RAGE. Anarchy Edition v.1.0.34.2015 + 3 DLC (Bethesda Softworks) (RUS) (4xDVD5) [RiP] от Fenixx [07 октября 2011]
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трэвис_1911 ®
Стаж: 16 лет
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RAGE. Anarchy Edition
Информация: Год выпуска: 07 октября 2011 Жанр: Action (Shooter) / 3D / 1st Person Разработчик: id Software Издательство: Bethesda Softworks Тип издания: RiP --- Язык интерфейса: Русский
Язык озвучки: Русский
--- Работоспособность: Полная {SKiDROW.v 1.0.34.2015}
Системные требования:
Операционная система: Windows® XP SP3 / Windows® Vista SP2 / Windows® 7 SP1
Процессор: Intel Core 2 Duo или аналогичный AMD
Оперативная память: от 2 GB
Видеокарта: GeForce 8800\Radeon HD 4200 либо GeForce 9800 GTX\ATI Radeon HD 5550
Места на жестком диске: ~18 Gb
Описание: Когда человечество оказалось перед угрозой уничтожения от столкновения Земли с гигантским астероидом, лидеры всех наций приняли решение создать специальные ковчеги, в которых избранные нашли бы убежище глубоко под поверхностью планеты... Именно они должны возродить жизнь на Земле, после того как минует опасность. Вы попали в число избранных. Спустя годы после катастрофы ковчеги открылись, и вы оказались в мире, который сильно отличается от прежнего. Но самое главное — далеко не все его обитатели рады вашему возвращению. Вам надо научиться бороться и выживать. Учтите, времени очень мало — бандиты, мутанты и даже местное правительство уже идут по вашему следу.
Особенности игры: -
Стрельба и взрывы Уничтожайте бандитов и мутантов в режиме от первого лица, используя различные образцы вооружения, в числе которых бумеранги, переносные турели, роботы-часовые и радиоуправляемые машинки со взрывчаткой -
Сумасшедшие гонки Сражайтесь за рулем собственного автомобиля, который идеально подходит для передвижений по пересеченной местности и оснащен мощнейшим оружием. Совершенствуйте и раскрашивайте своего «железного коня», устанавливайте новые пушки — проверьте себя в боях с бандитами и мутантами, которые не знают пощады -
На распутье Разберитесь в перипетиях захватывающей сюжетной кампании, объединитесь с друзьями в режимах совместной игры или же примите участие в жарких многопользовательских сражениях -
Постапокалиптическая красота Новый игровой движок id Tech 5 специально оптимизирован для воссоздания на экране потрясающих и великолепно детализированных пейзажей с сохранением одинакового количества кадров в секунду как в статике, так и в динамике
Код:
* RAGE defaults to lower video settings to allow the game to work on a wide variety of hardware and software configurations. * Unfortunately, it is not possible to anticipate all possible graphics driver issues in combination with unique end user hardware and software configurations. For this reason RAGE does not automatically increase video/graphics settings as this could result in negative side effects on specific hardware and software configurations. The original release of RAGE does not expose many video/graphics options for people to tweak because some of these settings, although desirable from a quality perspective, simply will not work on specific configurations either due to hardware limitations and/or driver bugs. Due to popular demand for more video and graphics options, this patch updates the video settings menu and exposes several quality and performance settings. However, not everyone may be able to increase the settings due to hardware limitations and/or driver bugs.
-VSync+- * The new "VSync" option in the video settings menu allows you to remove screen tearing. There are three options: ON, OFF and SMART. * When VSync is turned OFF you may experience screen tearing. * When VSync is turned ON you should not see screen tearing. However, any time your frame rate drops below 60 frames per second you will get a sudden more severe drop to 30 frames per second. This is how VSync inherently works. If your computer cannot maintain 60 frames per second and you miss the synchronization to the vertical retrace of your monitor then you will miss a whole frame and synchronize to the next frame instead. * Some graphics drivers now support a so called "swap-tear" extension. You can try using this extension by setting VSync to SMART. If your graphics driver supports this extension and you set VSync to SMART then RAGE will synchronize to the vertical retrace of your monitor when your computer is able to maintain 60 frames per second and the screen may tear if your frame rate drops below 60 frames per second. In other words the SMART VSync option trades a sudden drop to 30 frames per second with occasional screen tearing. Occasional screen tearing is usually considered less distracting than a more severe drop in frame rate. * If your graphics driver does not support SMART VSync and you set VSync to SMART in the video settings then RAGE will automatically fall back to turning VSync OFF and you may experience screen tearing. The "swap-tear" extension is brand new and may still present some issues on certain graphics hardware. If you experience any problems using SMART Vsync then set VSync to either ON or OFF. We are actively working with the graphics hardware vendors to improve the "swap-tear" extension. * If changing VSync in the RAGE video settings menu does not appear to make any difference then make sure you are not overriding the VSync setting in the graphics vendor control panel. You can find the graphics vendor control panel by right-clicking on the Windows desktop and selecting the " control panel" option from the pop-up menu. * If you force VSync to the 'on' setting in the graphics vendor control panel then you should not see any screen tearing in RAGE but you may get a more severe drop in frame rate if your computer cannot maintain 60 frames per second. * If you force VSync to the 'off' setting in the graphics vendor control panel then you may experience screen tearing no matter what setting you use for the VSync option in the RAGE video settings menu.
-Texture Cache- * The new "Texture Cache" option in the video settings menu allows you to increase the texture cache size to keep more texture data in video memory. * If the Texture Cache is set to LARGE then RAGE will keep more texture data in video memory. This may not only significantly reduce blurry textures and texture popping, it will also allow complex scenes to be rendered with more texture detail. * However, this may not work on computers that do not have enough system or video memory, or you may experience a significant drop in performance. If you experience issues due to hardware limitations you will have to set the Texture Cache back to SMALL. * If after changing the Texture Cache to LARGE you experience a crash or texture corruption (like a partially or completely blue world) then the graphics driver may have run out of memory. * We are actively working with the graphics card vendors to resolve any crashes. * If you do not experience a crash but you see texture corruption then you may be able to get the large Texture Cache to work by accepting the change and restarting the game. If you still experience texture corruption after restarting the game you will have to set the Texture Cache back to SMALL. * You may also be able to improve the memory situation on your computer by changing the Windows paging file management. Note that making changes to the Windows paging file management may change the performance characteristics of your computer. Any changes you make to your system configuration are at your own risk. Always make backups of your system and revert these changes if you notice undesirable side effects. * To change the paging file management on Windows Vista and Windows 7, first press the "Start" button, then right-click on "Computer" and then select "Properties" from the popup menu. Then select "Advanced system settings" on the window that appears. Select the "Advanced" tab on the "System Properties" window that is displayed and press the "Settings" button under "Performance". Select the "Advanced" tab on the "Performance Options" window that shows up next and press the "Change..." button under "Virtual memory". Now uncheck the option "Automatically manage paging file size for all drives" and make sure that the option "System managed size" is selected on the "Virtual Memory" window. Confirm the change by pressing the "OK" button on each window. After making this change you will have to restart your computer for the change to take effect. * To change the paging file management on Windows XP, first press the "Start" button, then right-click on "My Computer" and then select "Properties" from the popup menu. Select the "Advanced" tab on the "System Properties" window that is displayed and press the "Settings" button under "Performance". Select the "Advanced" tab on the "Performance Options" window that shows up next and press the "Change" button under "Virtual memory". Make sure that the option "System managed size" is selected on the "Virtual Memory" window. Confirm the change by pressing the "OK" button on each window. After making this change you will have to restart your computer for the change to take effect.
-Anisotropic Filter- * The new "Anisotropic Filter" option in the video settings menu allows you to increase the anisotropic texture filtering. * Anisotropic filtering is a method to enhance the image quality of textures on surfaces that are at oblique viewing angles. * The anisotropic texture filtering in RAGE defaults to a low value to accommodate for low-end graphics hardware. However, the anisotropic filtering can be increased for high-end graphics hardware by setting the Anistropic Filter option to HIGH in the video settings menu. * Do not force anisotropic filtering to the ‘on’ setting in the graphics vendor control panel because this may cause rendering artifacts in the game. * Note that increasing the anisotropic filtering may improve the texture quality while it may also decrease the frame rate.
-Patch Changes \ Fixes- * Implemented workaround for AMD driver crash right after intro cinematic on Win 7 32-bit systems. * Disabled UBOs because they are causing animation issues with AMD drivers. * Don't allow swap-tear to be enabled on AMD while the extension is not exposed because it may crash. * Support for new video settings: "texture cache", "vsync" and "anisotropic filter". * Automatically adjust vt_maxPPF based on the number of available cores. * Improved performance for SLI cards when GPU transcode is enabled. * Fix for GPU Transcoding option being disabled after exiting gameplay. * Added safe mode to restore video settings to default values. * Allow g_fov to be changed from the RAGE launch options in Steam. * Server now forwards text chat from clients to all other clients while in-game.
-Known Graphical Issues- * The following issues were found using NVIDIA graphics hardware with the GeForce R285 Driver or AMD graphics hardware with the AMD Catalyst 11.10 Version 2 Preview Driver. * If you turn up both the screen resolution and anti-aliasing settings to high values in the video settings menu and/or you enable "GPU Transcode" then the screen may no longer update on some hardware configurations. This means your system does not have the necessary video memory to run with these high settings. You can re-enter the video settings menu and lower your settings to restart screen updates. * If you turn up both the screen resolution and anti-aliasing settings to high values in the video settings menu you may experience a crash if your system does not have the necessary memory to run with these high settings. To avoid this problem you will have to re-enter the video settings menu to lower the settings. If you can no longer launch the game after changing the video settings to high values you can add the following to your RAGE launch options in Steam.
-+com_safemode 1- * The launch options can be found by right-clicking on RAGE in Steam and selecting "Properties". Then click on "Set Launch Options" in the dialog that pops up. Adding this option will reset your video settings to the default values the next time the game is launched. When the game is launched in safe mode the game will show "safe mode" in the corners of the screen. Do not forget to remove the safe mode launch option after launching the game once to make sure you do not lose your video settings each time you launch the game. * Using a NVIDIA graphics card on Windows XP 32-bit or XP 64-bit, you may experience a crash or hang when changing the screen resolution in full screen mode or switching from windowed mode to full screen mode. This has been identified as a graphics driver problem. We have spent significant effort trying to work around this problem and were successful in reducing the frequency of occurrence but a driver update is necessary to completely fix the problem. We are actively working with NVIDIA to make a solution to this problem available as soon as possible. * Using an AMD graphics card, you may experience black flickering artifacts on flags, banners and zip-lines if you run in full screen mode. This has been identified as a graphics driver problem. We are actively working with AMD on a solution to this problem. * Using an AMD graphics card, you may experience black grid lines on some graphical user interface (GUI) elements like the in-game mini-map. This has been identified as a graphics driver problem. We are actively working with AMD on a solution to this problem. If you find the grid lines particularly distracting, you can add the following to the RAGE launch options in Steam as a temporary workaround.
-+vt_maxAniso 1- * The launch options can be found by right-clicking on RAGE in Steam and selecting "Properties". Then click on "Set Launch Options" in the dialog that pops up. However, note that adding this setting will lower the general texture quality in the game. * If you have an AMD graphics card with a dual core CPU system you may experience severe hitching and low frame rates. This has been identified as a driver problem. We are actively working with AMD on a solution to this problem. As a temporary workaround you may add the following to the RAGE launch options in Steam.
-+jobs_numThreads 0- * The launch options can be found by right-clicking on RAGE in Steam and selecting "Properties". Then click on "Set Launch Options" in the dialog that pops up. * If you are running RAGE in full-screen mode and you ALT-TAB to a different application you may lose your VSync setting. When you switch to a different application VSync stops functioning. RAGE detects that VSync is no longer working and automatically switches back to synchronizing to real-time to make sure the game time advances in a consistent manner. We are actively working with the graphics vendors on a solution to this problem. Код:
-New Functionality- * Texture Detail: Enabling Texture Detail will improve up-close texture quality by performing upsampling with adaptive sharpening. This does not update or increase the resolution of the base textures included with the game but improves the perceived resolution and crispness of textures. This is an intensive operation and is only recommended if you have a quad-core CPU or higher. Please disable this feature if you encounter poor performance, stability issues or are given a notification that the game has run out of memory after loading a map. The Texture Detail option can be found in the Settings -> Video Menu. * Transcode Benchmark: A new benchmark has been added that determines how quickly texture data can be translated from the compressed format on your hard drive to a format that can be used by your video card. The higher your score, the faster your PC is able to make higher detail texture data available. This is not a traditional benchmark that runs through a scene of the game and returns a min/max/average framerate based on hardware and video settings. Other than the GPU Transcode option, the score will not be affected by changing any video settings. The Transcode Benchmark option can be found in the Settings -> Video Menu. * Error Messaging: If you attempt to apply video settings on a system that is not capable of handling them, an error may come up stating that your system ran out of memory. You will be allowed to continue, however, it is recommended that you either reduce your video settings until this message no longer occurs or you will be asked to restart the game with lower video settings. If you ignore this error and continue playing without altering your settings you will likely encounter texture corruption and/or system instability. * Automatic Video Settings Fallbacks: When an advanced video setting fails to apply, the setting may be set back to a safe default. Anti-aliasing will fall back to NONE if the allocation of a multi-sampled FBO fails. Texture Cache will fall back to SMALL when the allocation of a large texture cache fails. Texture Detail will fall back to OFF when large page table allocations fail. On failure, these settings will automatically fall back to safe values without the need for user input.
-Patch Changes \ Fixes- * Fixed crash from potentially having stale transcode jobs in flight when switching between texture cache sizes. * Fixed crash from using SIMD optimized memcpy with a PBO pointer that is not 16-byte aligned. * Fixed GPU transcode option always turning off when restarting the game. * Fixed progression in Dead City where player could not advance through sliding door en route to the defibrillator upgrade. * Fixed CPU feature detection. * Fixed issues with launching MP by using double quotes around path name. * Fixed lack of texture detail on parts of the screen at high resolutions due to limited feedback analysis buffer. * Fixed thread stack space usage and freed up 700 MB of virtual address space. * Re-enabled UBOs. * Adjustments to default VDM values for balance. Код:
-NEW FEATURES- * Adds support for The Scorchers. * Collectible cards and schematics that could be missed and never retrieved again, are now purchasable at vendor shops. * Subway Town races are no longer "locked off" once the Authority takes over and can be played all the way up to traveling to Capital prime to beat the game.
-BUG FIXES- * Fixes (not retroactive) a rare progression blocker with the Dead City door during the Defibrillator Upgrade mission. * Plasma weapons are now effective against the tower turrets in the Wasteland, as previously they would cause no damage. - Authority Pack
Двуствольный дробовик. Багги "Драндулет". Кастет "Кулаки Ярости". Алая элитная броня.
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- Wasteland Sewers
Миссия Wasteland Sewers, в которой вас отправляют в заброшенную систему подземных тоннелей, населенную мутантами.
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- The Scorchers
The Scorchers является сюжетным дополнением к оригинальному Rage, которое добавляет в игру клан жестоких бандитов The Scorchers, новые локации, противников, мини-игры и оружие (Гвоздемет). Сюжет The Scorchers рассказывает о том, как протагонист вместе с новыми действующими лицами отразит атаку головорезов на поселение семьи Хэйгеров и принимает участие в новом сезоне телешоу Mutant Bash TV.
Код:
--За основу взята Лицензия от Bethesda Softworks-- Игра: * аудио качество 100% * видео качество 100% * эксклюзивный установщик * установка дополнительного Soft'a (DirectX, Visual C++) * все пути реестра сохранены * запуск игры через ярлык на десктопе или через меню пуск * для установки необходимо 256 Мб ОЗУ * примерное время установки 22 минут(а,ы) Патчи: * v 1.0.27.8258 * v 1.0.29.712 * v 1.0.34.2015 DLC: * Authority Pack * Wasteland Sewers * The Scorchers Разное: * игровые архивы не тронуты * возможность разбить на 4xDVD5 * русификатор для DLC The Scorchers от anonymous * за основу взята лицензионная копия игры от Bethesda Softworks, обновлённая в Steam от 13.01.2013 Удалено: * лого разработчиков, мультиплеер, все языки кроме Русского, все звуковые дорожки в видеороликах кроме Русской Автор RiP'a: * Fenixx
Lion666
Стаж: 15 лет
Сообщений: 16
Откуда: Оренбург
надеюсь глюки с тормозами и непрогрузкой текстур были убраны патчами! установлю отпишу что да как!
water Dragon
Стаж: 14 лет
Сообщений: 21
Откуда: Ишимбай
Lion666 писал(а):
надеюсь глюки с тормозами и непрогрузкой текстур были убраны патчами! установлю отпишу что да как! Ну как проверил?
zhavoronkov
Стаж: 14 лет
Сообщений: 37
Откуда: Орск
water Dragon писал(а):
Lion666 писал(а):
надеюсь глюки с тормозами и непрогрузкой текстур были убраны патчами! установлю отпишу что да как! Ну как проверил? Мне тоже интересно
zhavoronkov
Стаж: 14 лет
Сообщений: 37
Откуда: Орск
ничего не изменилось, как зависала игра, так и зависает((((
fakel007
Стаж: 14 лет
Сообщений: 14
Откуда: Лолчто?
У меня на 8,вообще не запускается. х)
YoR1k
Стаж: 16 лет
Сообщений: 53
Откуда: Russia
На 8 выходит ошибка: Rage.1700.342015 win-x86 Release Oct 10 2012 14:14:10 ------ Initializing File System ------ Current search path: C:/Users/1yori_000/Saved Games/id Software/Rage/base/ D:/Games/Rage/base/ file system initialized. BenchmarkGameData: ofs 0 and 0x1208090624x 35 microseconds 15 microseconds 13 microseconds 14 microseconds 13 microseconds 14 microseconds 13 microseconds 13 microseconds 13 microseconds 14 microseconds Average seek time without outliers: 13 microseconds fileBenchmarkImpliesGameIsOnHD: true --------------------------- 1 CPU package, 4 physical cores, 8 logical cores 3411 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42 & AVX & HTT 32768 kB 1st level cache, 262144 kB 2nd level cache, 8388608 kB 3rd level cache 8096 MB System Memory Winsock Initialized Found interface: {EBE2C4CD-58C9-4ADB-8039-0B375D51F87B} ??????? ????????? ?? ???? Microsoft KM-TEST - 172.0.0.1/255.255.0.0 Found interface: {80660FF0-F20B-4DF6-A09F-403C885C24DD} Realtek PCIe GBE Family Controller - 192.168.1.106/255.255.255.0 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 ReadTitleStorage: MANUALLY CREATED Num args: 32 chainRally_weighting = 0.40 meteorRally_weighting = 0.25 Carnage_weighting = 0.20 triadRally_weighting = 0.15 gearhead_weighting = 0.19 meteor_weighting = 0.19 reactor_weighting = 0.19 southernHighway_weighting = 0.19 abandoned_weighting = 0.19 prime_weighting = 0.05 meteor_Shower_killScore = 1 vdm_killScore = 10 rally_killScore = 1 tri_rally_killScore = 5 rallyPointScore = 2 tri_rallyPointScore = 10 meteorCapturePoints_0 = 3 meteorCapturePoints_1 = 6 meteorCapturePoints_2 = 12 meteorCapturePoints_3 = 24 meteorCapturePoints_4 = 36 meteorCapturePoints_5 = 48 meteorCapturePoints_6 = 60 meteorCapturePoints_7 = 72 meteorCapturePoints_8 = 80 meteorCapturePoints_9 = 100 itemMaxCount_vehicle/quickuse/jump = 4 itemSetCount_vehicle/quickuse/jump = 4 itemMaxCount_vehicle/quickuse/emp = 3 itemSetCount_vehicle/quickuse/emp = 3 itemMaxCount_vehicle/quickuse/boostextender = 3 itemSetCount_vehicle/quickuse/boostextender = 3 EnumerateDownloadableContent: D:\Games\Rage\dlc Found DLC: dlc1...and info.txt! Resource hashSeed = 3 ...successfully mounted 'D:\Games\Rage\dlc/dlc1/info.txt. ID: 1 Found DLC: dlc2...and info.txt! Resource hashSeed = 3 ...successfully mounted 'D:\Games\Rage\dlc/dlc2/info.txt. ID: 2 Found DLC: dlc3...and info.txt! Resource hashSeed = 3ffffffe ...successfully mounted 'D:\Games\Rage\dlc/dlc3/info.txt. ID: 3 idLib::SetProduction( PROD_PRODUCTION ) contentpackage path: D:/Games/Rage/dlc/dlc1 contentpackage id: 1 Failed to find DLC at D:/Games/Rage/dlc/dlc1/base/gameresources.resources contentpackage path: D:/Games/Rage/dlc/dlc2 contentpackage id: 2 Failed to find DLC at D:/Games/Rage/dlc/dlc2/base/gameresources.resources contentpackage path: D:/Games/Rage/dlc/dlc3 contentpackage id: 3 setting patchFileIsForVoOnly to true Found DLC resource at D:/Games/Rage/dlc/dlc3/base/gameresources.resources no localized audio for loaded for dlc path D:/Games/Rage/dlc/dlc3/base, defaulting vo to english couldn't exec 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: 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: swf_invFadeTime 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 ...using WGL_EXT_swap_control_tear created OpenGL 3.2 context on NVIDIA Corporation ----- GL_Init ----- OpenGL version 3.2 GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_multisample_blit_scaledGL_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_dxt1 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_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth 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_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_lod_clamp GL_NV_texture_multisample 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_integer_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_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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 ...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 ...using GL_ARB_debug_output Couldn't find proc address for: glMapTexture2DINTEL Couldn't find proc address for: glUnmapTexture2DINTEL Couldn't find proc address for: glSyncTextureINTEL ShowGameWindow: (0, 0) 1920 x 1080, full screen 5 milliseconds to open 44 pages files OpenCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages OpenInstalledCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages OpenCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr_dlc.pages 0 milliseconds to open D:\Games\Rage\virtualtextures\_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc1/virtualtextures/_vmtr_dlc.pages 0 milliseconds to open D:/Games/Rage/dlc/dlc1/virtualtextures/_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc2/virtualtextures/_vmtr_dlc.pages 1 milliseconds to open D:/Games/Rage/dlc/dlc2/virtualtextures/_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages 0 milliseconds to open D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages OpenInstalledCachedPagesFile: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.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 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages1 S 4096 4096 1 linr DXT1 clmp 8192k 0k _physicalvmtrpages0 S 4096 4096 1 linr DXT5 clmp 16384k 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 Pages resident per level: 0 0 0 0 0 0 0 14 4 1 Pages resident: 19 Pages locked: 19
virtual texture 2: S 256 256 9 nmn RG clmp 170k 0k _vmtrdlcpagetable Page file: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages header.magic: 0x77339904 header.pagesWide: 256 header.numLevels: 9 header.layoutVersion: 0 header.diskOffsetScale: 2 Pages resident per level: 0 0 0 0 0 0 0 0 0 Pages resident: 0 Pages locked: 0 0.8 total megs of page table images ----- Initializing Sound System ------ Rage.exe @ 0x006a96b4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006a983c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006a98dc( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005c7399( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005bd798( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x0043a5da( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005ec01f( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006aa4b9( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) KERNEL32.DLL @ 0x749f8543( ) + bytes () : BaseThreadInitThunk( ) ntdll.dll @ 0x7735ac69( ) + bytes () : RtlInitializeExceptionChain( ) ntdll.dll @ 0x7735ac3c( ) + bytes () : RtlInitializeExceptionChain( ) ERROR: Failed to create XAudio2 engine. Try installing the latest DirectX. Dumped console text to C:\Users\1yori_000\Saved Games\id Software\Rage\base\ErrorLog_14-01-2013__15-20.txt.
idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...releasing DC ...destroying window
*************************** Failed to create XAudio2 engine. Try installing the latest DirectX. ***************************
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На 8 выходит ошибка: Rage.1700.342015 win-x86 Release Oct 10 2012 14:14:10 ------ Initializing File System ------ Current search path: C:/Users/1yori_000/Saved Games/id Software/Rage/base/ D:/Games/Rage/base/ file system initialized. BenchmarkGameData: ofs 0 and 0x1208090624x 35 microseconds 15 microseconds 13 microseconds 14 microseconds 13 microseconds 14 microseconds 13 microseconds 13 microseconds 13 microseconds 14 microseconds Average seek time without outliers: 13 microseconds fileBenchmarkImpliesGameIsOnHD: true --------------------------- 1 CPU package, 4 physical cores, 8 logical cores 3411 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42 & AVX & HTT 32768 kB 1st level cache, 262144 kB 2nd level cache, 8388608 kB 3rd level cache 8096 MB System Memory Winsock Initialized Found interface: {EBE2C4CD-58C9-4ADB-8039-0B375D51F87B} ??????? ????????? ?? ???? Microsoft KM-TEST - 172.0.0.1/255.255.0.0 Found interface: {80660FF0-F20B-4DF6-A09F-403C885C24DD} Realtek PCIe GBE Family Controller - 192.168.1.106/255.255.255.0 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 ReadTitleStorage: MANUALLY CREATED Num args: 32 chainRally_weighting = 0.40 meteorRally_weighting = 0.25 Carnage_weighting = 0.20 triadRally_weighting = 0.15 gearhead_weighting = 0.19 meteor_weighting = 0.19 reactor_weighting = 0.19 southernHighway_weighting = 0.19 abandoned_weighting = 0.19 prime_weighting = 0.05 meteor_Shower_killScore = 1 vdm_killScore = 10 rally_killScore = 1 tri_rally_killScore = 5 rallyPointScore = 2 tri_rallyPointScore = 10 meteorCapturePoints_0 = 3 meteorCapturePoints_1 = 6 meteorCapturePoints_2 = 12 meteorCapturePoints_3 = 24 meteorCapturePoints_4 = 36 meteorCapturePoints_5 = 48 meteorCapturePoints_6 = 60 meteorCapturePoints_7 = 72 meteorCapturePoints_8 = 80 meteorCapturePoints_9 = 100 itemMaxCount_vehicle/quickuse/jump = 4 itemSetCount_vehicle/quickuse/jump = 4 itemMaxCount_vehicle/quickuse/emp = 3 itemSetCount_vehicle/quickuse/emp = 3 itemMaxCount_vehicle/quickuse/boostextender = 3 itemSetCount_vehicle/quickuse/boostextender = 3 EnumerateDownloadableContent: D:\Games\Rage\dlc Found DLC: dlc1...and info.txt! Resource hashSeed = 3 ...successfully mounted 'D:\Games\Rage\dlc/dlc1/info.txt. ID: 1 Found DLC: dlc2...and info.txt! Resource hashSeed = 3 ...successfully mounted 'D:\Games\Rage\dlc/dlc2/info.txt. ID: 2 Found DLC: dlc3...and info.txt! Resource hashSeed = 3ffffffe ...successfully mounted 'D:\Games\Rage\dlc/dlc3/info.txt. ID: 3 idLib::SetProduction( PROD_PRODUCTION ) contentpackage path: D:/Games/Rage/dlc/dlc1 contentpackage id: 1 Failed to find DLC at D:/Games/Rage/dlc/dlc1/base/gameresources.resources contentpackage path: D:/Games/Rage/dlc/dlc2 contentpackage id: 2 Failed to find DLC at D:/Games/Rage/dlc/dlc2/base/gameresources.resources contentpackage path: D:/Games/Rage/dlc/dlc3 contentpackage id: 3 setting patchFileIsForVoOnly to true Found DLC resource at D:/Games/Rage/dlc/dlc3/base/gameresources.resources no localized audio for loaded for dlc path D:/Games/Rage/dlc/dlc3/base, defaulting vo to english couldn't exec 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: 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: swf_invFadeTime 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 ...using WGL_EXT_swap_control_tear created OpenGL 3.2 context on NVIDIA Corporation ----- GL_Init ----- OpenGL version 3.2 GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_multisample_blit_scaledGL_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_dxt1 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_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth 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_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_lod_clamp GL_NV_texture_multisample 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_integer_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_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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 ...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 ...using GL_ARB_debug_output Couldn't find proc address for: glMapTexture2DINTEL Couldn't find proc address for: glUnmapTexture2DINTEL Couldn't find proc address for: glSyncTextureINTEL ShowGameWindow: (0, 0) 1920 x 1080, full screen 5 milliseconds to open 44 pages files OpenCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages OpenInstalledCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages OpenCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr_dlc.pages 0 milliseconds to open D:\Games\Rage\virtualtextures\_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc1/virtualtextures/_vmtr_dlc.pages 0 milliseconds to open D:/Games/Rage/dlc/dlc1/virtualtextures/_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc2/virtualtextures/_vmtr_dlc.pages 1 milliseconds to open D:/Games/Rage/dlc/dlc2/virtualtextures/_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages 0 milliseconds to open D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages OpenInstalledCachedPagesFile: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.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 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages1 S 4096 4096 1 linr DXT1 clmp 8192k 0k _physicalvmtrpages0 S 4096 4096 1 linr DXT5 clmp 16384k 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 Pages resident per level: 0 0 0 0 0 0 0 14 4 1 Pages resident: 19 Pages locked: 19
virtual texture 2: S 256 256 9 nmn RG clmp 170k 0k _vmtrdlcpagetable Page file: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages header.magic: 0x77339904 header.pagesWide: 256 header.numLevels: 9 header.layoutVersion: 0 header.diskOffsetScale: 2 Pages resident per level: 0 0 0 0 0 0 0 0 0 Pages resident: 0 Pages locked: 0 0.8 total megs of page table images ----- Initializing Sound System ------ Rage.exe @ 0x006a96b4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006a983c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006a98dc( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005c7399( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005bd798( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x0043a5da( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005ec01f( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006aa4b9( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) KERNEL32.DLL @ 0x749f8543( ) + bytes () : BaseThreadInitThunk( ) ntdll.dll @ 0x7735ac69( ) + bytes () : RtlInitializeExceptionChain( ) ntdll.dll @ 0x7735ac3c( ) + bytes () : RtlInitializeExceptionChain( ) ERROR: Failed to create XAudio2 engine. Try installing the latest DirectX. Dumped console text to C:\Users\1yori_000\Saved Games\id Software\Rage\base\ErrorLog_14-01-2013__15-20.txt.
idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...releasing DC ...destroying window
*************************** Failed to create XAudio2 engine. Try installing the latest DirectX. *************************** У меня вообще даже в игру не заходит)
YoR1k
Стаж: 16 лет
Сообщений: 53
Откуда: Russia
fakel007 Так и у меня в игру не заходит. Эта ошибка сразу выходит при запуске игры через ярлык.
YoR1k
Стаж: 16 лет
Сообщений: 53
Откуда: Russia
Игра запустилась после установки пакета DirectX Июнь 2010.
Kot ^_^
Стаж: 15 лет
Сообщений: 25
Откуда: Tokyo
с текстурами такой же баг?
kapter
Стаж: 15 лет
Сообщений: 17
с текстурами такой же баг?
Замена дров ещё в 2011 помогло
ZabeMaro
Стаж: 13 лет
Сообщений: 43
Откуда: Сайлент Хилл
скучная игра до ужаса (( просто поигра 20 мин понял что ничего не зацепил... , ну если честно кому что нравиться меня не порадовало эти 20 гигов
Aquartos
Стаж: 11 лет
Сообщений: 23
Протестил игруху, спасибо за раздачу. Вот что скажу, никаких глюков не было(даже намёка), игра с 35+ фпс на максе идет.(amd phenom II 4 ядра, radeonHD5770, 8 GB оперативы).
Мне игра показалась очень скучной. Не понравилась боевая система. 20 минут поиграл и снёс. Лучше поиграйте в Borderlands 2 c DLC, кому тема такая нравится, там и юмор и боевка и экшн чувствуется.
Топик был перенесен из форума Новые раздачи в форум FPS (1st Person)
xatab
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Текущее время: 03-Дек 22:11
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Автор | Сообщение |
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трэвис_1911 ®
Стаж: 16 лет |
|
RAGE. Anarchy Edition Информация:
Системные требования:
Описание:
Особенности игры:
Код: * RAGE defaults to lower video settings to allow the game to work on a wide variety of hardware and software configurations. * Unfortunately, it is not possible to anticipate all possible graphics driver issues in combination with unique end user hardware and software configurations. For this reason RAGE does not automatically increase video/graphics settings as this could result in negative side effects on specific hardware and software configurations. The original release of RAGE does not expose many video/graphics options for people to tweak because some of these settings, although desirable from a quality perspective, simply will not work on specific configurations either due to hardware limitations and/or driver bugs. Due to popular demand for more video and graphics options, this patch updates the video settings menu and exposes several quality and performance settings. However, not everyone may be able to increase the settings due to hardware limitations and/or driver bugs. -VSync+- * The new "VSync" option in the video settings menu allows you to remove screen tearing. There are three options: ON, OFF and SMART. * When VSync is turned OFF you may experience screen tearing. * When VSync is turned ON you should not see screen tearing. However, any time your frame rate drops below 60 frames per second you will get a sudden more severe drop to 30 frames per second. This is how VSync inherently works. If your computer cannot maintain 60 frames per second and you miss the synchronization to the vertical retrace of your monitor then you will miss a whole frame and synchronize to the next frame instead. * Some graphics drivers now support a so called "swap-tear" extension. You can try using this extension by setting VSync to SMART. If your graphics driver supports this extension and you set VSync to SMART then RAGE will synchronize to the vertical retrace of your monitor when your computer is able to maintain 60 frames per second and the screen may tear if your frame rate drops below 60 frames per second. In other words the SMART VSync option trades a sudden drop to 30 frames per second with occasional screen tearing. Occasional screen tearing is usually considered less distracting than a more severe drop in frame rate. * If your graphics driver does not support SMART VSync and you set VSync to SMART in the video settings then RAGE will automatically fall back to turning VSync OFF and you may experience screen tearing. The "swap-tear" extension is brand new and may still present some issues on certain graphics hardware. If you experience any problems using SMART Vsync then set VSync to either ON or OFF. We are actively working with the graphics hardware vendors to improve the "swap-tear" extension. * If changing VSync in the RAGE video settings menu does not appear to make any difference then make sure you are not overriding the VSync setting in the graphics vendor control panel. You can find the graphics vendor control panel by right-clicking on the Windows desktop and selecting the " control panel" option from the pop-up menu. * If you force VSync to the 'on' setting in the graphics vendor control panel then you should not see any screen tearing in RAGE but you may get a more severe drop in frame rate if your computer cannot maintain 60 frames per second. * If you force VSync to the 'off' setting in the graphics vendor control panel then you may experience screen tearing no matter what setting you use for the VSync option in the RAGE video settings menu. -Texture Cache- * The new "Texture Cache" option in the video settings menu allows you to increase the texture cache size to keep more texture data in video memory. * If the Texture Cache is set to LARGE then RAGE will keep more texture data in video memory. This may not only significantly reduce blurry textures and texture popping, it will also allow complex scenes to be rendered with more texture detail. * However, this may not work on computers that do not have enough system or video memory, or you may experience a significant drop in performance. If you experience issues due to hardware limitations you will have to set the Texture Cache back to SMALL. * If after changing the Texture Cache to LARGE you experience a crash or texture corruption (like a partially or completely blue world) then the graphics driver may have run out of memory. * We are actively working with the graphics card vendors to resolve any crashes. * If you do not experience a crash but you see texture corruption then you may be able to get the large Texture Cache to work by accepting the change and restarting the game. If you still experience texture corruption after restarting the game you will have to set the Texture Cache back to SMALL. * You may also be able to improve the memory situation on your computer by changing the Windows paging file management. Note that making changes to the Windows paging file management may change the performance characteristics of your computer. Any changes you make to your system configuration are at your own risk. Always make backups of your system and revert these changes if you notice undesirable side effects. * To change the paging file management on Windows Vista and Windows 7, first press the "Start" button, then right-click on "Computer" and then select "Properties" from the popup menu. Then select "Advanced system settings" on the window that appears. Select the "Advanced" tab on the "System Properties" window that is displayed and press the "Settings" button under "Performance". Select the "Advanced" tab on the "Performance Options" window that shows up next and press the "Change..." button under "Virtual memory". Now uncheck the option "Automatically manage paging file size for all drives" and make sure that the option "System managed size" is selected on the "Virtual Memory" window. Confirm the change by pressing the "OK" button on each window. After making this change you will have to restart your computer for the change to take effect. * To change the paging file management on Windows XP, first press the "Start" button, then right-click on "My Computer" and then select "Properties" from the popup menu. Select the "Advanced" tab on the "System Properties" window that is displayed and press the "Settings" button under "Performance". Select the "Advanced" tab on the "Performance Options" window that shows up next and press the "Change" button under "Virtual memory". Make sure that the option "System managed size" is selected on the "Virtual Memory" window. Confirm the change by pressing the "OK" button on each window. After making this change you will have to restart your computer for the change to take effect. -Anisotropic Filter- * The new "Anisotropic Filter" option in the video settings menu allows you to increase the anisotropic texture filtering. * Anisotropic filtering is a method to enhance the image quality of textures on surfaces that are at oblique viewing angles. * The anisotropic texture filtering in RAGE defaults to a low value to accommodate for low-end graphics hardware. However, the anisotropic filtering can be increased for high-end graphics hardware by setting the Anistropic Filter option to HIGH in the video settings menu. * Do not force anisotropic filtering to the ‘on’ setting in the graphics vendor control panel because this may cause rendering artifacts in the game. * Note that increasing the anisotropic filtering may improve the texture quality while it may also decrease the frame rate. -Patch Changes \ Fixes- * Implemented workaround for AMD driver crash right after intro cinematic on Win 7 32-bit systems. * Disabled UBOs because they are causing animation issues with AMD drivers. * Don't allow swap-tear to be enabled on AMD while the extension is not exposed because it may crash. * Support for new video settings: "texture cache", "vsync" and "anisotropic filter". * Automatically adjust vt_maxPPF based on the number of available cores. * Improved performance for SLI cards when GPU transcode is enabled. * Fix for GPU Transcoding option being disabled after exiting gameplay. * Added safe mode to restore video settings to default values. * Allow g_fov to be changed from the RAGE launch options in Steam. * Server now forwards text chat from clients to all other clients while in-game. -Known Graphical Issues- * The following issues were found using NVIDIA graphics hardware with the GeForce R285 Driver or AMD graphics hardware with the AMD Catalyst 11.10 Version 2 Preview Driver. * If you turn up both the screen resolution and anti-aliasing settings to high values in the video settings menu and/or you enable "GPU Transcode" then the screen may no longer update on some hardware configurations. This means your system does not have the necessary video memory to run with these high settings. You can re-enter the video settings menu and lower your settings to restart screen updates. * If you turn up both the screen resolution and anti-aliasing settings to high values in the video settings menu you may experience a crash if your system does not have the necessary memory to run with these high settings. To avoid this problem you will have to re-enter the video settings menu to lower the settings. If you can no longer launch the game after changing the video settings to high values you can add the following to your RAGE launch options in Steam. -+com_safemode 1- * The launch options can be found by right-clicking on RAGE in Steam and selecting "Properties". Then click on "Set Launch Options" in the dialog that pops up. Adding this option will reset your video settings to the default values the next time the game is launched. When the game is launched in safe mode the game will show "safe mode" in the corners of the screen. Do not forget to remove the safe mode launch option after launching the game once to make sure you do not lose your video settings each time you launch the game. * Using a NVIDIA graphics card on Windows XP 32-bit or XP 64-bit, you may experience a crash or hang when changing the screen resolution in full screen mode or switching from windowed mode to full screen mode. This has been identified as a graphics driver problem. We have spent significant effort trying to work around this problem and were successful in reducing the frequency of occurrence but a driver update is necessary to completely fix the problem. We are actively working with NVIDIA to make a solution to this problem available as soon as possible. * Using an AMD graphics card, you may experience black flickering artifacts on flags, banners and zip-lines if you run in full screen mode. This has been identified as a graphics driver problem. We are actively working with AMD on a solution to this problem. * Using an AMD graphics card, you may experience black grid lines on some graphical user interface (GUI) elements like the in-game mini-map. This has been identified as a graphics driver problem. We are actively working with AMD on a solution to this problem. If you find the grid lines particularly distracting, you can add the following to the RAGE launch options in Steam as a temporary workaround. -+vt_maxAniso 1- * The launch options can be found by right-clicking on RAGE in Steam and selecting "Properties". Then click on "Set Launch Options" in the dialog that pops up. However, note that adding this setting will lower the general texture quality in the game. * If you have an AMD graphics card with a dual core CPU system you may experience severe hitching and low frame rates. This has been identified as a driver problem. We are actively working with AMD on a solution to this problem. As a temporary workaround you may add the following to the RAGE launch options in Steam. -+jobs_numThreads 0- * The launch options can be found by right-clicking on RAGE in Steam and selecting "Properties". Then click on "Set Launch Options" in the dialog that pops up. * If you are running RAGE in full-screen mode and you ALT-TAB to a different application you may lose your VSync setting. When you switch to a different application VSync stops functioning. RAGE detects that VSync is no longer working and automatically switches back to synchronizing to real-time to make sure the game time advances in a consistent manner. We are actively working with the graphics vendors on a solution to this problem. Код: -New Functionality- * Texture Detail: Enabling Texture Detail will improve up-close texture quality by performing upsampling with adaptive sharpening. This does not update or increase the resolution of the base textures included with the game but improves the perceived resolution and crispness of textures. This is an intensive operation and is only recommended if you have a quad-core CPU or higher. Please disable this feature if you encounter poor performance, stability issues or are given a notification that the game has run out of memory after loading a map. The Texture Detail option can be found in the Settings -> Video Menu. * Transcode Benchmark: A new benchmark has been added that determines how quickly texture data can be translated from the compressed format on your hard drive to a format that can be used by your video card. The higher your score, the faster your PC is able to make higher detail texture data available. This is not a traditional benchmark that runs through a scene of the game and returns a min/max/average framerate based on hardware and video settings. Other than the GPU Transcode option, the score will not be affected by changing any video settings. The Transcode Benchmark option can be found in the Settings -> Video Menu. * Error Messaging: If you attempt to apply video settings on a system that is not capable of handling them, an error may come up stating that your system ran out of memory. You will be allowed to continue, however, it is recommended that you either reduce your video settings until this message no longer occurs or you will be asked to restart the game with lower video settings. If you ignore this error and continue playing without altering your settings you will likely encounter texture corruption and/or system instability. * Automatic Video Settings Fallbacks: When an advanced video setting fails to apply, the setting may be set back to a safe default. Anti-aliasing will fall back to NONE if the allocation of a multi-sampled FBO fails. Texture Cache will fall back to SMALL when the allocation of a large texture cache fails. Texture Detail will fall back to OFF when large page table allocations fail. On failure, these settings will automatically fall back to safe values without the need for user input. -Patch Changes \ Fixes- * Fixed crash from potentially having stale transcode jobs in flight when switching between texture cache sizes. * Fixed crash from using SIMD optimized memcpy with a PBO pointer that is not 16-byte aligned. * Fixed GPU transcode option always turning off when restarting the game. * Fixed progression in Dead City where player could not advance through sliding door en route to the defibrillator upgrade. * Fixed CPU feature detection. * Fixed issues with launching MP by using double quotes around path name. * Fixed lack of texture detail on parts of the screen at high resolutions due to limited feedback analysis buffer. * Fixed thread stack space usage and freed up 700 MB of virtual address space. * Re-enabled UBOs. * Adjustments to default VDM values for balance. Код: -NEW FEATURES- * Adds support for The Scorchers. * Collectible cards and schematics that could be missed and never retrieved again, are now purchasable at vendor shops. * Subway Town races are no longer "locked off" once the Authority takes over and can be played all the way up to traveling to Capital prime to beat the game. -BUG FIXES- * Fixes (not retroactive) a rare progression blocker with the Dead City door during the Defibrillator Upgrade mission. * Plasma weapons are now effective against the tower turrets in the Wasteland, as previously they would cause no damage.
Код: --За основу взята Лицензия от Bethesda Softworks-- Игра: * аудио качество 100% * видео качество 100% * эксклюзивный установщик * установка дополнительного Soft'a (DirectX, Visual C++) * все пути реестра сохранены * запуск игры через ярлык на десктопе или через меню пуск * для установки необходимо 256 Мб ОЗУ * примерное время установки 22 минут(а,ы) Патчи: * v 1.0.27.8258 * v 1.0.29.712 * v 1.0.34.2015 DLC: * Authority Pack * Wasteland Sewers * The Scorchers Разное: * игровые архивы не тронуты * возможность разбить на 4xDVD5 * русификатор для DLC The Scorchers от anonymous * за основу взята лицензионная копия игры от Bethesda Softworks, обновлённая в Steam от 13.01.2013 Удалено: * лого разработчиков, мультиплеер, все языки кроме Русского, все звуковые дорожки в видеороликах кроме Русской Автор RiP'a: * Fenixx |
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Lion666
Стаж: 15 лет |
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надеюсь глюки с тормозами и непрогрузкой текстур были убраны патчами! установлю отпишу что да как!
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water Dragon
Стаж: 14 лет |
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Lion666 писал(а): надеюсь глюки с тормозами и непрогрузкой текстур были убраны патчами! установлю отпишу что да как! |
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zhavoronkov
Стаж: 14 лет |
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water Dragon писал(а): Lion666 писал(а): надеюсь глюки с тормозами и непрогрузкой текстур были убраны патчами! установлю отпишу что да как! |
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zhavoronkov
Стаж: 14 лет |
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ничего не изменилось, как зависала игра, так и зависает((((
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fakel007
Стаж: 14 лет |
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У меня на 8,вообще не запускается. х)
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YoR1k
Стаж: 16 лет |
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На 8 выходит ошибка:
Rage.1700.342015 win-x86 Release Oct 10 2012 14:14:10 ------ Initializing File System ------ Current search path: C:/Users/1yori_000/Saved Games/id Software/Rage/base/ D:/Games/Rage/base/ file system initialized. BenchmarkGameData: ofs 0 and 0x1208090624x 35 microseconds 15 microseconds 13 microseconds 14 microseconds 13 microseconds 14 microseconds 13 microseconds 13 microseconds 13 microseconds 14 microseconds Average seek time without outliers: 13 microseconds fileBenchmarkImpliesGameIsOnHD: true --------------------------- 1 CPU package, 4 physical cores, 8 logical cores 3411 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42 & AVX & HTT 32768 kB 1st level cache, 262144 kB 2nd level cache, 8388608 kB 3rd level cache 8096 MB System Memory Winsock Initialized Found interface: {EBE2C4CD-58C9-4ADB-8039-0B375D51F87B} ??????? ????????? ?? ???? Microsoft KM-TEST - 172.0.0.1/255.255.0.0 Found interface: {80660FF0-F20B-4DF6-A09F-403C885C24DD} Realtek PCIe GBE Family Controller - 192.168.1.106/255.255.255.0 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 ReadTitleStorage: MANUALLY CREATED Num args: 32 chainRally_weighting = 0.40 meteorRally_weighting = 0.25 Carnage_weighting = 0.20 triadRally_weighting = 0.15 gearhead_weighting = 0.19 meteor_weighting = 0.19 reactor_weighting = 0.19 southernHighway_weighting = 0.19 abandoned_weighting = 0.19 prime_weighting = 0.05 meteor_Shower_killScore = 1 vdm_killScore = 10 rally_killScore = 1 tri_rally_killScore = 5 rallyPointScore = 2 tri_rallyPointScore = 10 meteorCapturePoints_0 = 3 meteorCapturePoints_1 = 6 meteorCapturePoints_2 = 12 meteorCapturePoints_3 = 24 meteorCapturePoints_4 = 36 meteorCapturePoints_5 = 48 meteorCapturePoints_6 = 60 meteorCapturePoints_7 = 72 meteorCapturePoints_8 = 80 meteorCapturePoints_9 = 100 itemMaxCount_vehicle/quickuse/jump = 4 itemSetCount_vehicle/quickuse/jump = 4 itemMaxCount_vehicle/quickuse/emp = 3 itemSetCount_vehicle/quickuse/emp = 3 itemMaxCount_vehicle/quickuse/boostextender = 3 itemSetCount_vehicle/quickuse/boostextender = 3 EnumerateDownloadableContent: D:\Games\Rage\dlc Found DLC: dlc1...and info.txt! Resource hashSeed = 3 ...successfully mounted 'D:\Games\Rage\dlc/dlc1/info.txt. ID: 1 Found DLC: dlc2...and info.txt! Resource hashSeed = 3 ...successfully mounted 'D:\Games\Rage\dlc/dlc2/info.txt. ID: 2 Found DLC: dlc3...and info.txt! Resource hashSeed = 3ffffffe ...successfully mounted 'D:\Games\Rage\dlc/dlc3/info.txt. ID: 3 idLib::SetProduction( PROD_PRODUCTION ) contentpackage path: D:/Games/Rage/dlc/dlc1 contentpackage id: 1 Failed to find DLC at D:/Games/Rage/dlc/dlc1/base/gameresources.resources contentpackage path: D:/Games/Rage/dlc/dlc2 contentpackage id: 2 Failed to find DLC at D:/Games/Rage/dlc/dlc2/base/gameresources.resources contentpackage path: D:/Games/Rage/dlc/dlc3 contentpackage id: 3 setting patchFileIsForVoOnly to true Found DLC resource at D:/Games/Rage/dlc/dlc3/base/gameresources.resources no localized audio for loaded for dlc path D:/Games/Rage/dlc/dlc3/base, defaulting vo to english couldn't exec 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: 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: swf_invFadeTime 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 ...using WGL_EXT_swap_control_tear created OpenGL 3.2 context on NVIDIA Corporation ----- GL_Init ----- OpenGL version 3.2 GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_multisample_blit_scaledGL_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_dxt1 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_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth 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_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_lod_clamp GL_NV_texture_multisample 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_integer_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_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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 ...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 ...using GL_ARB_debug_output Couldn't find proc address for: glMapTexture2DINTEL Couldn't find proc address for: glUnmapTexture2DINTEL Couldn't find proc address for: glSyncTextureINTEL ShowGameWindow: (0, 0) 1920 x 1080, full screen 5 milliseconds to open 44 pages files OpenCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages OpenInstalledCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages OpenCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr_dlc.pages 0 milliseconds to open D:\Games\Rage\virtualtextures\_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc1/virtualtextures/_vmtr_dlc.pages 0 milliseconds to open D:/Games/Rage/dlc/dlc1/virtualtextures/_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc2/virtualtextures/_vmtr_dlc.pages 1 milliseconds to open D:/Games/Rage/dlc/dlc2/virtualtextures/_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages 0 milliseconds to open D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages OpenInstalledCachedPagesFile: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.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 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages1 S 4096 4096 1 linr DXT1 clmp 8192k 0k _physicalvmtrpages0 S 4096 4096 1 linr DXT5 clmp 16384k 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 Pages resident per level: 0 0 0 0 0 0 0 14 4 1 Pages resident: 19 Pages locked: 19 virtual texture 2: S 256 256 9 nmn RG clmp 170k 0k _vmtrdlcpagetable Page file: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages header.magic: 0x77339904 header.pagesWide: 256 header.numLevels: 9 header.layoutVersion: 0 header.diskOffsetScale: 2 Pages resident per level: 0 0 0 0 0 0 0 0 0 Pages resident: 0 Pages locked: 0 0.8 total megs of page table images ----- Initializing Sound System ------ Rage.exe @ 0x006a96b4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006a983c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006a98dc( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005c7399( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005bd798( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x0043a5da( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005ec01f( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006aa4b9( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) KERNEL32.DLL @ 0x749f8543( ) + bytes () : BaseThreadInitThunk( ) ntdll.dll @ 0x7735ac69( ) + bytes () : RtlInitializeExceptionChain( ) ntdll.dll @ 0x7735ac3c( ) + bytes () : RtlInitializeExceptionChain( ) ERROR: Failed to create XAudio2 engine. Try installing the latest DirectX. Dumped console text to C:\Users\1yori_000\Saved Games\id Software\Rage\base\ErrorLog_14-01-2013__15-20.txt. idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...releasing DC ...destroying window *************************** Failed to create XAudio2 engine. Try installing the latest DirectX. *************************** |
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fakel007
Стаж: 14 лет |
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YoR1k писал(а): На 8 выходит ошибка: Rage.1700.342015 win-x86 Release Oct 10 2012 14:14:10 ------ Initializing File System ------ Current search path: C:/Users/1yori_000/Saved Games/id Software/Rage/base/ D:/Games/Rage/base/ file system initialized. BenchmarkGameData: ofs 0 and 0x1208090624x 35 microseconds 15 microseconds 13 microseconds 14 microseconds 13 microseconds 14 microseconds 13 microseconds 13 microseconds 13 microseconds 14 microseconds Average seek time without outliers: 13 microseconds fileBenchmarkImpliesGameIsOnHD: true --------------------------- 1 CPU package, 4 physical cores, 8 logical cores 3411 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42 & AVX & HTT 32768 kB 1st level cache, 262144 kB 2nd level cache, 8388608 kB 3rd level cache 8096 MB System Memory Winsock Initialized Found interface: {EBE2C4CD-58C9-4ADB-8039-0B375D51F87B} ??????? ????????? ?? ???? Microsoft KM-TEST - 172.0.0.1/255.255.0.0 Found interface: {80660FF0-F20B-4DF6-A09F-403C885C24DD} Realtek PCIe GBE Family Controller - 192.168.1.106/255.255.255.0 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 ReadTitleStorage: MANUALLY CREATED Num args: 32 chainRally_weighting = 0.40 meteorRally_weighting = 0.25 Carnage_weighting = 0.20 triadRally_weighting = 0.15 gearhead_weighting = 0.19 meteor_weighting = 0.19 reactor_weighting = 0.19 southernHighway_weighting = 0.19 abandoned_weighting = 0.19 prime_weighting = 0.05 meteor_Shower_killScore = 1 vdm_killScore = 10 rally_killScore = 1 tri_rally_killScore = 5 rallyPointScore = 2 tri_rallyPointScore = 10 meteorCapturePoints_0 = 3 meteorCapturePoints_1 = 6 meteorCapturePoints_2 = 12 meteorCapturePoints_3 = 24 meteorCapturePoints_4 = 36 meteorCapturePoints_5 = 48 meteorCapturePoints_6 = 60 meteorCapturePoints_7 = 72 meteorCapturePoints_8 = 80 meteorCapturePoints_9 = 100 itemMaxCount_vehicle/quickuse/jump = 4 itemSetCount_vehicle/quickuse/jump = 4 itemMaxCount_vehicle/quickuse/emp = 3 itemSetCount_vehicle/quickuse/emp = 3 itemMaxCount_vehicle/quickuse/boostextender = 3 itemSetCount_vehicle/quickuse/boostextender = 3 EnumerateDownloadableContent: D:\Games\Rage\dlc Found DLC: dlc1...and info.txt! Resource hashSeed = 3 ...successfully mounted 'D:\Games\Rage\dlc/dlc1/info.txt. ID: 1 Found DLC: dlc2...and info.txt! Resource hashSeed = 3 ...successfully mounted 'D:\Games\Rage\dlc/dlc2/info.txt. ID: 2 Found DLC: dlc3...and info.txt! Resource hashSeed = 3ffffffe ...successfully mounted 'D:\Games\Rage\dlc/dlc3/info.txt. ID: 3 idLib::SetProduction( PROD_PRODUCTION ) contentpackage path: D:/Games/Rage/dlc/dlc1 contentpackage id: 1 Failed to find DLC at D:/Games/Rage/dlc/dlc1/base/gameresources.resources contentpackage path: D:/Games/Rage/dlc/dlc2 contentpackage id: 2 Failed to find DLC at D:/Games/Rage/dlc/dlc2/base/gameresources.resources contentpackage path: D:/Games/Rage/dlc/dlc3 contentpackage id: 3 setting patchFileIsForVoOnly to true Found DLC resource at D:/Games/Rage/dlc/dlc3/base/gameresources.resources no localized audio for loaded for dlc path D:/Games/Rage/dlc/dlc3/base, defaulting vo to english couldn't exec 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: 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: swf_invFadeTime 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 ...using WGL_EXT_swap_control_tear created OpenGL 3.2 context on NVIDIA Corporation ----- GL_Init ----- OpenGL version 3.2 GL_AMD_multi_draw_indirect GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_multisample_blit_scaledGL_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_dxt1 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_format_BGRA8888 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_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_compute_program5 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_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth 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_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object 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_lod_clamp GL_NV_texture_multisample 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_integer_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_OES_compressed_paletted_texture GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_point_size_array GL_OES_point_sprite GL_OES_rgb8_rgba8 GL_OES_read_format GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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 ...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 ...using GL_ARB_debug_output Couldn't find proc address for: glMapTexture2DINTEL Couldn't find proc address for: glUnmapTexture2DINTEL Couldn't find proc address for: glSyncTextureINTEL ShowGameWindow: (0, 0) 1920 x 1080, full screen 5 milliseconds to open 44 pages files OpenCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages OpenInstalledCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr.pages OpenCachedPagesFile: D:\Games\Rage\virtualtextures\_vmtr_dlc.pages 0 milliseconds to open D:\Games\Rage\virtualtextures\_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc1/virtualtextures/_vmtr_dlc.pages 0 milliseconds to open D:/Games/Rage/dlc/dlc1/virtualtextures/_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc2/virtualtextures/_vmtr_dlc.pages 1 milliseconds to open D:/Games/Rage/dlc/dlc2/virtualtextures/_vmtr_dlc.pages OpenCachedPagesFile: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages 0 milliseconds to open D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages OpenInstalledCachedPagesFile: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.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 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages1 S 4096 4096 1 linr DXT1 clmp 8192k 0k _physicalvmtrpages0 S 4096 4096 1 linr DXT5 clmp 16384k 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 Pages resident per level: 0 0 0 0 0 0 0 14 4 1 Pages resident: 19 Pages locked: 19 virtual texture 2: S 256 256 9 nmn RG clmp 170k 0k _vmtrdlcpagetable Page file: D:/Games/Rage/dlc/dlc3/virtualtextures/_vmtr_dlc.pages header.magic: 0x77339904 header.pagesWide: 256 header.numLevels: 9 header.layoutVersion: 0 header.diskOffsetScale: 2 Pages resident per level: 0 0 0 0 0 0 0 0 0 Pages resident: 0 Pages locked: 0 0.8 total megs of page table images ----- Initializing Sound System ------ Rage.exe @ 0x006a96b4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006a983c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006a98dc( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005c7399( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005bd798( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x0043a5da( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x005ec01f( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) Rage.exe @ 0x006aa4b9( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** ) KERNEL32.DLL @ 0x749f8543( ) + bytes () : BaseThreadInitThunk( ) ntdll.dll @ 0x7735ac69( ) + bytes () : RtlInitializeExceptionChain( ) ntdll.dll @ 0x7735ac3c( ) + bytes () : RtlInitializeExceptionChain( ) ERROR: Failed to create XAudio2 engine. Try installing the latest DirectX. Dumped console text to C:\Users\1yori_000\Saved Games\id Software\Rage\base\ErrorLog_14-01-2013__15-20.txt. idRenderSystem::Shutdown() Shutting down OpenGL subsystem ...releasing DC ...destroying window *************************** Failed to create XAudio2 engine. Try installing the latest DirectX. *************************** |
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YoR1k
Стаж: 16 лет |
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fakel007 Так и у меня в игру не заходит. Эта ошибка сразу выходит при запуске игры через ярлык.
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YoR1k
Стаж: 16 лет |
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Игра запустилась после установки пакета DirectX Июнь 2010.
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Kot ^_^
Стаж: 15 лет |
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с текстурами такой же баг?
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kapter
Стаж: 15 лет |
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с текстурами такой же баг?
Замена дров ещё в 2011 помогло |
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ZabeMaro
Стаж: 13 лет |
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скучная игра до ужаса (( просто поигра 20 мин понял что ничего не зацепил... , ну если честно кому что нравиться меня не порадовало эти 20 гигов
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Aquartos
Стаж: 11 лет |
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Протестил игруху, спасибо за раздачу. Вот что скажу, никаких глюков не было(даже намёка), игра с 35+ фпс на максе идет.(amd phenom II 4 ядра, radeonHD5770, 8 GB оперативы).
Мне игра показалась очень скучной. Не понравилась боевая система. 20 минут поиграл и снёс. Лучше поиграйте в Borderlands 2 c DLC, кому тема такая нравится, там и юмор и боевка и экшн чувствуется. |
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Топик был перенесен из форума Новые раздачи в форум FPS (1st Person)
xatab Причина переноса: |
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Текущее время: 03-Дек 22:11
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