm\wm_bullet_asfalt_3
    *  0.0 : [   1] wm\wm_bullet_brick_1
    *  0.0 : [   1] wm\wm_bullet_brick_2
    *  0.0 : [   1] wm\wm_bullet_concrete
    *  0.0 : [   1] wm\wm_bullet_concrete_1
    *  0.0 : [   1] wm\wm_bullet_concrete_2
    *  0.0 : [   1] wm\wm_bullet_concrete_4
    *  0.0 : [   1] wm\wm_bullet_concrete_5
    *  0.0 : [   1] wm\wm_bullet_concrete_6
    *  0.0 : [   1] wm\wm_bullet_concrete_7
    *  0.0 : [   1] wm\wm_bullet_glass01
    *  0.0 : [   1] wm\wm_bullet_glass02
    *  0.0 : [   1] wm\wm_bullet_glass03
    *  0.0 : [   1] wm\wm_bullet_glass04
    *  0.0 : [   1] wm\wm_bullet_ground
    *  0.0 : [   1] wm\wm_bullet_ground_1
    *  0.0 : [   1] wm\wm_bullet_ground_2
    *  0.0 : [   1] wm\wm_bullet_metall_thik
    *  0.0 : [   1] wm\wm_bullet_metall_thik_1
    *  0.0 : [   1] wm\wm_bullet_metall_thik_2
    *  0.0 : [   1] wm\wm_bullet_metall_thik_3
    *  0.0 : [   1] wm\wm_bullet_metall_thin
    *  0.0 : [   1] wm\wm_bullet_metall_thin_1
    *  0.0 : [   1] wm\wm_bullet_metall_thin_2
    *  0.0 : [   1] wm\wm_bullet_metall_thin_3
    *  0.0 : [   1] wm\wm_bullet_metall_thin_4
    *  0.0 : [   1] wm\wm_bullet_wood
    *  0.0 : [   1] wm\wm_bullet_wood_1
    *  0.0 : [   1] wm\wm_bullet_wood_2
    *  0.0 : [   1] wm\wm_bullet_wood_3
    *  0.0 : [   1] wm\wm_bullet_wood_4
    *  0.0 : [   1] wm\wm_bullet_wood_5
    *  0.0 : [   1] wm\wm_bullet_wood_6
    *  0.0 : [   1] wm\wm_bullet_wood_7
    *  0.0 : [   1] wm\wm_bullet_wood_8
    *  0.0 : [   1] wm\wm_bullet_wood_9
    *  0.0 : [   1] wm\wm_grenade
    *  0.0 : [   1] wm\wm_knife_dead
    *  0.0 : [   1] wm\wm_knife_horiz
    *  0.0 : [   1] wm\wm_knife_horiz_blood
    *  0.0 : [   1] wm\wm_knife_horiz_blood1
    *  0.0 : [   1] wm\wm_knife_horiz_metal
    *  0.0 : [   1] wm\wm_knife_horiz_ston
    *  0.0 : [   1] wm\wm_knife_wood
    *  0.0 : [   1] wm\wm_knife_wood1
    *  0.0 : [   1] wm\wm_knife_wood2
    * 16.1 : [   1] ui\ui_font_arial_14_1024
    * 32.1 : [   1] ui\ui_font_letter_16_1024
    * 32.1 : [   1] ui\ui_font_letter_18_1024
    * 32.1 : [   1] ui\ui_magnifier3
    * 33.0 : [   1] ui\ui_ani_cursor
    * 64.1 : [   1] ui\ui_font_console_02
    * 64.1 : [   1] ui\ui_font_graff_19_1024
    * 64.1 : [   1] ui\ui_font_graff_22_1024
    * 64.1 : [   1] ui\ui_font_hud_01
    * 128.1 : [   1] ui\ui_font_graff_32_1024
    * 128.1 : [   1] ui\ui_font_letter_25_1024
    * 256.1 : [   1] ui\ui_font_graff_50_1024
    * 256.1 : [   1] ui\ui_font_hud_02
    * 270.0 : [   1] ui\video_voroni_crop
    * 936.0 : [   1] ui\video_water_crop
    * 1024.1 : [   1] ui\ui_actor_main_menu
    compiling shader deffer_base_bump-hq
    compiling shader deffer_model_bump-hq_3
    compiling shader deffer_base_bump
    compiling shader deffer_model_bump_3
    compiling shader shadow_direct_model_3
    "w:\s.t.a.l.k.e.r. - call of pripyat\bin\xrengine.exe"
    * phase time: 0 ms
    * phase cmem: 110852 K
    Loading objects...
    compiling shader deffer_base_flat
    compiling shader deffer_model_flat_0
    compiling shader shadow_direct_model_0
    compiling shader deffer_model_bump-hq_0
    compiling shader deffer_model_bump_0
    compiling shader deffer_base_aref_bump-hq
    compiling shader deffer_base_aref_bump
    compiling shader shadow_direct_base_aref
    compiling shader shadow_direct_model_aref_0
    compiling shader deffer_model_bump-hq_1
    compiling shader deffer_model_bump_1
    compiling shader shadow_direct_model_1
    compiling shader deffer_base_bump_db-hq
    compiling shader deffer_model_bump_d-hq_0
    compiling shader deffer_model_bump-hq_2
    compiling shader deffer_model_bump_2
    compiling shader shadow_direct_model_2
    Loading models...
    compiling shader deffer_model_bump-hq_4
    compiling shader deffer_model_bump_4
    compiling shader shadow_direct_model_4
    compiling shader model_def_lq
    compiling shader model_def_lq_0
    compiling shader deffer_model_bump_d-hq_4
    compiling shader deffer_base_aref_flat
    compiling shader deffer_model_flat_2
    compiling shader shadow_direct_model_aref_2
    compiling shader deffer_model_bump_d-hq_3
    compiling shader deffer_model_flat_1
    compiling shader accum_emissive
    compiling shader model_distort4glass_3
    compiling shader shadow_direct_model_aref_3
    compiling shader deffer_base_aref_bump_db-hq
    compiling shader deffer_model_flat_4
    compiling shader shadow_direct_model_aref_4
    * [prefetch] time:    1768 ms
    * [prefetch] memory:  77960Kb
    ! Unable to find Software\GSC Game World\STALKER-COP\ in registry
    ! Player name registry key (InstallUserName) not found !
    * phase time: 1848 ms
    * phase cmem: 191251 K
    * phase time: 5 ms
    * phase cmem: 191251 K
    * Creating new game...
    * Loading spawn registry...
    * 3861 spawn points are successfully loaded
     
    FATAL ERROR
     
    [error]Expression    : cross_table().header().level_guid() == level_graph().header().guid()
    [error]Function      : CAI_Space::load
    [error]File          : D:\prog_repository\sources\trunk\xrGame\ai_space.cpp
    [error]Line          : 113
    [error]Description   : cross_table doesn't correspond to the AI-map
     

    stack trace:

    0023:69737365 nvapi.dll

    Так называемый верфинг
     

    Спойлер

    Initializing File System...
    using fs-ltx fsgame.ltx
    FS: 39995 files cached 0 archives, 6970Kb memory used.
    Init FileSystem 1.230329 sec
    'xrCore' build 0, (null)

    true
    0
    Loading DLL: xrSE_Factory.dll
    'xrCore' build 0, (null)

    -----loading w:\stalkerdev\x-ray_cop_sdk\editors\gamedata\configs\system.ltx
    "X-Ray AI Compiler"
    Compilation date: Sep 27 2014

    Startup time: 00:59:59
    Verifying level w:\stalkerdev\x-ray_cop_sdk\editors\gamedata\levels\escape\
     
    * New phase started: Verifying level graph
    AI-map is valid!
    Verifying level w:\stalkerdev\x-ray_cop_sdk\editors\gamedata\levels\escape\ completed

    Спойлер

    221629464_.thumb.png.68e3a943ffd507e9044dec4f1591cced.png

    Ткните лицом в ошибки. Спасибо!


  4. Спойлер

    image.png

    При экспорте с 3ds что то пошло не так, подскажите?

     

    upd. Насколько я понимаю проблема в том что полигон, красится с 2 сторон а в 2021 максе я не вижу кнопку 2sided


  5. 37 минут назад, denis2000 сказал:

    Есть. Гугл в помощь. Вот пример огромной бесплатной базы моделей. И не надо заливать, что ничего не ищется и не открывается учитесь использовать поисковик и ресурсы Интернета. А если уж чего-то нет, а вам очень нужно, то придется моделировать самому, тут на форуме целый раздел по моделированию есть и масса профильных форумов.

    Прошу простить, за плохо сформулированный вопрос.
    Пример: локация не компилируется потому что не хватает условного corp_bomth.dds, есть ли какая то сборка dds моделей что бы я мог найти по названию и понять что это такое, а не качать кучу разных модов и искать там что бы понять что это текстура условного пульта=).
    (Сейчас я просто заменил все непонятые мной текстуры прозрачными, но хотелось бы разобраться что к чему)

    Совсем забыл задать вопрос, можете ответить что за анимация нужна в ошибке?

    1 час назад, Acramentum сказал:

     

      Картинка (Скрыть контент)

    image.png.c75605504a05b856fbf0309f69d25775.png

     


    п.с. спасибо за ссылку!


  6. Подскажите, пару тройку вопросов?
    1) Как правильно использовать gamedata и rawdata в сдк (SDK 0.7 RePack by DaaGuda V2), какое принципиально отличие между ними? 
    2) После декомпиляции уровня, я поставил пару нпс, предметов, скомпилировал обратно. Нужно ли декомпилировать уровень снова? или достаточно открыть уже декомпиленный и снова скомпилить?
    3) Есть ли на просторах интернета сброка текстур и моделей на фрипользование? Либо же дальше продолжать брать из оригиналов и модов? ( уровень не собирался потому что отсутствовали модели и thm файлы) 
     

    Спойлер

    image.png.c75605504a05b856fbf0309f69d25775.png

    4) В чем разница между обычным декомпилятором и версии CUDA? (SDK 0.7 RePack by DaaGuda V2)
    5) Как потом в сдк разбирать кучу файлов нужных от тех которые не используются?

    Искал ответы на эти вопросы в гугле, половина ссылок на сайты у меня не открывается, а те что открываются там информации либо в 1 предложение диалога, либо картинки давно мертвы. Спасибо!