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RUNNING WITH RIFLES Multiplayer

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PostPosted: Wed Jun 26, 2013 2:48 am 
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Joined: Mon Jul 30, 2012 1:55 am
Posts: 20
I bought this game quite a while ago. First I could only play on the map that you could not win, the other map crashed the game. Then an update came out, and then the game blue screens or freezes just from trying to launch the game. I left this alone for a year, waiting for some sort of update to fix the problem, but it's still happening. Can anyone give me a hand? Are there logs I can post?

I have a Windows 7 computer with an AMD graphics card.


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PostPosted: Wed Jun 26, 2013 7:59 am 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
Micro102 wrote:
I bought this game quite a while ago. First I could only play on the map that you could not win, the other map crashed the game. Then an update came out, and then the game blue screens or freezes just from trying to launch the game. I left this alone for a year, waiting for some sort of update to fix the problem, but it's still happening. Can anyone give me a hand? Are there logs I can post?

I have a Windows 7 computer with an AMD graphics card.



Hi Micro,

aww that's not good indeed.
BSOD should be more related to hardware issues than software in this case. Crashes happen here and there (though quite rarely) but it should never go that far that you get a BSOD.

Make sure of the following things:

1) Are your temperatures ok?
2) Do you have the latest GPU drivers installed?
3) Do you have such issues also with other games?


You might also want to disable Post-Processing in the options. If you can't launch the game at all you might want to edit (with notepad for example) the file settings.xml in the folder %appdata%\Running with rifles (copy-paste the location in your explorer) and change the value of <post_processing value="1" /> to <post_processing value="0" />. It already helped a guy who had BSOD, for whatever reason.

If that fails you might want to try running the game with the opengl parameter. For that make a shortcut of the game, right click the shortcut and click properties and in shortcut tab and target field just add the word opengl after the exe.

For the crashlog you can find rwr_game.log and rwr_crashdump.dmp also in %appdata%\Running with rifles

Jack


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PostPosted: Thu Jun 27, 2013 11:06 pm 
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Joined: Mon Jul 30, 2012 1:55 am
Posts: 20
Well oddly enough I don't seem to have that settings file, but I did manage to get the game running by having it run with no antialising or vertical sync.

But yeah I have updated my graphics card and I can start the game at any time and it crashes, and this is the only game I have ever had this problem with. So I know it's not those. Now that I can get int he game, I will see what I can do. Thanks.


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PostPosted: Thu Jun 27, 2013 11:27 pm 
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Joined: Mon Jul 30, 2012 1:55 am
Posts: 20
Well.... I tried everything you asked, and it just kept crashing either when I tried to start a game or in less then a minute of starting the game.

And I cannot find the logs you are talking about either, but I have found a rwr log just titled "game", and the phrase "Can't assign material _missing_material_ to SubEntity of Ogre/MO10022 because this Material does not exist. Have you forgotten to define it in a .material script?" appears for a LOT of things.


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PostPosted: Fri Jun 28, 2013 4:51 am 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
Are you playing the latest version (0.891) ?
The material missing message is nothing critical or important and can be ignored.


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PostPosted: Fri Jun 28, 2013 5:38 am 
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Joined: Mon Jul 30, 2012 1:55 am
Posts: 20
Yes I have the latest version. I have downloaded this multiple times throughout the year and it always crashes.


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PostPosted: Fri Jun 28, 2013 6:04 am 
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Posts: 1662
Location: Western Europe
Micro102 wrote:
Yes I have the latest version. I have downloaded this multiple times throughout the year and it always crashes.


I asked about the latest version because there is no reason that you shouldnt have the folder with the rwr_game.log

Image


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PostPosted: Fri Jun 28, 2013 9:52 am 
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Joined: Mon Jul 30, 2012 1:55 am
Posts: 20
Lol silly me, I have the game.txt which I should have realized is the game log. But no crash dump. I'm thinking because it crashed so hard it froze up before it could make one. I DO have to keep resetting my computer after all.

Should I post the game log? It's quite massive.


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PostPosted: Fri Jun 28, 2013 11:36 am 
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Joined: Tue Jan 03, 2012 9:58 am
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Location: Western Europe
Micro102 wrote:
Should I post the game log? It's quite massive.


sure, just post it in a spoiler tag
Code:
[spoiler] your text [/spoiler]


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PostPosted: Fri Jun 28, 2013 11:53 am 
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Joined: Mon Jul 30, 2012 1:55 am
Posts: 20
O I remember this. The forums do not actually support the size of the error logs. I'll split it up I guess.

Spoiler:
19:17:54: Creating resource group General
19:17:54: Creating resource group Internal
19:17:54: Creating resource group Autodetect
19:17:54: SceneManagerFactory for type 'DefaultSceneManager' registered.
19:17:54: Registering ResourceManager for type Material
19:17:54: Registering ResourceManager for type Mesh
19:17:54: Registering ResourceManager for type Skeleton
19:17:54: MovableObjectFactory for type 'ParticleSystem' registered.
19:17:54: OverlayElementFactory for type Panel registered.
19:17:54: OverlayElementFactory for type BorderPanel registered.
19:17:54: OverlayElementFactory for type TextArea registered.
19:17:54: Registering ResourceManager for type Font
19:17:54: ArchiveFactory for archive type FileSystem registered.
19:17:54: ArchiveFactory for archive type Zip registered.
19:17:54: DDS codec registering
19:17:54: FreeImage version: 3.13.1
19:17:54: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
19:17:54: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2,pfm,pct,pict,pic,bay,bmq,cr2,crw,cs1,dc2,dcr,dng,erf,fff,hdr,k25,kdc,mdc,mos,mrw,nef,orf,pef,pxn,raf,raw,rdc,sr2,srf,arw,3fr,cine,ia,kc2,mef,nrw,qtk,rw2,sti,drf,dsc,ptx,cap,iiq,rwz
19:17:54: Registering ResourceManager for type HighLevelGpuProgram
19:17:54: Registering ResourceManager for type Compositor
19:17:54: MovableObjectFactory for type 'Entity' registered.
19:17:54: MovableObjectFactory for type 'Light' registered.
19:17:54: MovableObjectFactory for type 'BillboardSet' registered.
19:17:54: MovableObjectFactory for type 'ManualObject' registered.
19:17:54: MovableObjectFactory for type 'BillboardChain' registered.
19:17:54: MovableObjectFactory for type 'RibbonTrail' registered.
19:17:54: *-*-* OGRE Initialising
19:17:54: *-*-* Version 1.7.2 (Cthugha)
19:17:54: : initializing graphics
19:17:54: : loading plugins
19:17:54: Loading library RenderSystem_Direct3D9
19:17:54: Installing plugin: D3D9 RenderSystem
19:17:54: D3D9 : Direct3D9 Rendering Subsystem created.
19:17:54: D3D9: Driver Detection Starts
19:17:54: D3D9: Driver Detection Ends
19:17:54: Plugin successfully installed
19:17:54: Loading library Plugin_CgProgramManager
19:17:54: Installing plugin: Cg Program Manager
19:17:54: Plugin successfully installed
19:17:54: Loading library Plugin_OctreeSceneManager
19:17:54: Installing plugin: Octree & Terrain Scene Manager
19:17:54: Plugin successfully installed
19:17:54: Loading library Plugin_ParticleFX
19:17:54: Installing plugin: ParticleFX
19:17:54: Particle Emitter Type 'Point' registered
19:17:54: Particle Emitter Type 'Box' registered
19:17:54: Particle Emitter Type 'Ellipsoid' registered
19:17:54: Particle Emitter Type 'Cylinder' registered
19:17:54: Particle Emitter Type 'Ring' registered
19:17:54: Particle Emitter Type 'HollowEllipsoid' registered
19:17:54: Particle Affector Type 'LinearForce' registered
19:17:54: Particle Affector Type 'ColourFader' registered
19:17:54: Particle Affector Type 'ColourFader2' registered
19:17:54: Particle Affector Type 'ColourImage' registered
19:17:54: Particle Affector Type 'ColourInterpolator' registered
19:17:54: Particle Affector Type 'Scaler' registered
19:17:54: Particle Affector Type 'Rotator' registered
19:17:54: Particle Affector Type 'DirectionRandomiser' registered
19:17:54: Particle Affector Type 'DeflectorPlane' registered
19:17:54: Plugin successfully installed
19:17:54: : initializing render system
19:17:54: : antialias=0
19:17:54: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
19:17:54: D3D9 : RenderSystem Option: Floating-point mode = Fastest
19:17:54: D3D9 : RenderSystem Option: FSAA = 0
19:17:54: D3D9 : RenderSystem Option: Full Screen = Yes
19:17:54: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
19:17:54: D3D9 : RenderSystem Option: VSync = No
19:17:54: D3D9 : RenderSystem Option: Video Mode = 1600 x 900 @ 32-bit colour
19:17:54: : initializing render window
19:17:54: CPU Identifier & Features
19:17:54: -------------------------
19:17:54: * CPU ID: AuthenticAMD: AMD A6-3400M APU with Radeon(tm) HD Graphics
19:17:54: * SSE: yes
19:17:54: * SSE2: yes
19:17:54: * SSE3: yes
19:17:54: * MMX: yes
19:17:54: * MMXEXT: yes
19:17:54: * 3DNOW: yes
19:17:54: * 3DNOWEXT: yes
19:17:54: * CMOV: yes
19:17:54: * TSC: yes
19:17:54: * FPU: yes
19:17:54: * PRO: yes
19:17:54: * HT: no
19:17:54: -------------------------
19:17:54: D3D9 : Subsystem Initialising
19:17:54: Registering ResourceManager for type Texture
19:17:54: Registering ResourceManager for type GpuProgram
19:17:54: D3D9RenderSystem::_createRenderWindow "RUNNING WITH RIFLES (c) Modulaatio Games 2013", 1600x900 fullscreen miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=false vsyncInterval=1
19:17:54: D3D9 : Created D3D9 Rendering Window 'RUNNING WITH RIFLES (c) Modulaatio Games 2013' : 1600x900, 32bpp
19:17:54: D3D9 : Multi head disabled. It causes application run time crashes when used in Vista + SP 1 or 2 combination
19:17:54: D3D9: Vertex texture format supported - PF_L8
19:17:54: D3D9: Vertex texture format supported - PF_L16
19:17:54: D3D9: Vertex texture format supported - PF_A8
19:17:54: D3D9: Vertex texture format supported - PF_A4L4
19:17:54: D3D9: Vertex texture format supported - PF_BYTE_LA
19:17:54: D3D9: Vertex texture format supported - PF_R5G6B5
19:17:54: D3D9: Vertex texture format supported - PF_B5G6R5
19:17:54: D3D9: Vertex texture format supported - PF_A4R4G4B4
19:17:54: D3D9: Vertex texture format supported - PF_A1R5G5B5
19:17:54: D3D9: Vertex texture format supported - PF_A8R8G8B8
19:17:54: D3D9: Vertex texture format supported - PF_B8G8R8A8
19:17:54: D3D9: Vertex texture format supported - PF_A2R10G10B10
19:17:54: D3D9: Vertex texture format supported - PF_A2B10G10R10
19:17:54: D3D9: Vertex texture format supported - PF_DXT1
19:17:54: D3D9: Vertex texture format supported - PF_DXT2
19:17:54: D3D9: Vertex texture format supported - PF_DXT3
19:17:54: D3D9: Vertex texture format supported - PF_DXT4
19:17:54: D3D9: Vertex texture format supported - PF_DXT5
19:17:54: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
19:17:54: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
19:17:54: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
19:17:54: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
19:17:54: D3D9: Vertex texture format supported - PF_X8R8G8B8
19:17:54: D3D9: Vertex texture format supported - PF_X8B8G8R8
19:17:54: D3D9: Vertex texture format supported - PF_R8G8B8A8
19:17:54: D3D9: Vertex texture format supported - PF_DEPTH
19:17:54: D3D9: Vertex texture format supported - PF_SHORT_RGBA
19:17:54: D3D9: Vertex texture format supported - PF_FLOAT16_R
19:17:54: D3D9: Vertex texture format supported - PF_FLOAT32_R
19:17:54: D3D9: Vertex texture format supported - PF_SHORT_GR
19:17:54: D3D9: Vertex texture format supported - PF_FLOAT16_GR
19:17:54: D3D9: Vertex texture format supported - PF_FLOAT32_GR
19:17:54: D3D9: Vertex texture format supported - PF_SHORT_RGB
19:17:54: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
19:17:54: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
19:17:54: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
19:17:54: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
19:17:54: RenderSystem capabilities
19:17:54: -------------------------
19:17:54: RenderSystem Name: Direct3D9 Rendering Subsystem
19:17:54: GPU Vendor: ati
19:17:54: Device Name: Monitor-1-AMD Radeon HD 6520G
19:17:54: Driver Version: 8.17.10.1191
19:17:54: * Fixed function pipeline: yes
19:17:54: * Hardware generation of mipmaps: yes
19:17:54: * Texture blending: yes
19:17:54: * Anisotropic texture filtering: yes
19:17:54: * Dot product texture operation: yes
19:17:54: * Cube mapping: yes
19:17:54: * Hardware stencil buffer: yes
19:17:54: - Stencil depth: 8
19:17:54: - Two sided stencil support: yes
19:17:54: - Wrap stencil values: yes
19:17:54: * Hardware vertex / index buffers: yes
19:17:54: * Vertex programs: yes
19:17:54: * Number of floating-point constants for vertex programs: 256
19:17:54: * Number of integer constants for vertex programs: 16
19:17:54: * Number of boolean constants for vertex programs: 16
19:17:54: * Fragment programs: yes
19:17:54: * Number of floating-point constants for fragment programs: 224
19:17:54: * Number of integer constants for fragment programs: 16
19:17:54: * Number of boolean constants for fragment programs: 16
19:17:54: * Geometry programs: no
19:17:54: * Number of floating-point constants for geometry programs: 0
19:17:54: * Number of integer constants for geometry programs: 0
19:17:54: * Number of boolean constants for geometry programs: 0
19:17:54: * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0 ps_2_a ps_2_b ps_2_x ps_3_0 vs_1_1 vs_2_0 vs_2_a vs_2_x vs_3_0
19:17:54: * Texture Compression: yes
19:17:54: - DXT: yes
19:17:54: - VTC: no
19:17:54: - PVRTC: no
19:17:54: * Scissor Rectangle: yes
19:17:54: * Hardware Occlusion Query: yes
19:17:54: * User clip planes: yes
19:17:54: * VET_UBYTE4 vertex element type: yes
19:17:54: * Infinite far plane projection: yes
19:17:54: * Hardware render-to-texture: yes
19:17:54: * Floating point textures: yes
19:17:54: * Non-power-of-two textures: yes
19:17:54: * Volume textures: yes
19:17:54: * Multiple Render Targets: 4
19:17:54: - With different bit depths: yes
19:17:54: * Point Sprites: yes
19:17:54: * Extended point parameters: yes
19:17:54: * Max Point Size: 10
19:17:54: * Vertex texture fetch: yes
19:17:54: * Number of world matrices: 0
19:17:54: * Number of texture units: 8
19:17:54: * Stencil buffer depth: 8
19:17:54: * Number of vertex blend matrices: 0
19:17:54: - Max vertex textures: 4
19:17:54: - Vertex textures shared: no
19:17:54: * Render to Vertex Buffer : no
19:17:54: * DirectX per stage constants: yes
19:17:54: ***************************************
19:17:54: *** D3D9 : Subsystem Initialised OK ***
19:17:54: ***************************************
19:17:54: DefaultWorkQueue('Root') initialising on thread 004BF5B8.
19:17:54: DefaultWorkQueue('Root')::WorkerFunc - thread 004C52F8 starting.
19:17:54: DefaultWorkQueue('Root')::WorkerFunc - thread 004C5328 starting.
19:17:54: DefaultWorkQueue('Root')::WorkerFunc - thread 004C5388 starting.
19:17:54: Particle Renderer Type 'billboard' registered
19:17:54: DefaultWorkQueue('Root')::WorkerFunc - thread 004C53E8 starting.
19:17:54: SceneManagerFactory for type 'OctreeSceneManager' registered.
19:17:54: SceneManagerFactory for type 'TerrainSceneManager' registered.
19:17:54: Added resource location 'media' of type 'FileSystem' to resource group 'General'
19:17:54: Added resource location 'media/textures_splash' of type 'FileSystem' to resource group 'General'
19:17:54: Added resource location 'media/packages/vanilla/fonts' of type 'FileSystem' to resource group 'General'
19:17:54: Added resource location 'media/data3.pak' of type 'Zip' to resource group 'General'
19:17:54: Added resource location 'media/data2.pak' of type 'Zip' to resource group 'General'
19:17:54: Parsing scripts for resource group Autodetect
19:17:54: Finished parsing scripts for resource group Autodetect
19:17:54: Parsing scripts for resource group General
19:17:54: Parsing script ShadowCaster.program
19:17:54: Parsing script AmbientOcclusion.program
19:17:54: Parsing script StdQuad_vp.program
19:17:54: Parsing script Intro.material
19:17:54: Parsing script ShadowCaster.material
19:17:54: Parsing script AmbientOcclusion.material
19:17:54: Parsing script AmbientOcclusion.compositor
19:17:55: Parsing script basic_font.fontdef
19:17:55: Parsing script basic_font_italic.fontdef
19:17:55: Parsing script basic_font_outline.fontdef
19:17:55: Finished parsing scripts for resource group General
19:17:55: Parsing scripts for resource group Internal
19:17:55: Finished parsing scripts for resource group Internal
19:17:55: : initializing scene manager
19:17:55: TerrainSceneManager: Registered a new PageSource for type Heightmap
19:17:55: : initializing fonts
19:17:55: : initializing audio
19:17:55: : audio devices found: 1
19:17:55: : audio enabled
19:17:55: : 0: Generic Software
19:17:55: : using device 0
19:17:55: : initializing input
19:17:55: : using metagame: in=\\.\pipe\rwr_server_in, out=\\.\pipe\rwr_server_out
19:17:55: : RUNNING WITH RIFLES, version beta 0.89.1
19:17:55: : Map resource location set as media/packages/vanilla/maps/map2
19:17:55: : Using application folder C:\Users\Micro102\AppData\Roaming/Running with rifles/
19:17:55: : Using save path C:\Users\Micro102\AppData\Roaming/Running with rifles/savegames/
19:17:55: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
19:17:55: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,700x91x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,700x91x1.
19:17:55: : latest available version: beta 0.89.1
19:17:55: : application start done
19:17:55: : run simulation
19:17:55: : rendering the first frame
19:17:55: Texture: basic_font_outline.tga: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
19:17:55: : first frame rendered ok
19:17:55: : adding frame listener
19:17:55: : starting rendering loop
19:17:56: : game init start
19:17:56: Creating resource group sessionResourceGroup
19:17:56: : adding package resource location media/packages/vanilla/
19:17:56: Added resource location 'media/packages/vanilla/' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/factions' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/fonts' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/models' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/names' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/particles' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/sounds' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/textures' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/weapons' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/vehicles' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/items' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/packages/vanilla/maps/map2' of type 'FileSystem' to resource group 'sessionResourceGroup'
19:17:56: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup'
19:17:56: Initialising resource group sessionResourceGroup
19:17:56: Parsing scripts for resource group sessionResourceGroup
19:17:56: Parsing script Building.program
19:17:56: Parsing script NormalAndDepth.program
19:17:56: Parsing script soldieroutline.program
19:17:56: Parsing script soldierskin.program
19:17:56: Parsing script StdQuad_vp.program
19:17:56: Parsing script terrain.program
19:17:56: Parsing script tools.program
19:17:57: Parsing script WaterArea.program
19:17:57: Parsing script material.material
19:17:57: Parsing script chute.material
19:17:57: Parsing script flash.material
19:17:57: Parsing script shadow_airplane.material
19:17:57: Parsing script BackContour.material
19:17:57: Parsing script Blood.material
19:17:57: Parsing script Branch.material
19:17:57: Parsing script Building.material
19:17:57: Parsing script Bullet.material
19:17:57: Parsing script BulletTrail.material
19:17:57: Parsing script BushPlant.material
19:17:57: Parsing script ChatBubble.material
19:17:57: Parsing script Cord.material
19:17:57: Parsing script Crate.material
19:17:57: Parsing script Crosshair.material
19:17:57: Parsing script Dust.material
19:17:57: Parsing script Explosion.material
19:17:57: Parsing script Flame.material
19:17:57: Parsing script Foam.material
19:17:57: Parsing script GenericColoredMesh.material
19:17:57: Parsing script GenericDecal.material
19:17:57: Parsing script GenericMesh.material
19:17:57: Parsing script GenericVehicle.material
19:17:57: Parsing script GrenadeCrate.material
19:17:57: Parsing script Hud.material
19:17:57: Parsing script InventoryView.material
19:17:57: Parsing script lines.material
19:17:57: Parsing script MapView.material
19:17:57: Parsing script MenuSystem.material
19:17:57: Parsing script MiniRank.material
19:17:57: Parsing script NormalAndDepth.material
19:17:57: Parsing script Piece.material
19:17:57: Parsing script Plant.material
19:17:57: Parsing script Platform.material
19:17:57: Parsing script PlayerFarMarker.material
19:17:57: Parsing script PlayerMarker.material
19:17:57: Parsing script ShadowPixel.material
19:17:57: Parsing script ShadowPlant.material
19:17:57: Parsing script ShoePrint.material
19:17:57: Parsing script Sign.material
19:17:57: Parsing script Soldier3dPixel.material
19:17:57: Parsing script TreeGroundBase.material
19:17:57: Parsing script TrophyView.material
19:17:57: Parsing script Wall.material
19:17:57: Parsing script WaterArea.material
19:17:57: Parsing script Weapon3dPixel.material
19:17:57: Parsing script Weave.material
19:17:57: Parsing script bigger_muzzle.particle
19:17:57: Parsing script big_muzzle.particle
19:17:57: Parsing script burst_repeat.particle
19:17:57: Parsing script flash.particle
19:17:57: Parsing script law_muzzle.particle
19:17:57: Parsing script propulsion.particle
19:17:57: Parsing script shadow_airplane_flyby.particle
19:17:57: Parsing script shield_burst.particle
19:17:57: Parsing script Burst.particle
19:17:57: Parsing script Dust.particle
19:17:57: Parsing script Explosion.particle
19:17:57: Parsing script Foam.particle
19:17:57: Parsing script MinorExplosion.particle
19:17:57: Parsing script Muzzle.particle
19:17:57: Parsing script basic_font.fontdef
19:17:57: Parsing script basic_font_italic.fontdef
19:17:57: Parsing script basic_font_outline.fontdef
19:17:57: Finished parsing scripts for resource group sessionResourceGroup
19:17:57: : r=12582
19:17:57: : loading factions in map config
19:17:57: : loading map config media/packages/vanilla/maps/map2/map_config.xml
19:17:57: : loading faction in media/packages/vanilla/factions/green.xml
19:17:57: : loading names in media/packages/vanilla/names/english_firstnames.txt, english_firstnames.txt
19:17:57: : loading names in media/packages/vanilla/names/english_lastnames.txt, english_lastnames.txt
19:17:57: : loading faction in media/packages/vanilla/factions/grey.xml
19:17:57: : loading names in media/packages/vanilla/names/german_firstnames.txt, german_firstnames.txt
19:17:57: : loading names in media/packages/vanilla/names/german_lastnames.txt, german_lastnames.txt
19:17:57: : map config factions loaded
19:17:57: : common sounds loaded
19:17:57: : loading terrain layers
19:17:58: : initializing terrain
19:17:58: TerrainSceneManager: Activated PageSource Heightmap
19:17:58: Texture: terrain5_combined_alpha.png: Loading 1 faces(PF_A8R8G8B8,2048x2048x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,2048x2048x1.
19:17:58: Texture: isoline.png: Loading 1 faces(PF_R8G8B8,1x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,1x256x1.
19:17:58: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
19:17:58: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
19:17:58: Texture: sand.png: Loading 1 faces(PF_R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
19:17:58: Texture: asphalt.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
19:17:58: Texture: road.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
19:17:58: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 5 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
19:17:58: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 5 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
19:17:58: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 5 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
19:17:59: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 5 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
19:17:59: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
19:17:59: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
19:17:59: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
19:17:59: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1.
19:17:59: : best usable soldier render technique: HighDetailHWSkin
19:17:59: : HW skeleton supported: 1
19:17:59: : best usable terrain render technique: ShadersShadows1Pass
19:17:59: : Integrated shadows supported: 1
19:17:59: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
19:17:59: Texture: foam.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
19:17:59: : page size read: 513
19:17:59: : terrain size read: 1024 inverse: 0.000976563
19:17:59: : max height read: 25
19:18:00: : terrain normals
19:18:00: : terrain normals done
19:18:00: : world loaded
19:18:00: : worldblocks loaded
19:18:00: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
19:18:00: : loading resources in map config
19:18:00: : loading map config media/packages/vanilla/maps/map2/map_config.xml
19:18:00: : loading weapons in media/packages/vanilla/weapons/all_weapons.xml
19:18:00: : loading weapons in media/packages/vanilla/weapons/ak47.weapon
19:18:00: : weapon:AK47
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/apc_hmg.weapon
19:18:00: : weapon:APC HMG
19:18:00: : loading projectile in media/packages/vanilla/weapons/apc_hmg.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/g36.weapon
19:18:00: : weapon:G36
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/m24_a2.weapon
19:18:00: : weapon:M24-A2
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/riot_shield.weapon
19:18:00: : weapon:riot shield
19:18:00: : loading weapons in media/packages/vanilla/weapons/m72_law.weapon
19:18:00: : weapon:M72 LAW
19:18:00: : loading projectile in media/packages/vanilla/weapons/rocket.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/m240.weapon
19:18:00: : weapon:M240
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/mossberg.weapon
19:18:00: : weapon:Mossberg 500
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/mp5sd.weapon
19:18:00: : weapon:MP5SD
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/pkm.weapon
19:18:00: : weapon:PKM
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/famasg1.weapon
19:18:00: : weapon:FAMAS G1
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/m16a4.weapon
19:18:00: : weapon:M16A4
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/f2000.weapon
19:18:00: : weapon:F2000
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/benelli_m4.weapon
19:18:00: : weapon:Benelli M4
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/pepperdust.weapon
19:18:00: : weapon:pepperdust
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/tank_cannon.weapon
19:18:00: : weapon:Tank cannon
19:18:00: : loading projectile in media/packages/vanilla/weapons/tank_cannon.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/tank_mg.weapon
19:18:00: : weapon:M240
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/aks74u.weapon
19:18:00: : weapon:AKS-74U
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/p90.weapon
19:18:00: : weapon:P90
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/dragunov_svd.weapon
19:18:00: : weapon:Dragunov SVD
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/medikit.weapon
19:18:00: : weapon:Medikit
19:18:00: : loading weapons in media/packages/vanilla/weapons/tow.weapon
19:18:00: : weapon:Tank cannon
19:18:00: : loading projectile in media/packages/vanilla/weapons/tow.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/vss_vintorez.weapon
19:18:00: : weapon:VSS Vintorez
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading weapons in media/packages/vanilla/weapons/ns2000.weapon
19:18:00: : weapon:Neostead 2000
19:18:00: : loading projectile in media/packages/vanilla/weapons/bullet.projectile
19:18:00: : loading projectile in media/packages/vanilla/weapons/all_throwables.xml
19:18:00: : loading projectile in media/packages/vanilla/weapons/stun_grenade.projectile
19:18:00: : loading projectile in media/packages/vanilla/weapons/hand_grenade.projectile
19:18:00: : loading projectile in media/packages/vanilla/weapons/mortar_shell.projectile
19:18:00: : loading calls in media/packages/vanilla/weapons/all_calls.xml
19:18:00: : loading calls in media/packages/vanilla/weapons/mortar1.call
19:18:00: : loading calls in media/packages/vanilla/weapons/mortar2.call
19:18:00: : loading calls in media/packages/vanilla/weapons/paratroopers1.call
19:18:00: : loading calls in media/packages/vanilla/weapons/paratroopers2.call
19:18:00: : loading carry items in media/packages/vanilla/items/all_carry_items.xml
19:18:00: : loading carry items in media/packages/vanilla/items/whiskey_bottle.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/cigarettes.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/dollars.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/gamingdevice.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/gem.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/painting.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/suitcase.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/horny_magazine.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/comic_book.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/rwr_handbook.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/oscar_statue.carry_item
19:18:00: : loading carry items in media/packages/vanilla/items/vest1.carry_item
19:18:00: : loading squad configs in media/packages/vanilla/factions/all_squad_configs.xml
19:18:00: : loading squad configs in media/packages/vanilla/factions/default.squad_config
19:18:00: : loading squad configs in media/packages/vanilla/factions/assault1.squad_config
19:18:00: : loading squad configs in media/packages/vanilla/factions/stealth1.squad_config
19:18:00: : loading squad configs in media/packages/vanilla/factions/destroyer1.squad_config
19:18:00: : loading reward config in media/packages/vanilla//rewards.xml
19:18:00: : map config weapons loaded


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