04.10.2011, 03:21 | #1 | ||
Juntos venceremos
Регистрация: 26.12.2009
Адрес: Екатеринбург
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Rage - проблемы
Прежде чем постить в данной теме рекомендуется почитать правила раздела "GAMEZ BAZAR" и Правила форума. Обсуждение игры здесь. Rage - проблемы Жанр: FPS Платформа: PC, Xbox 360, PS3 Дата выхода: 4 октрябя 2011 года (США)/7 октября (Европа) Разработчик: id Software Издатель: Bethesda Softworks Издатель в России: 1C-Softclub Официальный сайт: http://www.rage.com Системные требования: Цитата:
Технические проблемы: Скрытый текст: Вопросы по прохождению: Скрытый текст: Последний раз редактировалось LightFlower; 19.10.2011 в 20:43. |
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10.10.2011, 21:37 | #761 | ||
Новичок
Регистрация: 29.08.2010
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10.10.2011, 21:39 | #762 | ||
Игрок
Регистрация: 24.02.2009
Адрес: Минск
Сообщений: 680
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установил игру но при запуске выдает обычную ошибку микрософт типа
"rage - обнаружена ошибка. Приложение будет закрыто. приносим извинения за неудобство... бла бла бла. передайте microsoft сведения об ошибке. и выбор как обычно отправить отчет. не отправлять че делать ? помоги плиз! |
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10.10.2011, 21:44 | #764 | ||
Новичок
Регистрация: 06.06.2011
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Вот вижу ссылки на update 1 где то весит 1 gb где то от силы 50 mb. Вот скажите в чём разница?
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10.10.2011, 21:45 | #765 | ||
Раб властелина
Регистрация: 15.08.2007
Адрес: глубоко в себе
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скачал апдейт и ...... да ничего. опять не запускается =/
чтото ид не хочет адаптировать под ати |
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10.10.2011, 21:46 | #766 | ||
Юзер
Регистрация: 05.07.2007
Адрес: NikCity.com
Сообщений: 115
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Martin Van, в гиговом добавлена лкоализация японская, польская и еще фиг занет какая.
у меня игра сама ккачнула апдейт на 25 метров и все шоколадно. п.с. так тчо там с бумерангами, наро? как их кидать? после треши кадились, а теперь нет.
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"хворі ми хворобою однією, на щастя ще не вигидали від неї панацею, на голову мов злива впала ця шалена манія - діагноз меломанія, в нас з вами меломанія"(с) |
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10.10.2011, 22:22 | #769 | ||
Юзер
Регистрация: 10.10.2009
Адрес: Moscow-City
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Цитата:
Скрытый текст: И кидаем Q.
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аксай-максай |
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10.10.2011, 23:08 | #773 | ||
Юзер
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10.10.2011, 23:47 | #777 | ||
Новичок
Регистрация: 10.10.2011
Сообщений: 1
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Здравствуйте
Установил игру, кинул конфиг, как описано Запускаю игру Псоел показа логотипов бефесда и айди игра вылетает и появляется вот такое сообщение Rage.1683.2 win-x86 Release Oct 3 2011 11:22:59 ------ Initializing File System ------ Current search path: C:/Users/Psilly/Saved Games/id Software/Rage/base/ D:/Games/Rage/base/ file system initialized. BenchmarkGameData: ofs 0 and 0x1208090624x 68 microseconds 31 microseconds 30 microseconds 29 microseconds 28 microseconds 29 microseconds 28 microseconds 49 microseconds 27 microseconds 27 microseconds Average seek time without outliers: 31 microseconds fileBenchmarkImpliesGameIsOnHD: true --------------------------- 1 CPU package, 6 cores, 6 total logical processors 3 MHz AMD CPU with MMX & 3DNow! & SSE & SSE2 & SSE3 & EM64T 65536 kB 1st level cache, 524288 kB 2nd level cache, 6291456 kB 3rd level cache 8192 MB System Memory 0 MB Video Memory Winsock Initialized Found interface: {2C736096-DB7A-486E-8394-D8E598D61EBD} PowerNet Internet - 217.149.185.12/255.255.255.255 Found interface: {560F9139-0684-4936-A9B6-CFC9298766CC} Realtek PCIe GBE Family Controller - 10.37.36.40/255.255.255.128 Sys_InitNetworking: adding loopback interface execing default.cfg execing joystick.cfg execing default.cfg execing joystick.cfg execing default.cfg execing joystick.cfg execing default.cfg execing joystick.cfg idLib::SetProduction( PROD_PRODUCTION ) execing rageConfig.cfg Resetting cheat cvar: aas2_showFloorTrace Resetting cheat cvar: ai_alignToPointDist Resetting cheat cvar: ai_minCornerCircleRadius Resetting cheat cvar: ai_cornerCircleRadius Resetting cheat cvar: ai_turningCircleAlignmentTolerance Resetting cheat cvar: ai_pointTolerance Resetting cheat cvar: atv_bumpForwardScale Resetting cheat cvar: aa_ZoomSnapScale Resetting cheat cvar: poi_playerScaleMinimum Resetting cheat cvar: poi_scaleMinimum Resetting cheat cvar: poi_ScreenPercentage Resetting cheat cvar: poi_IconSizeSplitscreen Resetting cheat cvar: poi_IconSize Resetting cheat cvar: poi_GoalHeightOffset Resetting cheat cvar: swf_minimap_scale_foot Resetting cheat cvar: swf_minimap_scale_vehicle Resetting cheat cvar: blendTree_scale Resetting cheat cvar: swf_jobnav_mindist Resetting cheat cvar: swf_minimap_ant_first_step_foot Resetting cheat cvar: swf_minimap_ant_step_foot Resetting cheat cvar: swf_minimap_ant_first_step Resetting cheat cvar: swf_minimap_ant_step Resetting cheat cvar: swf_scopeZoomDistance Resetting cheat cvar: gc_fictionBlurAmount Resetting cheat cvar: swf_invFadeTime Resetting cheat cvar: cine_cameraAccel Resetting cheat cvar: rcbomb_initialOffset Resetting cheat cvar: cam_deathCamblurTime Resetting cheat cvar: cam_deathCamblurAmount Resetting cheat cvar: revivecam_HeightEnd Resetting cheat cvar: revivecam_HeightStart Resetting cheat cvar: spl_qn_pathbonus Resetting cheat cvar: spl_qn_zpenelty Resetting cheat cvar: ai_NonPlayerOneShotChance Resetting cheat cvar: ai_droppedLootDistance Resetting cheat cvar: pm_ct_jump_dist Resetting cheat cvar: pm_ct_push_dist Resetting cheat cvar: pm_ct_push_decayIn Resetting cheat cvar: pm_ct_push_decayOut Resetting cheat cvar: pm_ct_checkDist Resetting cheat cvar: g_playerDamageThreshold Resetting cheat cvar: swf_combatSubtitleRange Resetting cheat cvar: swf_subtitleRange Resetting cheat cvar: vehicle_clientImpactDmg_MaxDmg Resetting cheat cvar: vehicle_clientImpactDmg_MinDmg Resetting cheat cvar: vehicle_clientImpactDmg_MaxVel Resetting cheat cvar: vehicle_clientImpactDmg_MinVel Resetting cheat cvar: v_steerControlClamp Resetting cheat cvar: v_steerControlInfluence Resetting cheat cvar: v_compressiontime Resetting cheat cvar: v_dusttime Resetting cheat cvar: pm_clientZoomInDelay Resetting cheat cvar: pm_clientAuthoritative_warnDist Resetting cheat cvar: pm_clientAuthoritative_minDistZ Resetting cheat cvar: pm_clientAuthoritative_Lerp Resetting cheat cvar: pm_clientAuthoritative_minDist Resetting cheat cvar: net_voiceVolume Resetting cheat cvar: net_peer_throttle_bps_decay Resetting cheat cvar: net_debughud3_bps_max ------- Initializing renderSystem -------- Initializing OpenGL subsystem ...registered window class ...registered fake window class ...using WGL_EXT_swap_control X..WGL_EXT_swap_control_tear not found created OpenGL 3.2 context on NVIDIA Corporation ----- GL_Init ----- OpenGL version 3.2 GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control ...using GL_ARB_multitexture ...using GL_ARB_texture_non_power_of_two ...using GL_ARB_texture_compression ...using GL_EXT_texture_compression_s3tc ...using GL_EXT_texture_filter_anisotropic ...using GL_ARB_vertex_buffer_object ...using GL_ARB_pixel_buffer_object ...using GL_EXT_pixel_buffer_object ...using GL_ARB_vertex_program ...using GL_ARB_fragment_program Couldn't find proc address for: glProgramParameteri ...using GL_ARB_occlusion_query ...using GL_EXT_timer_query ...using GL_EXT_framebuffer_object ...using GL_EXT_framebuffer_blit ...using GL_ARB_texture_multisample ...using GL_EXT_depth_bounds_test ...using GL_ARB_draw_elements_base_vertex ...using GL_ARB_map_buffer_range ...using GL_ARB_sync ...using GL_EXT_direct_state_access Couldn't find proc address for: glTexMultiSubImage2DAMD Couldn't find proc address for: glCompressedTexMultiSubImage2DAMD Couldn't find proc address for: glGetMultiQueryObjectuivAMD X..GL_ARB_debug_output not found ShowGameWindow: (0, 0) 1680 x 1050, full screen 4 milliseconds to open 44 pages files OpenCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages OpenInstalledCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages 21 pages locked in D:\Games\Rage\virtualtextures\_vmtr.pages 0.1 seconds for FinishFeedback() PHYSICAL_PAGES_POOL_UNIQUE ------------------------ total : 1 locked : 0 current: 0 free : 1 100 % empty hash table entries 0 % pages 0 steps down the hash chain 0 % pages 1 step down the hash chain 0 % pages 2 steps down the hash chain 0 % pages > 2 steps down the hash chain ------------------------ PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY ------------------------ total : 1 locked : 0 current: 0 free : 1 100 % empty hash table entries 0 % pages 0 steps down the hash chain 0 % pages 1 step down the hash chain 0 % pages 2 steps down the hash chain 0 % pages > 2 steps down the hash chain ------------------------ PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY2 ------------------------ total : 1 locked : 0 current: 0 free : 1 100 % empty hash table entries 0 % pages 0 steps down the hash chain 0 % pages 1 step down the hash chain 0 % pages 2 steps down the hash chain 0 % pages > 2 steps down the hash chain ------------------------ 0.1 seconds to load and lock 0 pages S 8192 8192 1 linr DXT5 clmp 65536k 0k _physicalvmtrpages1 S 8192 8192 1 linr DXT1 clmp 32768k 0k _physicalvmtrpages0 S 8192 8192 1 linr DXT5 clmp 65536k 0k _physicalvmtrpages2 S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquepages1 S 128 128 1 linr DXT1 clmp 8k 0k _physicaluniquepages0 S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquepages2 S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquediffuseonlypages1 S 128 128 1 linr DXT5 clmp 16k 0k _physicaluniquediffuseonly2pages1 vmtr path: D:\Games\Rage/virtualtextures/_vmtr.vmtr num vmtrs: 0 virtual texture 1: S 512 512 10 nmn RG clmp 682k 0k _vmtrpagetable Page file: D:\Games\Rage\virtualtextures\_vmtr.pages header.magic: 0x77339904 header.pagesWide: 512 header.numLevels: 10 header.layoutVersion: 0 header.diskOffsetScale: 2 cacheLineForPage table not loaded Pages resident per level: 0 0 0 0 0 0 0 14 4 1 Pages resident: 19 Pages locked: 19 0.7 total megs of page table images ----- Initializing Sound System ------ 0: 0¶% 2 channels, 48000 Hz Front Left and Front Right Default Console Device, Multimedia Device, Communications Device, and Game Device 1: Realtek Digital Output (Realtek High Definition Audio) 2 channels, 48000 Hz Front Left and Front Right 2: Realtek Digital Output(Optical) (Realtek High Definition Audio) 2 channels, 48000 Hz Front Left and Front Right Using device 0 sound system initialized. -------------------------------------- ----- Initializing Decls ----- 117 types, 0 declSource ------------------------------ Initializing class hierarchy PATCH: strings/russian.lang Reading strings/russian.lang as UTF-8 7852 strings read ------- Input Initialization ------- Initializing DirectInput... mouse: DirectInput initialized. keyboard: DirectInput initialized. ------------------------------------ 0.0 seconds to read 13304k table header Resources skipped by layer tests: 0 Load 481 resources using 492 of 74696 total resource files, 0 streamed LoadNamedResourceBlock: Num network resources: 481, checksum: 1659497286 --------- EndBackgroundLoads() ---------- IO: 6 seeks, 9 reads, 1MB, 65.5MB/s Read sleep msec: 0 Decompress sleep msec: 0 Foreground sleep msec: 10 Total msec: 141 0.2 seconds to preload resources Start time of bink logo video in ms: 1434 Couldn't create FileCacheHeader.bin 16.8 seconds to read 13304k table header Resources skipped by layer tests: 0 Load 7828 resources using 7604 of 74696 total resource files, 0 streamed PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_03_a.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_03_a.bmvtr PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_04.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_04.bmvtr PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_01.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_01.bmvtr PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_01_a.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_01_a.bmvtr PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_02.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_02.bmvtr PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_03.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_03.bmvtr PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_01_a.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_01_a.bmvtr PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_02_a.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_02_a.bmvtr PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_02.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_02.bmvtr PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_03.idmsa PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_03.bmvtr PATCH: compressed/sound/vo/english/ai/jackals/enemy_sighted_03_a.idmsa PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_01.idmsa PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_02.idmsa PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_03.idmsa PATCH: generated/models/vehicles/class2/gibs/buggy_gib.dmodel PATCH: generated/decls/entityDef/projectile_ent/vehicle/stickybomb.decl PATCH: generated/decls/material/textures/guis/default/guicursor_arrow.decl PATCH: generated/decls/material/textures/guis/default/guicursor_hand.decl PATCH: generated/decls/entityDef/projectile_ent/vehicle/ai/stickybomb.decl PATCH: generated/decls/credits/credits.decl PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher5.decl PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher6.decl PATCH: generated/decls/job/jobs/wasteland1/wellspring/talk_to_sally.decl PATCH: generated/decls/job/jobs/wasteland2/subwaytown/talk_to_brick.decl PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead.idmsa PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead_a.idmsa PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead.idmsa PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_a.idmsa PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_b.idmsa PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead.idmsa PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead_a.idmsa PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead.bmvtr PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead_a.bmvtr PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead.bmvtr PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_b.bmvtr PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_a.bmvtr PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead.bmvtr PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead_a.bmvtr LoadNamedResourceBlock: Num network resources: 7828, checksum: -1634345313 --------- EndBackgroundLoads() ---------- IO: 0 seeks, 407 reads, 27MB, 64.7MB/s Read sleep msec: 0 Decompress sleep msec: 0 Foreground sleep msec: 40 Total msec: 3657 20.6 seconds to preload resources PATCH: generated/decls/renderProg/feedbackresolve.decl PATCH: generated/decls/renderParm/feedbackcolormap.decl While compiling fragment program feedbackresolve from feedbackresolve ----------------- 1: #version 150 2: 3: void clip( float v ) { if ( v < 0.0 ) { discard; } } 4: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } } 5: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } } 6: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } } 7: 8: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); } 9: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); } 10: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); } 11: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); } 12: 13: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); } 14: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); } 15: 16: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); } 17: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); } 18: 19: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); } 20: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); } 21: 22: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); } 23: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); } 24: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); } 25: 26: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); } 27: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); } 28: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); } 29: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); } 30: 31: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); } 32: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); } 33: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); } 34: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); } 35: 36: uniform vec4 _fa_ [1]; 37: uniform sampler2DMS samp_feedbackcolormap; 38: 39: in vec4 vofi_TexCoord0; 40: 41: out vec4 out_FragColor; 42: 43: void main() { 44: vec2 texcoord = vofi_TexCoord0.xy * vec2( 1.0 / _fa_[0 ].z, 1.0 / _fa_[0 ].w ); 45: ivec2 texcoordi = ivec2( texcoord.x, texcoord.y ); 46: out_FragColor = texelFetch( samp_feedbackcolormap, texcoordi.xy, 0 ); 47: } ----------------- 0(46) : error C1115: unable to find compatible overloaded function "texelFetch(sampler2DMS, ivec2, int)" Rage.exe @ 0x00697064( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006971dc( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x0057a137( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x0057a17b( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005384de( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x0061d391( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x0047f474( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x0047f621( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x004841d4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x00439d05( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005ddd40( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x00bb833c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) kernel32.dll @ 0x74e93677( ) + bytes () : BaseThreadInitThunk( ) ntdll.dll @ 0x76fb9d72( ) + bytes () : RtlInitializeExceptionChain( ) ntdll.dll @ 0x76fb9d45( ) + bytes () : RtlInitializeExceptionChain( ) ERROR: Failed to compile render prog feedbackresolve from feedbackresolve Dumped console text to C:\Users\Psilly\Saved Games\id Software\Rage\base\ErrorLog_10-10-2011__23-45.txt. idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...releasing DC ...destroying window *************************** Failed to compile render prog feedbackresolve from feedbackresolve *************************** знает кто, как решить проблему? |
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11.10.2011, 00:00 | #779 | ||
Новичок
Регистрация: 16.04.2008
Адрес: Московская обл.
Сообщений: 15
Репутация: -4
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Народ объясните мне почему первый раз после установки игры с дисков размер был 21,600 мб+ 60 мб обновление и 300 с лишним дополнение. Потом игру снёс. А со второго раза устанавливается 19 гб и качает со стима 3 гб. Так и должно быть?
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