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появляется окошко,когда я нажимаю на *присоединиться к подкреплению*.Вот что там пишется:
Spent 539ms total Finished compositing contextId 18 team security (0) cinematic: false Spent 134ms waiting Spent 403ms total Finished compositing contextId 19 team security (0) cinematic: false Spent 268ms waiting Spent 592ms total Finished compositing contextId 20 team security (0) cinematic: false Spent 522ms waiting Spent 968ms total Finished compositing contextId 21 team security (0) cinematic: false Spent 72ms waiting Spent 420ms total Finished compositing contextId 1 team resistance (1) cinematic: true Spent 156ms waiting Spent 490ms total Finished compositing contextId 2 team resistance (1) cinematic: true Spent 219ms waiting Spent 522ms total Finished compositing contextId 3 team resistance (1) cinematic: true Spent 77ms waiting Spent 376ms total Finished compositing contextId 17 team resistance (1) cinematic: false Spent 254ms waiting Spent 639ms total Finished compositing contextId 18 team resistance (1) cinematic: false Spent 254ms waiting Spent 643ms total Finished compositing contextId 19 team resistance (1) cinematic: false Spent 50ms waiting Spent 428ms total Finished compositing contextId 20 team resistance (1) cinematic: false --- Completed loading sequence in 17.52s --- ----- idSoundCache::EndLevelLoad ----- _vmtrpages: locked 1106846 bytes (8.44 cache lines) in physical image, 0 cache lines in disk cache maps/mp/aquarium: locked 295080 bytes (2.25 cache lines) in physical image, 0 cache lines in disk cache Virtual textures loaded and locked in 0.10s 0: 'aqrint_csc' StopCutscene... ...precaching anims for actor: ( maps/mp/aquarium.entities ) aqrint_actor_1 ...precaching anims for actor: ( maps/mp/aquarium.entities ) aqrint_actor_2 ...precaching anims for actor: ( maps/mp/aquarium.entities ) aqrint_actor_3 ...precaching anims for actor: ( maps/mp/aquarium.entities ) aqrint_player 0: 'aqsint_csc' StopCutscene... 0: 'aqoutro_csc' StopCutscene... 0: 'aqmid_csc' StopCutscene... === Allow user to skip loading screen === ----------------------------------- 00:18 to load maps/mp/aquarium.entities sdAbilityManager::OnLocalPlayerClassChanged: 0 Received abilities from client 0 ...'grenade_molotov' set as bind 0 ...'landmine' set as bind 8 ...'charge' set as bind 16 ...'spotting' set as bind 17 ...'repairing' set as bind 18 ...'disarming' set as bind 19 ...'building' set as bind 20 ...'revive' set as bind 21 ...'hacking' set as bind 22 ...'sprinting_reload' set as bind 23 ...'power_maximum_increase' set as bind 24 ...'hardened_skin' set as bind 25 ...'give_ammo' set as bind 56 ...'life_buff1' set as bind 57 ...'weapon_buff1' set as bind 58 ...'disguise_self' set as bind 59 16 abilities set done setting 16 local abilities All Stats Cleared OnIntroCutsceneStart 99: Cinematic (correct) model for 'aqrint_actor_1' composited (uses id 1, expected id 1), ccfIndex 9 99: Cinematic (correct) model for 'aqrint_actor_2' composited (uses id 2, expected id 2), ccfIndex 10 99: Cinematic (correct) model for 'aqrint_actor_3' composited (uses id 3, expected id 3), ccfIndex 11 99: Non-cinematic (correct) model for 'aqrint_player' composited (uses id -1, expected id -1), ccfIndex 0 OnIntroCutsceneEnd Player Team: resistance Fade in victory splash All Stats Cleared All Stats Cleared Syncing stats to clients... Mapscripts: setup objective from match state ...OnMatchStatePrimary 0 ...OnMatchStateOther 0 0 ...OnMatchStateOther 1 0 ...OnMatchStateOther 2 0 ...OnMatchStateOther 3 0 ...OnMatchStateOther 4 0 ...OnMatchStateOther 5 0 ...OnMatchStateOther 6 0 ...OnMatchStateOther 7 0 ...OnMatchStateOther 8 0 ...OnMatchStateOther 9 0 ...OnMatchStateOther 10 0 ...OnMatchStateOther 11 0 ...OnMatchStateOther 12 0 ...OnMatchStateOther 13 0 ...OnMatchStateOther 14 0 ...OnMatchStateOther 15 0 ...OnMatchStateOther 16 0 ...OnMatchStateOther 17 0 Mapscripts: done setting up objective from match state 8 mins to go client 15 connected. OnClientConnect: Clearing abilities for client 15 Syncing match state to client 15 client 14 connected. OnClientConnect: Clearing abilities for client 14 Syncing match state to client 14 client 13 connected. OnClientConnect: Clearing abilities for client 13 Syncing match state to client 13 WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) client 12 connected. OnClientConnect: Clearing abilities for client 12 Syncing match state to client 12 client 11 connected. OnClientConnect: Clearing abilities for client 11 Syncing match state to client 11 Finished compositing contextId 1 team resistance (1) cinematic: false client 10 connected. OnClientConnect: Clearing abilities for client 10 Syncing match state to client 10 WARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) client 9 connected. OnClientConnect: Clearing abilities for client 9 Syncing match state to client 9 client 8 connected. OnClientConnect: Clearing abilities for client 8 Syncing match state to client 8 WARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) client 7 connected. OnClientConnect: Clearing abilities for client 7 Syncing match state to client 7 Finished compositing contextId 3 team resistance (1) cinematic: false Finished compositing contextId 2 team resistance (1) cinematic: false client 6 connected. OnClientConnect: Clearing abilities for client 6 Syncing match state to client 6 client 5 connected. OnClientConnect: Clearing abilities for client 5 Syncing match state to client 5 client 4 connected. OnClientConnect: Clearing abilities for client 4 Syncing match state to client 4 client 3 connected. OnClientConnect: Clearing abilities for client 3 Syncing match state to client 3 WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) client 2 connected. OnClientConnect: Clearing abilities for client 2 Syncing match state to client 2 client 1 connected. OnClientConnect: Clearing abilities for client 1 Syncing match state to client 1 Resetting bot skills... Bot skills reset TASK SELECT (Admin): Attempting Primary: 'snd_destroy_guard_select' (owner: 'tank_doors') Migration other match state 1: 1 Security skill bumped up, Resistance down WARNING: Bot 6 failed to perform objective buff_player_health because of time expiration limits when performing (bot action index: -1) Migration other match state 5: 2 WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/legs: State 'MountedDefault' has no transitions, machine is stuck WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/torso: State 'MountedDefault' has no transitions, machine is stuck Security skill bumped up, Resistance down WARNING: Bot 13 is stuck 6 mins to go Migration other match state 2: 2 Security skill bumped up, Resistance down WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/legs: State 'MountedDefault' has no transitions, machine is stuck WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/torso: State 'MountedDefault' has no transitions, machine is stuck WARNING: Bot 8 is stuck TASK SELECT (Admin): Attempting Primary: 'snd_destroy_guard_select' (owner: 'tank_doors') Migration other match state 2: 1 Security skill bumped up, Resistance down WARNING: Bot 8 failed to perform objective buff_player_health because of time expiration limits when performing (bot action index: -1) Migration other match state 2: 2 Migration other match state 1: 2 WARNING: Clamping linear velocity to 0 on rigid body WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/legs: State 'MountedDefault' has no transitions, machine is stuck WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/torso: State 'MountedDefault' has no transitions, machine is stuck Security skill bumped up, Resistance down play Question entered entered answer play Answer Migration other match state 2: 1 4 mins to go bot class changes (4 mins remain) WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/legs: State 'MountedDefault' has no transitions, machine is stuck WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/torso: State 'MountedDefault' has no transitions, machine is stuck WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/legs: State 'MountedDefault' has no transitions, machine is stuck WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/torso: State 'MountedDefault' has no transitions, machine is stuck Security skill bumped up, Resistance down Parsed gui 'democharge' in 0 ms Migration other match state 1: 1 Parsed gui 'democharge' in 0 ms ******************** FATAL ERROR: AllocRenderModel called from a different thread for 'particles/weapons/impacts/metal' ******************** ...unloading Input Method Editor DLL mouse: Failed to remove raw input device ...unloading Raw Input DLL ------- Input Initialization ------- Initializing DirectInput8... ...calling LoadLibrary( 'user32.dll' ): succeeded ...initializing Raw Input mouse: Raw Input initialized. ...calling LoadLibrary( 'imm32.dll' ): succeeded ...initializing Input Method Editor ------------------------------------ AllocRenderModel called from a different thread for 'particles/weapons/impacts/metal' ...unloading Input Method Editor DLL mouse: Failed to remove raw input device ...unloading Raw Input DLL Shutting down OpenGL subsystem ...releasing DC ...destroying window ...shutting down QGL ...unloading OpenGL DLL ...unloading Windows Terminal Server API DLL |
Dominik114, попробуй проверить целостность кэша в Стиме. А текст советую спрятать под спойлер D:
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у меня пиратка и куда нажимать,чтоб проверить кэш? =_=
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Цитата:
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и что мне делать?(лицензию покупать не могу,денег нет)
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Dominik114, патчи поставь, драйвера последние еще попробуй.
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Скрытый текст: После пары минут игры вылетает вот такая вот штукенция.Что делать? |
Подскажите как решить эту проблему
Spent 72ms waiting Spent 409ms total Finished compositing contextId 3 team security (0) cinematic: true Spent 87ms waiting Spent 422ms total Finished compositing contextId 17 team security (0) cinematic: false Spent 81ms waiting Spent 377ms total Finished compositing contextId 18 team security (0) cinematic: false Spent 160ms waiting Spent 494ms total Finished compositing contextId 19 team security (0) cinematic: false Spent 43ms waiting Spent 302ms total Finished compositing contextId 20 team security (0) cinematic: false --- Completed loading sequence in 12.14s --- ----- idSoundCache::EndLevelLoad ----- _vmtrpages: locked 1106846 bytes (8.44 cache lines) in physical image, 0 cache lines in disk cache maps/mp/terminal: locked 285896 bytes (2.18 cache lines) in physical image, 0 cache lines in disk cache Virtual textures loaded and locked in 0.25s 0: 'the_computer_csc' StopCutscene... 0: 'aprint_csc' StopCutscene... 0: 'apsint_csc' StopCutscene... ...precaching anims for actor: ( maps/mp/terminal.entities ) apsint_actor_1 ...precaching anims for actor: ( maps/mp/terminal.entities ) apsint_actor_2 ...precaching anims for actor: ( maps/mp/terminal.entities ) apsint_actor_3 ...precaching anims for actor: ( maps/mp/terminal.entities ) apsint_player ...precaching anims for actor: ( maps/mp/terminal.entities ) apsint_extra_5 ...precaching anims for actor: ( maps/mp/terminal.entities ) apsint_extra_6 0: 'apatk_csc' StopCutscene... 0: 'apdef_csc' StopCutscene... === Allow user to skip loading screen === ----------------------------------- 00:14 to load maps/mp/terminal.entities sdAbilityManager::OnLocalPlayerClassChanged: 0 Received abilities from client 0 ...'grenade_molotov' set as bind 0 ...'grenade_flash' set as bind 1 ...'metabolism1' set as bind 4 ...'landmine' set as bind 8 ...'turret1' set as bind 9 ...'charge' set as bind 16 ...'spotting' set as bind 17 ...'repairing' set as bind 18 ...'disarming' set as bind 19 ...'building' set as bind 20 ...'revive' set as bind 21 ...'hacking' set as bind 22 ...'hardened_skin' set as bind 23 ...'sprinting_reload' set as bind 24 ...'power_maximum_increase' set as bind 25 ...'sprinting_grenade' set as bind 26 ...'spider_sense' set as bind 27 ...'armor_piercing_rounds' set as bind 28 ...'grenade_mastery' set as bind 29 ...'extra_layers1' set as bind 30 ...'extra_magazine' set as bind 31 ...'give_ammo' set as bind 56 ...'life_buff1' set as bind 57 ...'weapon_buff1' set as bind 58 ...'disguise_self' set as bind 59 25 abilities set done setting 25 local abilities All Stats Cleared OnIntroCutsceneStart 99: Cinematic (correct) model for 'apsint_actor_1' composited (uses id 1, expected id 1), ccfIndex 9 99: Cinematic (correct) model for 'apsint_actor_2' composited (uses id 2, expected id 2), ccfIndex 10 99: Cinematic (correct) model for 'apsint_actor_3' composited (uses id 3, expected id 3), ccfIndex 11 99: Non-cinematic (correct) model for 'apsint_player' composited (uses id -1, expected id -1), ccfIndex 0 99: Non-cinematic (correct) model for 'apsint_extra_5' composited (uses id 17, expected id -2), ccfIndex 12 99: Non-cinematic (correct) model for 'apsint_extra_6' composited (uses id 18, expected id -2), ccfIndex 13 WARNING: game time hitch of 92 ms. game is now lagging behind sound by 92 ms OnIntroCutsceneEnd Player Team: security Fade in victory splash All Stats Cleared All Stats Cleared Mapscripts: setup objective from match state ...OnMatchStatePrimary 0 Setting class balance for hack Syncing stats to clients... enableWaypointsToPapers Security bots not guarding the train platform - setting prios back to normal ...OnMatchStateOther 0 0 ...OnMatchStateOther 1 0 ...OnMatchStateOther 2 0 ...OnMatchStateOther 3 0 ...OnMatchStateOther 4 0 ...OnMatchStateOther 5 0 ...OnMatchStateOther 6 0 ...OnMatchStateOther 7 0 ...OnMatchStateOther 8 0 ...OnMatchStateOther 9 0 ...OnMatchStateOther 10 0 ...OnMatchStateOther 11 0 ...OnMatchStateOther 12 0 ...OnMatchStateOther 13 0 ...OnMatchStateOther 14 0 ...OnMatchStateOther 15 0 ...OnMatchStateOther 16 0 ...OnMatchStateOther 17 0 Mapscripts: done setting up objective from match state Finished compositing contextId 1 team security (0) cinematic: false Finished compositing contextId 3 team security (0) cinematic: false client 15 connected. OnClientConnect: Clearing abilities for client 15 Syncing match state to client 15 WARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) client 14 connected. OnClientConnect: Clearing abilities for client 14 Syncing match state to client 14 WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) client 13 connected. OnClientConnect: Clearing abilities for client 13 Syncing match state to client 13 WARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) client 12 connected. OnClientConnect: Clearing abilities for client 12 Syncing match state to client 12 client 11 connected. OnClientConnect: Clearing abilities for client 11 Syncing match state to client 11 client 10 connected. OnClientConnect: Clearing abilities for client 10 Syncing match state to client 10 Finished compositing contextId 2 team security (0) cinematic: false client 9 connected. OnClientConnect: Clearing abilities for client 9 Syncing match state to client 9 client 8 connected. OnClientConnect: Clearing abilities for client 8 Syncing match state to client 8 client 7 connected. OnClientConnect: Clearing abilities for client 7 Syncing match state to client 7 client 6 connected. OnClientConnect: Clearing abilities for client 6 Syncing match state to client 6 client 5 connected. OnClientConnect: Clearing abilities for client 5 Syncing match state to client 5 client 4 connected. OnClientConnect: Clearing abilities for client 4 Syncing match state to client 4 WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) client 3 connected. OnClientConnect: Clearing abilities for client 3 Syncing match state to client 3 client 2 connected. OnClientConnect: Clearing abilities for client 2 Syncing match state to client 2 client 1 connected. OnClientConnect: Clearing abilities for client 1 Syncing match state to client 1 WARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) Resetting bot skills... Bot skills reset Extra magazine enabledWARNING: Bot 3 failed to perform objective buff_player_health because of time expiration limits when performing (bot action index: -1) tracked globals.game.commandPostActiveWARNING: RES1000: Missing asset - sdDeclGUITheme: default: Could not find material 'new_unlock_icon_material' WARNING: LookupMaterial: 'limbo' material '_default' (alias 'new_unlock_icon_material') used without proper sort WARNING: RES1000: Missing asset - sdDeclGUITheme: default: Could not find material 'new_unlock_icon_material' WARNING: LookupMaterial: 'limbo' material '_default' (alias 'new_unlock_icon_material') used without proper sort tracked globals.game.commandPostActiveWARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750) Migration other match state 3: 1 WARNING: RES1010: Invalid operation - generated/sound/nolocalization/msadpcm/weapons/submachinegun/resistance/1/farmid_r_sub1_part1.msadpcm: skipping tracked globals.game.commandPostActivetracked globals.game.commandPostActiveWARNING: RES1010: Invalid operation - generated/sound/nolocalization/msadpcm/weapons/submachinegun/resistance/1/farmid_r_sub1_part4.msadpcm: skipping ******************** FATAL ERROR: AllocRenderModel called from a different thread for 'particles/weapons/muzzle_flashes/shotgun_3rdperson' ******************** mouse: Failed to remove raw input device ...unloading Raw Input DLL ------- Input Initialization ------- Initializing DirectInput8... ...calling LoadLibrary( 'user32.dll' ): succeeded ...initializing Raw Input mouse: Raw Input initialized. ...calling LoadLibrary( 'imm32.dll' ): succeeded ...initializing Input Method Editor ------------------------------------ AllocRenderModel called from a different thread for 'particles/weapons/muzzle_flashes/shotgun_3rdperson' mouse: Failed to remove raw input device ...unloading Raw Input DLL Shutting down OpenGL subsystem ...releasing DC ...destroying window ...shutting down QGL ...unloading OpenGL DLL ...unloading Windows Terminal Server API DLL |
Brinkout, текст под спойлер засунь для начала.
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РЕБЯТ ПОМОГИТЕ! Пишет что openGl не идёт всё обновил и фикс поставил! моя система:intel core 2 duo 2.6ghz ati mobility radeon hd 4300 оперативки 3 гига.Заранее спасибо.
Добавлено через 27 минут Zereset, помоги! |
Назар Макута, драйвера последние ставил?, ставь последние, все фиксы ставь если пиратка, по очереди.
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поставил. тоже самое. Блин так поиграть хочу.
Добавлено через 14 минут ПОМОГИТЕ!ПЛИЗ! |
Цитата:
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ТАК ЧО НЕ ПОЙДЁТ!!!!!!!!!!
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что за обновление вчера вышло?
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чо за обновление?
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Назар Макута, если игра не лицензия, то надо самому искать, а так на лицензии скачалось уже, позавчера еще.
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Люди у мя фигня как у (=DIMA=) помогите пожалуйста, я дуб дубом, не знаю что делать???
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купил диск, наверное пиратка
игра установилась, но при входе выкидывает пишет ошибку сигнатура проблемы: Имя события проблемы: APPCRASH Имя приложения: brink.exe Версия приложения: 1.0.22672.46967 Штамп времени приложения: 4dc8680a Имя модуля с ошибкой: Secur32.dll Версия модуля с ошибкой: 6.0.6002.18051 Штамп времени модуля с ошибкой: 4a366084 Код исключения: c0000005 Смещение исключения: 000021dc Версия ОС: 6.0.6002.2.2.0.768.2 Код языка: 1049 Дополнительные сведения 1: b74f Дополнительные сведения 2: 25f90ce0142772ae59ebb8c653da4a28 Дополнительные сведения 3: 85e5 Дополнительные сведения 4: 52763793b99769b4678d3a90e1c98cf7 конфигурация компа MS Windows Vista Home Basic 32-bit SP2,AMD Phenom X4 9150e, ОЗУ 3.0 Гб DDR2 @ 333 Мгц,768 Мб GeForce 9600 GS (Sapphire/PCPartner),313 Гб Western Digital WDC Помогите советом,плиз |
Купил ключик, скачал игру и решил запустить. Ничего не предвещало беды, настроил персонажа, нажал начать игру и столкнулся с УЖАСАЮЩИМИ тормозами. 4 гига DDR3, Intel Core i7 920, видеокарта Club3D Radeon HD 6790, ОС Win7 Ultimate x64. До этого на умирающей Inno3D GeForce GTX 260 под XP пиратка шла отлично, но после смены видюхи захотелось онлайна.
Сразу забыл добавить, что драйвера самые свежие стоят. |
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