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RUNNING WITH RIFLES Multiplayer

test

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Author Message
 Post subject: Re: Start up
PostPosted: Sat Sep 17, 2011 7:59 pm 
Offline

Joined: Wed Jun 29, 2011 8:38 pm
Posts: 95
pasik wrote:
Wow! Did you try yet if changing post processing on/off in the menu->options has any effect on it?

Also, which graphics card do you have? rwr_game.log can tell that too.


I have turned post processing on and off, no help.

and here's the game.log
Code:
22:16:13: Creating resource group General
22:16:13: Creating resource group Internal
22:16:13: Creating resource group Autodetect
22:16:13: SceneManagerFactory for type 'DefaultSceneManager' registered.
22:16:13: Registering ResourceManager for type Material
22:16:13: Registering ResourceManager for type Mesh
22:16:13: Registering ResourceManager for type Skeleton
22:16:13: MovableObjectFactory for type 'ParticleSystem' registered.
22:16:13: OverlayElementFactory for type Panel registered.
22:16:13: OverlayElementFactory for type BorderPanel registered.
22:16:13: OverlayElementFactory for type TextArea registered.
22:16:13: Registering ResourceManager for type Font
22:16:13: ArchiveFactory for archive type FileSystem registered.
22:16:13: ArchiveFactory for archive type Zip registered.
22:16:13: DDS codec registering
22:16:13: FreeImage version: 3.13.1
22:16:13: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
22:16:13: 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
22:16:13: Registering ResourceManager for type HighLevelGpuProgram
22:16:13: Registering ResourceManager for type Compositor
22:16:13: MovableObjectFactory for type 'Entity' registered.
22:16:13: MovableObjectFactory for type 'Light' registered.
22:16:13: MovableObjectFactory for type 'BillboardSet' registered.
22:16:13: MovableObjectFactory for type 'ManualObject' registered.
22:16:13: MovableObjectFactory for type 'BillboardChain' registered.
22:16:13: MovableObjectFactory for type 'RibbonTrail' registered.
22:16:13: *-*-* OGRE Initialising
22:16:13: *-*-* Version 1.7.2 (Cthugha)
22:16:13:                                         : initializing graphics
22:16:13:                                         : loading plugins
22:16:13: Loading library RenderSystem_Direct3D9
22:16:13: Installing plugin: D3D9 RenderSystem
22:16:13: D3D9 : Direct3D9 Rendering Subsystem created.
22:16:13: D3D9: Driver Detection Starts
22:16:13: D3D9: Driver Detection Ends
22:16:13: Plugin successfully installed
22:16:13: Loading library Plugin_CgProgramManager
22:16:13: Installing plugin: Cg Program Manager
22:16:13: Plugin successfully installed
22:16:13: Loading library Plugin_OctreeSceneManager
22:16:13: Installing plugin: Octree & Terrain Scene Manager
22:16:13: Plugin successfully installed
22:16:13: Loading library Plugin_ParticleFX
22:16:13: Installing plugin: ParticleFX
22:16:13: Particle Emitter Type 'Point' registered
22:16:13: Particle Emitter Type 'Box' registered
22:16:13: Particle Emitter Type 'Ellipsoid' registered
22:16:13: Particle Emitter Type 'Cylinder' registered
22:16:13: Particle Emitter Type 'Ring' registered
22:16:13: Particle Emitter Type 'HollowEllipsoid' registered
22:16:13: Particle Affector Type 'LinearForce' registered
22:16:13: Particle Affector Type 'ColourFader' registered
22:16:13: Particle Affector Type 'ColourFader2' registered
22:16:13: Particle Affector Type 'ColourImage' registered
22:16:13: Particle Affector Type 'ColourInterpolator' registered
22:16:13: Particle Affector Type 'Scaler' registered
22:16:13: Particle Affector Type 'Rotator' registered
22:16:13: Particle Affector Type 'DirectionRandomiser' registered
22:16:13: Particle Affector Type 'DeflectorPlane' registered
22:16:13: Plugin successfully installed
22:16:13:                                         : initializing render system
22:16:13: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
22:16:13: D3D9 : RenderSystem Option: Floating-point mode = Fastest
22:16:13: D3D9 : RenderSystem Option: FSAA = 8 [Quality]
22:16:13: D3D9 : RenderSystem Option: Full Screen = Yes
22:16:13: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
22:16:13: D3D9 : RenderSystem Option: VSync = Yes
22:16:13: D3D9 : RenderSystem Option: VSync Interval = 1
22:16:13: D3D9 : RenderSystem Option: Video Mode = 1280 x 1024 @ 32-bit colour
22:16:13:                                         : initializing render window
22:16:13: CPU Identifier & Features
22:16:13: -------------------------
22:16:13:  *   CPU ID: GenuineIntel: Intel(R) Core(TM)2 Quad  CPU   Q9300  @ 2.50GHz
22:16:13:  *      SSE: yes
22:16:13:  *     SSE2: yes
22:16:13:  *     SSE3: yes
22:16:13:  *      MMX: yes
22:16:13:  *   MMXEXT: yes
22:16:13:  *    3DNOW: no
22:16:13:  * 3DNOWEXT: no
22:16:13:  *     CMOV: yes
22:16:13:  *      TSC: yes
22:16:13:  *      FPU: yes
22:16:13:  *      PRO: yes
22:16:13:  *       HT: no
22:16:13: -------------------------
22:16:13: D3D9 : Subsystem Initialising
22:16:13: Registering ResourceManager for type Texture
22:16:13: Registering ResourceManager for type GpuProgram
22:16:13: D3D9RenderSystem::_createRenderWindow "Running with rifles (c) Modulaatio Games 2011", 1280x1024 fullscreen  miscParams: FSAA=8 FSAAHint=[Quality] colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1
22:16:13: D3D9 : Created D3D9 Rendering Window 'Running with rifles (c) Modulaatio Games 2011' : 1280x1024, 32bpp
22:16:13: D3D9 : Multi head disabled. It causes application run time crashes when used in Vista + SP 1 or 2 combination
22:16:13: D3D9: Vertex texture format supported - PF_A8R8G8B8
22:16:13: D3D9: Vertex texture format supported - PF_B8G8R8A8
22:16:13: D3D9: Vertex texture format supported - PF_FLOAT16_RGB
22:16:13: D3D9: Vertex texture format supported - PF_FLOAT16_RGBA
22:16:13: D3D9: Vertex texture format supported - PF_FLOAT32_RGB
22:16:13: D3D9: Vertex texture format supported - PF_FLOAT32_RGBA
22:16:13: D3D9: Vertex texture format supported - PF_R8G8B8A8
22:16:13: D3D9: Vertex texture format supported - PF_DEPTH
22:16:13: D3D9: Vertex texture format supported - PF_FLOAT16_R
22:16:13: D3D9: Vertex texture format supported - PF_FLOAT32_R
22:16:13: D3D9: Vertex texture format supported - PF_FLOAT16_GR
22:16:13: D3D9: Vertex texture format supported - PF_FLOAT32_GR
22:16:13: D3D9: Vertex texture format supported - PF_PVRTC_RGB2
22:16:13: D3D9: Vertex texture format supported - PF_PVRTC_RGBA2
22:16:13: D3D9: Vertex texture format supported - PF_PVRTC_RGB4
22:16:13: D3D9: Vertex texture format supported - PF_PVRTC_RGBA4
22:16:13: RenderSystem capabilities
22:16:13: -------------------------
22:16:13: RenderSystem Name: Direct3D9 Rendering Subsystem
22:16:13: GPU Vendor: nvidia
22:16:13: Device Name: Monitor-1-NVIDIA GeForce GTS 450
22:16:13: Driver Version: 8.17.12.6658
22:16:13:  * Fixed function pipeline: yes
22:16:13:  * Hardware generation of mipmaps: yes
22:16:13:  * Texture blending: yes
22:16:13:  * Anisotropic texture filtering: yes
22:16:13:  * Dot product texture operation: yes
22:16:13:  * Cube mapping: yes
22:16:13:  * Hardware stencil buffer: yes
22:16:13:    - Stencil depth: 8
22:16:13:    - Two sided stencil support: yes
22:16:13:    - Wrap stencil values: yes
22:16:13:  * Hardware vertex / index buffers: yes
22:16:13:  * Vertex programs: yes
22:16:13:  * Number of floating-point constants for vertex programs: 256
22:16:13:  * Number of integer constants for vertex programs: 16
22:16:13:  * Number of boolean constants for vertex programs: 16
22:16:13:  * Fragment programs: yes
22:16:13:  * Number of floating-point constants for fragment programs: 224
22:16:13:  * Number of integer constants for fragment programs: 16
22:16:13:  * Number of boolean constants for fragment programs: 16
22:16:13:  * Geometry programs: no
22:16:13:  * Number of floating-point constants for geometry programs: 0
22:16:13:  * Number of integer constants for geometry programs: 0
22:16:13:  * Number of boolean constants for geometry programs: 0
22:16:13:  * 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
22:16:13:  * Texture Compression: yes
22:16:13:    - DXT: yes
22:16:13:    - VTC: no
22:16:13:    - PVRTC: no
22:16:13:  * Scissor Rectangle: yes
22:16:13:  * Hardware Occlusion Query: yes
22:16:13:  * User clip planes: yes
22:16:13:  * VET_UBYTE4 vertex element type: yes
22:16:13:  * Infinite far plane projection: yes
22:16:13:  * Hardware render-to-texture: yes
22:16:13:  * Floating point textures: yes
22:16:13:  * Non-power-of-two textures: yes
22:16:13:  * Volume textures: yes
22:16:13:  * Multiple Render Targets: 4
22:16:13:    - With different bit depths: yes
22:16:13:  * Point Sprites: yes
22:16:13:  * Extended point parameters: yes
22:16:13:  * Max Point Size: 10
22:16:13:  * Vertex texture fetch: yes
22:16:13:  * Number of world matrices: 0
22:16:13:  * Number of texture units: 8
22:16:13:  * Stencil buffer depth: 8
22:16:13:  * Number of vertex blend matrices: 0
22:16:13:    - Max vertex textures: 4
22:16:13:    - Vertex textures shared: no
22:16:13:  * Render to Vertex Buffer : no
22:16:13:  * DirectX per stage constants: yes
22:16:13: ***************************************
22:16:13: *** D3D9 : Subsystem Initialised OK ***
22:16:13: ***************************************
22:16:13: DefaultWorkQueue('Root') initialising on thread 0050D170.
22:16:13: DefaultWorkQueue('Root')::WorkerFunc - thread 00529028 starting.
22:16:13: DefaultWorkQueue('Root')::WorkerFunc - thread 00529058 starting.
22:16:13: DefaultWorkQueue('Root')::WorkerFunc - thread 005292B0 starting.
22:16:13: DefaultWorkQueue('Root')::WorkerFunc - thread 005292E0 starting.
22:16:13: Particle Renderer Type 'billboard' registered
22:16:13: SceneManagerFactory for type 'OctreeSceneManager' registered.
22:16:13: SceneManagerFactory for type 'TerrainSceneManager' registered.
22:16:13: Added resource location 'media' of type 'FileSystem' to resource group 'General'
22:16:13: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
22:16:13: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
22:16:13: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
22:16:13: Added resource location 'media//maps//map1' of type 'FileSystem' to resource group 'General'
22:16:13: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
22:16:13: Added resource location 'media//data1.pak' of type 'Zip' to resource group 'General'
22:16:13: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
22:16:13: Parsing scripts for resource group Autodetect
22:16:13: Finished parsing scripts for resource group Autodetect
22:16:13: Parsing scripts for resource group General
22:16:13: Parsing script NormalAndDepth.program
22:16:13: Parsing script soldieroutline.program
22:16:13: Parsing script StdQuad_vp.program
22:16:13: Parsing script terrain.program
22:16:14: Parsing script AmbientOcclusion.program
22:16:14: Parsing script Blood.material
22:16:14: Parsing script Branch.material
22:16:14: Parsing script BuildingBase.material
22:16:14: Parsing script Bullet.material
22:16:14: Parsing script BulletTrail.material
22:16:14: Parsing script BushPlant.material
22:16:14: Parsing script ChatBubble.material
22:16:14: Parsing script Container.material
22:16:14: Parsing script Crate.material
22:16:14: Parsing script Crosshair.material
22:16:14: Parsing script Dust.material
22:16:14: Parsing script Explosion.material
22:16:14: Parsing script FarmFence.material
22:16:14: Parsing script Flame.material
22:16:14: Parsing script GrassUp.material
22:16:14: Parsing script GrenadeCrate.material
22:16:14: Parsing script Hud.material
22:16:14: Parsing script Intro.material
22:16:14: Parsing script lines.material
22:16:14: Parsing script MapView.material
22:16:14: Parsing script MenuSystem.material
22:16:14: Parsing script MultiStoryBuilding.material
22:16:14: Parsing script NormalAndDepth.material
22:16:14: Parsing script Piece.material
22:16:14: Parsing script Plant.material
22:16:14: Parsing script PlayerFarMarker.material
22:16:14: Parsing script PlayerMarker.material
22:16:14: Parsing script RoadLine.material
22:16:14: Parsing script Rock.material
22:16:14: Parsing script SandBagWall.material
22:16:14: Parsing script SecurityFence.material
22:16:14: Parsing script ShadowBranch.material
22:16:14: Parsing script ShadowPixel.material
22:16:14: Parsing script ShadowPlant.material
22:16:14: Parsing script ShoePrint.material
22:16:14: Parsing script smoke.material
22:16:14: Parsing script Soldier3dPixel.material
22:16:14: Parsing script Stone.material
22:16:14: Parsing script terrain.material
22:16:14: Parsing script TreeGroundBase.material
22:16:14: Parsing script Trench.material
22:16:14: Parsing script Weapon3dPixel.material
22:16:14: Parsing script ZebraCrossing.material
22:16:14: Parsing script AmbientOcclusion.material
22:16:14: Parsing script Burst.particle
22:16:14: Parsing script Dust.particle
22:16:14: Parsing script Explosion.particle
22:16:14: Parsing script MinorExplosion.particle
22:16:14: Parsing script Muzzle.particle
22:16:14: Parsing script AmbientOcclusion.compositor
22:16:14: Finished parsing scripts for resource group General
22:16:14: Parsing scripts for resource group Internal
22:16:14: Finished parsing scripts for resource group Internal
22:16:14:                                         : initializing scene manager
22:16:14: TerrainSceneManager: Registered a new PageSource for type Heightmap
22:16:14:                                         : initializing terrain
22:16:14: TerrainSceneManager: Activated PageSource Heightmap
22:16:14: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
22:16:14: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
22:16:14: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
22:16:14: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
22:16:14: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
22:16:14: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
22:16:14: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
22:16:14: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
22:16:14: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
22:16:14:                                         : initializing fonts
22:16:14: Font BasicFontusing texture size 2048x2048
22:16:14: Info: Freetype returned null for character 32 in font BasicFont
22:16:14: Info: Freetype returned null for character 160 in font BasicFont
22:16:14: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
22:16:14: Font BasicFontItalicusing texture size 2048x2048
22:16:14: Info: Freetype returned null for character 32 in font BasicFontItalic
22:16:14: Info: Freetype returned null for character 160 in font BasicFontItalic
22:16:14: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
22:16:14:                                         : initializing audio
22:16:14:                                         : initializing input
22:16:14: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1.
22:16:14:                                         : application start done
22:16:14:                                         : rendering the first frame
22:16:14: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
22:16:15:                                         : first frame rendered ok
22:16:15:                                         : adding frame listener
22:16:15:                                         : run simulation
22:16:15:                                         : game init start
22:16:15:                                         : names loaded
22:16:15:                                         : loading weapon specifications
22:16:15:                                         : weapon:AK47
22:16:15:                                         : weapon:G36
22:16:15:                                         : weapon:M240
22:16:15:                                         : weapon:MP5SD
22:16:15:                                         : weapon specifications loaded
22:16:15: Texture: stone1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
22:16:15: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
22:16:15: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,80x80x1.
22:16:15: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
22:16:15:                                         : world loaded
22:16:15: Texture: tree_ground_base.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:16:                                         : worldblocks loaded
22:16:16: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
22:16:16: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
22:16:16:                                         : loading world objects
22:16:16:                                         : layer: materials
22:16:16:                                         : layer: dirt
22:16:16:                                         : layer: grass
22:16:16:                                         : layer: sand
22:16:16:                                         : layer: asphalt
22:16:16:                                         : layer: road
22:16:16:                                         : layer: height
22:16:16:                                         : layer: bases
22:16:16:                                         : layer: objects
22:16:16: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
22:16:16: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
22:16:16: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
22:16:16: Texture: multistorybuilding_door.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
22:16:16: Texture: multistorybuilding_floorwindows.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
22:16:16: Texture: multistorybuilding_dark_1st.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
22:16:16: Texture: multistorybuilding_dark_other.png: Loading 1 faces(PF_A8R8G8B8,256x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x64x1.
22:16:16: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
22:16:16: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
22:16:17: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
22:16:17: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
22:16:17: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
22:16:17: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,181x256x1.
22:16:17: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
22:16:17: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,196x256x1.
22:16:17: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
22:16:17: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
22:16:18:                                         : layer: walls
22:16:18: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
22:16:18: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
22:16:18: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
22:16:19: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
22:16:19: Texture: sandbagtop.png: Loading 1 faces(PF_A8R8G8B8,64x32x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x32x1.
22:16:20: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:20: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
22:16:27:                                         : soldiers loaded
22:16:27:                                         : crate debris loaded
22:16:27: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
22:16:27: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1.
22:16:27: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
22:16:27: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
22:16:27: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
22:16:27: Texture: worldcolor.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
22:16:27: Texture: mapview_goodies.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:27: Texture: mapview_attack_start.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
22:16:27: Texture: mapview_attack_target.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
22:16:27: Texture: mapview_alert.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
22:16:27: Texture: mapview_player.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
22:16:27: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:27: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1.
22:16:27: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:27: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:27: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:27:                                         : scene loaded
22:16:27:                                         : sounds loaded
22:16:27:                                         : settings loaded
22:16:27:                                         : game init done
22:16:27: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
22:16:27: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
22:16:27: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
22:16:28: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
22:16:28: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
22:16:28: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
22:16:28: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:29: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1.
22:16:29: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:29: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
22:16:29: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
22:16:29: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
22:16:29: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
22:16:30: Texture: chatbubblecenter.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
22:16:30: Texture: chatbubbleborder.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
22:16:37: D3D9 Device 0x[034AAF40] entered lost state
22:16:37: D3D9 device: 0x[034AAF40] lost. Releasing D3D9 texture: c0/rt0_normaldepth/Running_with_rifles_(c)_Modulaatio_Games_2011
22:16:37: Released D3D9 texture: c0/rt0_normaldepth/Running_with_rifles_(c)_Modulaatio_Games_2011
22:16:37: D3D9 device: 0x[034AAF40] lost. Releasing D3D9 texture: Ogre/ShadowTexture0
22:16:37: Released D3D9 texture: Ogre/ShadowTexture0
22:16:37: D3D9 Device 0x[034AAF40] entered lost state
22:16:38: !!! Direct3D Device successfully restored.
22:16:38: D3D9 device: 0x[034AAF40] was reset
22:16:40: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:48: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
22:16:49: DefaultWorkQueue('Root') shutting down on thread 0050D170.
22:16:49: DefaultWorkQueue('Root')::WorkerFunc - thread 005292B0 stopped.
22:16:49: DefaultWorkQueue('Root')::WorkerFunc - thread 00529028 stopped.
22:16:49: DefaultWorkQueue('Root')::WorkerFunc - thread 005292E0 stopped.
22:16:49: DefaultWorkQueue('Root')::WorkerFunc - thread 00529058 stopped.
22:16:52: *-*-* OGRE Shutdown
22:16:52: Unregistering ResourceManager for type Compositor
22:16:52: Unregistering ResourceManager for type Font
22:16:52: Unregistering ResourceManager for type Skeleton
22:16:52: Unregistering ResourceManager for type Mesh
22:16:52: Unregistering ResourceManager for type HighLevelGpuProgram
22:16:52: Uninstalling plugin: ParticleFX
22:16:52: Plugin successfully uninstalled
22:16:52: Unloading library Plugin_ParticleFX
22:16:52: Uninstalling plugin: Octree & Terrain Scene Manager
22:16:52: Plugin successfully uninstalled
22:16:52: Unloading library Plugin_OctreeSceneManager
22:16:52: Uninstalling plugin: Cg Program Manager
22:16:52: Plugin successfully uninstalled
22:16:52: Unloading library Plugin_CgProgramManager
22:16:52: Uninstalling plugin: D3D9 RenderSystem
22:16:52: D3D9 : Shutting down cleanly.
22:16:52: Unregistering ResourceManager for type Texture
22:16:52: Unregistering ResourceManager for type GpuProgram
22:16:52: D3D9 : Direct3D9 Rendering Subsystem destroyed.
22:16:52: Plugin successfully uninstalled
22:16:52: Unloading library RenderSystem_Direct3D9
22:16:52: Unregistering ResourceManager for type Material


I'm using an NVIDIA G-Force GTS 450


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 Post subject: Re: Start up
PostPosted: Sat Sep 17, 2011 9:52 pm 
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Site Admin

Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Nothing strange in the log and your graphics cards should easy handle anything RWR has.

Pretty hard to think of what could be causing the stuff you see.. the static geometry optimization was already in 0.351, and that worked just fine on your PC right?

I noticed this thread http://forums.nvidia.com/index.php?showtopic=189039, it's a bit old but someone had issues on June 2011 still with some game. I take it you haven't seen these spikes or texture errors with other games? Have you overclocked the GPU or anything like that?

Do you have the latest graphics drivers from NVIDIA installed?

I could make a few stripped builds of beta 0.4 to try to pinpoint what is it that causes this on your PC. It's really something I tell you, have never seen stuff like that.


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 Post subject: Re: Start up
PostPosted: Sat Sep 17, 2011 9:57 pm 
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Joined: Wed Jun 29, 2011 8:38 pm
Posts: 95
Actually, that looks just like me.

I'll follow the nvidia suggestions, and tell you they work.

Thanks guy.


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