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RUNNING WITH RIFLES Multiplayer

test

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Author Message
 Post subject: Physics bug (?) [Log]
PostPosted: Fri Dec 30, 2011 6:04 pm 
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Joined: Mon Jun 27, 2011 11:32 pm
Posts: 374
Location: Somewhere among the fog, watching you kill the AI.
Was playing online with Paf when I was attacking hospital, tossed a grenade as I died. I guess the grenade got under my dead body and flung it up into the sky, crashing my game.


Code:
12:28:32: Creating resource group General
12:28:32: Creating resource group Internal
12:28:32: Creating resource group Autodetect
12:28:32: SceneManagerFactory for type 'DefaultSceneManager' registered.
12:28:32: Registering ResourceManager for type Material
12:28:32: Registering ResourceManager for type Mesh
12:28:32: Registering ResourceManager for type Skeleton
12:28:32: MovableObjectFactory for type 'ParticleSystem' registered.
12:28:32: OverlayElementFactory for type Panel registered.
12:28:32: OverlayElementFactory for type BorderPanel registered.
12:28:32: OverlayElementFactory for type TextArea registered.
12:28:32: Registering ResourceManager for type Font
12:28:32: ArchiveFactory for archive type FileSystem registered.
12:28:32: ArchiveFactory for archive type Zip registered.
12:28:32: DDS codec registering
12:28:32: FreeImage version: 3.13.1
12:28:32: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
12:28:32: 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
12:28:32: Registering ResourceManager for type HighLevelGpuProgram
12:28:32: Registering ResourceManager for type Compositor
12:28:32: MovableObjectFactory for type 'Entity' registered.
12:28:32: MovableObjectFactory for type 'Light' registered.
12:28:32: MovableObjectFactory for type 'BillboardSet' registered.
12:28:32: MovableObjectFactory for type 'ManualObject' registered.
12:28:32: MovableObjectFactory for type 'BillboardChain' registered.
12:28:32: MovableObjectFactory for type 'RibbonTrail' registered.
12:28:32: *-*-* OGRE Initialising
12:28:32: *-*-* Version 1.7.2 (Cthugha)
12:28:32:                                         : initializing graphics
12:28:32:                                         : loading plugins
12:28:32: Loading library RenderSystem_Direct3D9
12:28:32: Installing plugin: D3D9 RenderSystem
12:28:32: D3D9 : Direct3D9 Rendering Subsystem created.
12:28:32: D3D9: Driver Detection Starts
12:28:32: D3D9: Driver Detection Ends
12:28:32: Plugin successfully installed
12:28:32: Loading library Plugin_CgProgramManager
12:28:32: Installing plugin: Cg Program Manager
12:28:32: Plugin successfully installed
12:28:32: Loading library Plugin_OctreeSceneManager
12:28:32: Installing plugin: Octree & Terrain Scene Manager
12:28:32: Plugin successfully installed
12:28:32: Loading library Plugin_ParticleFX
12:28:32: Installing plugin: ParticleFX
12:28:32: Particle Emitter Type 'Point' registered
12:28:32: Particle Emitter Type 'Box' registered
12:28:32: Particle Emitter Type 'Ellipsoid' registered
12:28:32: Particle Emitter Type 'Cylinder' registered
12:28:32: Particle Emitter Type 'Ring' registered
12:28:32: Particle Emitter Type 'HollowEllipsoid' registered
12:28:32: Particle Affector Type 'LinearForce' registered
12:28:32: Particle Affector Type 'ColourFader' registered
12:28:32: Particle Affector Type 'ColourFader2' registered
12:28:32: Particle Affector Type 'ColourImage' registered
12:28:32: Particle Affector Type 'ColourInterpolator' registered
12:28:32: Particle Affector Type 'Scaler' registered
12:28:32: Particle Affector Type 'Rotator' registered
12:28:32: Particle Affector Type 'DirectionRandomiser' registered
12:28:32: Particle Affector Type 'DeflectorPlane' registered
12:28:32: Plugin successfully installed
12:28:32:                                         : initializing render system
12:28:32: D3D9 : RenderSystem Option: Allow NVPerfHUD = No
12:28:32: D3D9 : RenderSystem Option: Floating-point mode = Fastest
12:28:32: D3D9 : RenderSystem Option: FSAA = 0
12:28:32: D3D9 : RenderSystem Option: Full Screen = No
12:28:32: D3D9 : RenderSystem Option: sRGB Gamma Conversion = No
12:28:32: D3D9 : RenderSystem Option: VSync = Yes
12:28:32: D3D9 : RenderSystem Option: VSync Interval = 1
12:28:32: D3D9 : RenderSystem Option: Video Mode = 1280 x 1024 @ 32-bit colour
12:28:32:                                         : initializing render window
12:28:32: CPU Identifier & Features
12:28:32: -------------------------
12:28:32:  *   CPU ID: GenuineIntel: Pentium(R) Dual-Core  CPU      E5300  @ 2.60GHz
12:28:32:  *      SSE: yes
12:28:32:  *     SSE2: yes
12:28:32:  *     SSE3: yes
12:28:32:  *      MMX: yes
12:28:32:  *   MMXEXT: yes
12:28:32:  *    3DNOW: no
12:28:32:  * 3DNOWEXT: no
12:28:32:  *     CMOV: yes
12:28:32:  *      TSC: yes
12:28:32:  *      FPU: yes
12:28:32:  *      PRO: yes
12:28:32:  *       HT: no
12:28:32: -------------------------
12:28:32: D3D9 : Subsystem Initialising
12:28:32: Registering ResourceManager for type Texture
12:28:32: Registering ResourceManager for type GpuProgram
12:28:32: D3D9RenderSystem::_createRenderWindow "Running with rifles (c) Modulaatio Games 2011", 1280x1024 windowed  miscParams: FSAA=0 FSAAHint= colourDepth=32 gamma=false monitorIndex=0 useNVPerfHUD=false vsync=true vsyncInterval=1
12:28:32: D3D9 : Created D3D9 Rendering Window 'Running with rifles (c) Modulaatio Games 2011' : 1264x946, 32bpp
12:28:32: RenderSystem capabilities
12:28:32: -------------------------
12:28:32: RenderSystem Name: Direct3D9 Rendering Subsystem
12:28:32: GPU Vendor: intel
12:28:32: Device Name: Monitor-1-Intel(R) G33/G31 Express Chipset Family
12:28:32: Driver Version: 8.15.10.1825
12:28:32:  * Fixed function pipeline: yes
12:28:32:  * Hardware generation of mipmaps: yes
12:28:32:  * Texture blending: yes
12:28:32:  * Anisotropic texture filtering: yes
12:28:32:  * Dot product texture operation: yes
12:28:32:  * Cube mapping: yes
12:28:32:  * Hardware stencil buffer: yes
12:28:32:    - Stencil depth: 8
12:28:32:    - Two sided stencil support: yes
12:28:32:    - Wrap stencil values: yes
12:28:32:  * Hardware vertex / index buffers: yes
12:28:32:  * Vertex programs: no
12:28:32:  * Number of floating-point constants for vertex programs: 15
12:28:32:  * Number of integer constants for vertex programs: 0
12:28:32:  * Number of boolean constants for vertex programs: 0
12:28:32:  * Fragment programs: yes
12:28:32:  * Number of floating-point constants for fragment programs: 32
12:28:32:  * Number of integer constants for fragment programs: 16
12:28:32:  * Number of boolean constants for fragment programs: 16
12:28:32:  * Geometry programs: no
12:28:32:  * Number of floating-point constants for geometry programs: 0
12:28:32:  * Number of integer constants for geometry programs: 0
12:28:32:  * Number of boolean constants for geometry programs: 0
12:28:32:  * Supported Shader Profiles: hlsl ps_1_1 ps_1_2 ps_1_3 ps_1_4 ps_2_0
12:28:32:  * Texture Compression: yes
12:28:32:    - DXT: yes
12:28:32:    - VTC: no
12:28:32:    - PVRTC: no
12:28:32:  * Scissor Rectangle: yes
12:28:32:  * Hardware Occlusion Query: no
12:28:32:  * User clip planes: no
12:28:32:  * VET_UBYTE4 vertex element type: no
12:28:32:  * Infinite far plane projection: no
12:28:32:  * Hardware render-to-texture: yes
12:28:32:  * Floating point textures: no
12:28:32:  * Non-power-of-two textures: yes (limited)
12:28:32:  * Volume textures: yes
12:28:32:  * Multiple Render Targets: 1
12:28:32:    - With different bit depths: no
12:28:32:  * Point Sprites: yes
12:28:32:  * Extended point parameters: yes
12:28:32:  * Max Point Size: 10
12:28:32:  * Vertex texture fetch: no
12:28:32:  * Number of world matrices: 0
12:28:32:  * Number of texture units: 8
12:28:32:  * Stencil buffer depth: 8
12:28:32:  * Number of vertex blend matrices: 0
12:28:32:  * Render to Vertex Buffer : no
12:28:32:  * DirectX per stage constants: yes
12:28:32: ***************************************
12:28:32: *** D3D9 : Subsystem Initialised OK ***
12:28:32: ***************************************
12:28:32: DefaultWorkQueue('Root') initialising on thread 003FC448.
12:28:32: Particle Renderer Type 'billboard' registered
12:28:32: SceneManagerFactory for type 'OctreeSceneManager' registered.
12:28:32: SceneManagerFactory for type 'TerrainSceneManager' registered.
12:28:32: Added resource location 'media' of type 'FileSystem' to resource group 'General'
12:28:32: Added resource location 'media//sounds' of type 'FileSystem' to resource group 'General'
12:28:32: Added resource location 'media//fonts' of type 'FileSystem' to resource group 'General'
12:28:32: Added resource location 'media//textures' of type 'FileSystem' to resource group 'General'
12:28:32: DefaultWorkQueue('Root')::WorkerFunc - thread 004098C8 starting.
12:28:32: Added resource location 'media//models' of type 'FileSystem' to resource group 'General'
12:28:32: Added resource location 'media//data3.pak' of type 'Zip' to resource group 'General'
12:28:32: Added resource location 'media//data2.pak' of type 'Zip' to resource group 'General'
12:28:32: Parsing scripts for resource group Autodetect
12:28:32: Finished parsing scripts for resource group Autodetect
12:28:32: Parsing scripts for resource group General
12:28:32: Parsing script ShadowCaster.program
12:28:32: Parsing script AmbientOcclusion.program
12:28:32: Parsing script StdQuad_vp.program
12:28:32: Parsing script Intro.material
12:28:32: Parsing script ShadowCaster.material
12:28:32: Parsing script AmbientOcclusion.material
12:28:32: Parsing script AmbientOcclusion.compositor
12:28:32: Finished parsing scripts for resource group General
12:28:32: Parsing scripts for resource group Internal
12:28:32: Finished parsing scripts for resource group Internal
12:28:32:                                         : initializing scene manager
12:28:32: TerrainSceneManager: Registered a new PageSource for type Heightmap
12:28:32: WARNING: material AmbientOcclusion has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.

12:28:32: WARNING: material AmbientOcclusion has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.
Pass 0: Vertex program Ogre/Compositor/StdQuad_Tex2a_vp cannot be used - not supported.

12:28:32: CompositorChain: Compositor AmbientOcclusion has no supported techniques.
12:28:32:                                         : initializing fonts
12:28:32: DefaultWorkQueue('Root')::WorkerFunc - thread 00409898 starting.
12:28:32: Font BasicFontusing texture size 2048x2048
12:28:32: Info: Freetype returned null for character 32 in font BasicFont
12:28:32: Info: Freetype returned null for character 160 in font BasicFont
12:28:32: Texture: BasicFontTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
12:28:32: Font BasicFontItalicusing texture size 2048x2048
12:28:32: Info: Freetype returned null for character 32 in font BasicFontItalic
12:28:32: Info: Freetype returned null for character 160 in font BasicFontItalic
12:28:32: Texture: BasicFontItalicTexture: Loading 1 faces(PF_BYTE_LA,2048x2048x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,2048x2048x1.
12:28:32:                                         : initializing audio
12:28:32:                                         : audio devices found: 1
12:28:32:                                         : audio enabled
12:28:32:                                         : 0: Generic Software
12:28:32:                                         : using device 0
12:28:32:                                         : initializing input
12:28:32:                                         : Map resource location set as media\maps\map2
12:28:32:                                         : Using save folder map2
12:28:32: Texture: black.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:28:32: Texture: splash.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1.
12:28:33:                                         : latest available version: beta 0.55
12:28:33:                                         : application start done
12:28:33:                                         : rendering the first frame
12:28:33:                                         : first frame rendered ok
12:28:33:                                         : adding frame listener
12:28:33:                                         : run simulation
12:28:33:                                         : game init start
12:28:33: Creating resource group sessionResourceGroup
12:28:33: Added resource location 'media\maps\map2' of type 'FileSystem' to resource group 'sessionResourceGroup'
12:28:33: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup'
12:28:33: Initialising resource group sessionResourceGroup
12:28:33: Parsing scripts for resource group sessionResourceGroup
12:28:33: Parsing script Building.program
12:28:33: Parsing script NormalAndDepth.program
12:28:33: Parsing script soldieroutline.program
12:28:33: Parsing script soldierskin.program
12:28:33: Parsing script StdQuad_vp.program
12:28:33: Parsing script terrain.program
12:28:33: Parsing script tools.program
12:28:34: Parsing script BackContour.material
12:28:34: Parsing script Blood.material
12:28:34: Parsing script Branch.material
12:28:34: Parsing script Building.material
12:28:34: Parsing script BuildingBase.material
12:28:34: Parsing script Bullet.material
12:28:34: Parsing script BulletTrail.material
12:28:34: Parsing script BushPlant.material
12:28:34: Parsing script ChatBubble.material
12:28:34: Parsing script Container.material
12:28:34: Parsing script Crate.material
12:28:34: Parsing script Crosshair.material
12:28:34: Compiler error: unknown error in Crosshair.material(67): token "depth_test" is not recognized
12:28:34: Parsing script Dust.material
12:28:34: Parsing script Explosion.material
12:28:34: Parsing script FarmFence.material
12:28:34: Parsing script Flame.material
12:28:34: Parsing script GrassUp.material
12:28:34: Parsing script GrenadeCrate.material
12:28:34: Parsing script Hud.material
12:28:34: Parsing script lines.material
12:28:34: Parsing script MapView.material
12:28:34: Parsing script MenuSystem.material
12:28:34: Parsing script NormalAndDepth.material
12:28:34: Parsing script Piece.material
12:28:34: Parsing script Pipe.material
12:28:34: Parsing script Plant.material
12:28:34: Parsing script Platform.material
12:28:34: Parsing script PlayerFarMarker.material
12:28:34: Parsing script PlayerMarker.material
12:28:34: Parsing script RoadLine.material
12:28:34: Parsing script Rock.material
12:28:34: Parsing script SecurityFence.material
12:28:34: Parsing script ShadowPixel.material
12:28:34: Parsing script ShadowPlant.material
12:28:34: Parsing script ShoePrint.material
12:28:34: Parsing script smoke.material
12:28:34: Parsing script Soldier3dPixel.material
12:28:34: Parsing script terrain.material
12:28:34: Parsing script TreeGroundBase.material
12:28:34: Parsing script Trench.material
12:28:34: Parsing script Wall.material
12:28:34: Parsing script Weapon3dPixel.material
12:28:34: Parsing script Weave.material
12:28:34: Parsing script ZebraCrossing.material
12:28:34: Parsing script Burst.particle
12:28:34: Parsing script Dust.particle
12:28:34: Parsing script Explosion.particle
12:28:34: Parsing script MinorExplosion.particle
12:28:34: Parsing script Muzzle.particle
12:28:34: Finished parsing scripts for resource group sessionResourceGroup
12:28:34:                                         : best usable soldier render technique: LowDetail
12:28:34:                                         : HW skeleton supported: 0
12:28:34: Texture: dirt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
12:28:34: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:28:34: Texture: grass.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:34: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:28:34: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:34: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:28:34: Texture: asphalt.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
12:28:34: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:28:34: Texture: road.png: Loading 1 faces(PF_R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
12:28:34:                                         : best usable terrain render technique: LowDetail
12:28:34:                                         : Integrated shadows supported: 0
12:28:34:                                         : initializing terrain
12:28:34: TerrainSceneManager: Activated PageSource Heightmap
12:28:34:                                         : names loaded
12:28:34:                                         : loading weapon specifications
12:28:34:                                         : weapon:AK47
12:28:34:                                         : weapon:G36
12:28:34:                                         : weapon:M240
12:28:34:                                         : weapon:MP5SD
12:28:34:                                         : weapon specifications loaded
12:28:34:                                         : sounds loaded
12:28:34: Texture: explosionprint.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:28:34: D3D9 : ***** Dimensions altered by the render system
12:28:34: D3D9 : ***** Source image dimensions : 80x80
12:28:34: D3D9 : ***** Texture dimensions : 128x128
12:28:34: Texture: playermarker.png: Loading 1 faces(PF_A8R8G8B8,80x80x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:28:34: Texture: playermarker_far.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:28:34:                                         : world loaded
12:28:34: Texture: tree_ground_base.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:28:34:                                         : worldblocks loaded
12:28:34: Texture: plant2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:28:34: Texture: shadowplant3.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:28:35:                                         : loading world objects
12:28:35:                                         : layer: materials
12:28:35:                                         : texture group empty, 1 pair(s) found
12:28:35:                                         : texture group shop1_l, 3 pair(s) found
12:28:35:                                         : texture group shop1_r, 3 pair(s) found
12:28:35:                                         : texture group shop1_door_l, 1 pair(s) found
12:28:35:                                         : texture group shop1_door_r, 1 pair(s) found
12:28:35:                                         : texture group apartment1_window, 8 pair(s) found
12:28:35:                                         : texture group apartment1_window_wide1_l, 2 pair(s) found
12:28:35:                                         : texture group apartment1_window_wide1_r, 2 pair(s) found
12:28:35:                                         : texture group apartment1_window_wide2_l, 2 pair(s) found
12:28:35:                                         : texture group apartment1_window_wide2_r, 2 pair(s) found
12:28:35:                                         : texture group apartment1_small_window, 1 pair(s) found
12:28:35:                                         : texture group apartment1_1st_floor_door, 1 pair(s) found
12:28:35:                                         : texture group apartment1_1st_floor_door_wide1_l, 1 pair(s) found
12:28:35:                                         : texture group apartment1_1st_floor_door_wide1_r, 1 pair(s) found
12:28:35:                                         : texture group apartment1_1st_floor_window, 1 pair(s) found
12:28:35:                                         : texture group apartment1_1st_floor_empty, 1 pair(s) found
12:28:35:                                         : texture group house_window, 8 pair(s) found
12:28:35:                                         : texture group house_empty, 1 pair(s) found
12:28:35:                                         : texture group house_door, 1 pair(s) found
12:28:35: Texture: branch.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
12:28:35: Texture: birch.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:28:35:                                         : layer: dirt
12:28:35:                                         : layer: grass
12:28:35:                                         : layer: sand
12:28:35:                                         : layer: asphalt
12:28:35:                                         : layer: road
12:28:35:                                         : layer: height
12:28:35:                                         : layer: bases
12:28:35:                                         : layer: library
12:28:35:                                         : layer: layer
12:28:35:                                         : layer: walls
12:28:35: Texture: stonewall.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:28:35: Texture: stonewalltop.png: Loading 1 faces(PF_A8R8G8B8,128x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x32x1.
12:28:35: Texture: trunk_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
12:28:35: Texture: trench_end.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35: Texture: farm_fence.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35: Texture: spot_shadow_fade.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35:                                         : WARNING, parsing platform in map, unknown keyword at "sidewall = farm"
12:28:35: Texture: sandbag.png: Loading 1 faces(PF_R8G8B8,64x64x1) with 0 generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:28:35: Texture: security_fence.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:28:36:                                         : layer: objects
12:28:36: Texture: building_plain.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:28:36: Texture: building_atlas.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:36: Texture: panel_side.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:28:36: Texture: building_atlas2.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:41: Texture: crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:41: Texture: crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:41: Texture: bushplant.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:28:41: Texture: weave.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:28:42: D3D9 : ***** Dimensions altered by the render system
12:28:42: D3D9 : ***** Source image dimensions : 181x256
12:28:42: D3D9 : ***** Texture dimensions : 256x256
12:28:42: Texture: container_side.png: Loading 1 faces(PF_A8R8G8B8,181x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:42: D3D9 : ***** Dimensions altered by the render system
12:28:42: D3D9 : ***** Source image dimensions : 196x256
12:28:42: D3D9 : ***** Texture dimensions : 256x256
12:28:42: Texture: container_end.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:42: D3D9 : ***** Dimensions altered by the render system
12:28:42: D3D9 : ***** Source image dimensions : 196x256
12:28:42: D3D9 : ***** Texture dimensions : 256x256
12:28:42: Texture: container_top.png: Loading 1 faces(PF_A8R8G8B8,196x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:43: Texture: brick3.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:28:48:                                         : layer: layer2
12:28:48:                                         : layer: objects
12:28:50: Texture: pipe.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:28:50:                                         : layer: walls
12:28:55:                                         : soldiers loaded
12:28:55:                                         : crate debris loaded
12:28:55: Texture: piece.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:28:55: Texture: bullet_trail.png: Loading 1 faces(PF_A8R8G8B8,1x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,1x64x1.
12:28:55: Texture: shoeprint.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:28:55: Texture: hud_grenade.png: Loading 1 faces(PF_A8R8G8B8,68x94x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,68x94x1.
12:28:55: Texture: hud_teammember.png: Loading 1 faces(PF_A8R8G8B8,160x160x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,160x160x1.
12:28:55: Texture: hud_ak47.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
12:28:55: Texture: hud_mortar.png: Loading 1 faces(PF_A8R8G8B8,158x158x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,158x158x1.
12:28:56: Texture: mapview_attack_start.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:28:56: Texture: mapview_attack_target.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:28:56: Texture: mapview_alert.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:28:56: Texture: mapview_player.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:28:56: Texture: menusystem_bar.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:28:56: Texture: menu_title.png: Loading 1 faces(PF_A8R8G8B8,649x96x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,649x96x1.
12:28:56: Texture: menusystem_control_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:28:56: Texture: crosshair.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:28:56: Texture: aim_helper.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:28:56:                                         : scene loaded
12:28:56:                                         : settings loaded
12:28:56:                                         : game init done
12:28:56: Texture: cartoonflame.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:28:56: Texture: dust4.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:28:56: Texture: smoke1.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:28:56: Texture: smoke2.png: Loading 1 faces(PF_A8R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,64x64x1.
12:28:56: Texture: godray.png: Loading 1 faces(PF_R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,128x128x1.
12:28:56: Texture: shine.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:28:56: Texture: dynamic_crosshair.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:28:57: Texture: crosshair_poor.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:28:57: Texture: roadline.png: Loading 1 faces(PF_A8R8G8B8,32x64x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x64x1.
12:28:57: Texture: wood.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:28:57: Texture: hud_g36.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
12:28:57: Texture: grass_up_brown1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:28:57: Texture: grass_up_brown2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:28:58: Texture: menusystem_control_focus_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:29:01: Texture: menusystem_control_selected_background.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:29:02: Texture: chatbubblecenter.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
12:29:02: Texture: chatbubbleborder.png: Loading 1 faces(PF_A8R8G8B8,128x128x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,128x128x1.
12:29:12: Destroying resource group sessionResourceGroup
12:29:12: Unloading resource group sessionResourceGroup
12:29:13: Finished unloading resource group sessionResourceGroup
12:29:13:                                         : Map resource location set as media\maps\map1
12:29:13:                                         : Using save folder map1
12:29:14:                                         : game init start
12:29:14: Creating resource group sessionResourceGroup
12:29:14: Added resource location 'media\maps\map1' of type 'FileSystem' to resource group 'sessionResourceGroup'
12:29:14: Added resource location 'media/data1.pak' of type 'Zip' to resource group 'sessionResourceGroup'
12:29:14: Initialising resource group sessionResourceGroup
12:29:14: Parsing scripts for resource group sessionResourceGroup
12:29:14: Parsing script Building.program
12:29:14: Parsing script NormalAndDepth.program
12:29:14: Parsing script soldieroutline.program
12:29:14: Parsing script soldierskin.program
12:29:14: Parsing script StdQuad_vp.program
12:29:14: Parsing script terrain.program
12:29:14: Parsing script tools.program
12:29:14: Parsing script BackContour.material
12:29:14: Parsing script Blood.material
12:29:14: Parsing script Branch.material
12:29:14: Parsing script Building.material
12:29:14: Parsing script BuildingBase.material
12:29:14: Parsing script Bullet.material
12:29:14: Parsing script BulletTrail.material
12:29:14: Parsing script BushPlant.material
12:29:14: Parsing script ChatBubble.material
12:29:14: Parsing script Container.material
12:29:14: Parsing script Crate.material
12:29:14: Parsing script Crosshair.material
12:29:14: Compiler error: unknown error in Crosshair.material(67): token "depth_test" is not recognized
12:29:14: Parsing script Dust.material
12:29:14: Parsing script Explosion.material
12:29:14: Parsing script FarmFence.material
12:29:14: Parsing script Flame.material
12:29:14: Parsing script GrassUp.material
12:29:14: Parsing script GrenadeCrate.material
12:29:14: Parsing script Hud.material
12:29:14: Parsing script lines.material
12:29:14: Parsing script MapView.material
12:29:14: Parsing script MenuSystem.material
12:29:14: Parsing script NormalAndDepth.material
12:29:14: Parsing script Piece.material
12:29:14: Parsing script Pipe.material
12:29:14: Parsing script Plant.material
12:29:14: Parsing script Platform.material
12:29:14: Parsing script PlayerFarMarker.material
12:29:14: Parsing script PlayerMarker.material
12:29:14: Parsing script RoadLine.material
12:29:14: Parsing script Rock.material
12:29:14: Parsing script SecurityFence.material
12:29:14: Parsing script ShadowPixel.material
12:29:14: Parsing script ShadowPlant.material
12:29:14: Parsing script ShoePrint.material
12:29:14: Parsing script smoke.material
12:29:14: Parsing script Soldier3dPixel.material
12:29:14: Parsing script terrain.material
12:29:14: Parsing script TreeGroundBase.material
12:29:14: Parsing script Trench.material
12:29:14: Parsing script Wall.material
12:29:14: Parsing script Weapon3dPixel.material
12:29:14: Parsing script Weave.material
12:29:14: Parsing script ZebraCrossing.material
12:29:14: Parsing script Burst.particle
12:29:14: Parsing script Dust.particle
12:29:14: Parsing script Explosion.particle
12:29:14: Parsing script MinorExplosion.particle
12:29:14: Parsing script Muzzle.particle
12:29:14: Finished parsing scripts for resource group sessionResourceGroup
12:29:14:                                         : best usable soldier render technique: LowDetail
12:29:14:                                         : HW skeleton supported: 0
12:29:14: Texture: terrain5_alpha_grass.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:29:14: Texture: terrain5_alpha_sand.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:29:14: Texture: sand.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:29:14: Texture: terrain5_alpha_asphalt.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:29:14: Texture: terrain5_alpha_road.png: Loading 1 faces(PF_L8,2048x2048x1) with 11 generated mipmaps from Image. Internal format is PF_A8,2048x2048x1.
12:29:14:                                         : best usable terrain render technique: LowDetail
12:29:14:                                         : Integrated shadows supported: 0
12:29:14:                                         : initializing terrain
12:29:14: TerrainSceneManager: Activated PageSource Heightmap
12:29:14:                                         : names loaded
12:29:14:                                         : loading weapon specifications
12:29:14:                                         : weapon:AK47
12:29:14:                                         : weapon:G36
12:29:14:                                         : weapon:M240
12:29:14:                                         : weapon:MP5SD
12:29:14:                                         : weapon specifications loaded
12:29:15:                                         : sounds loaded
12:29:15:                                         : world loaded
12:29:15:                                         : worldblocks loaded
12:29:15:                                         : loading world objects
12:29:15:                                         : layer: materials
12:29:15:                                         : texture group empty, 1 pair(s) found
12:29:15:                                         : texture group apartment1_window, 8 pair(s) found
12:29:15:                                         : texture group apartment1_1st_floor_door, 1 pair(s) found
12:29:15:                                         : layer: dirt
12:29:15:                                         : layer: grass
12:29:15:                                         : layer: sand
12:29:15:                                         : layer: asphalt
12:29:15:                                         : layer: road
12:29:15:                                         : layer: height
12:29:15:                                         : layer: bases
12:29:15:                                         : layer: layer1
12:29:15:                                         : layer: objects
12:29:15: Texture: grass_up1.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:29:15: Texture: grass_up2.png: Loading 1 faces(PF_A8R8G8B8,16x16x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,16x16x1.
12:29:16: Texture: panel_upright.png: Loading 1 faces(PF_R8G8B8,64x64x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,64x64x1.
12:29:17: Texture: grenade_crate_side.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:29:17: Texture: grenade_crate_top.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
12:29:18:                                         : layer: walls
12:29:18: Texture: trench_side.png: Loading 1 faces(PF_R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_X8R8G8B8,32x32x1.
12:29:28:                                         : layer: layer2
12:29:28:                                         : layer: objects
12:29:31:                                         : soldiers loaded
12:29:31:                                         : crate debris loaded
12:29:31:                                         : scene loaded
12:29:31:                                         : settings loaded
12:29:31:                                         : game init done
12:29:33:                                         : CHECK: character in invalid block: character=446700800 dead=1 position=Vector3(1095.39, 21.1772, 647.15) velocity=Vector3(293.394, 5.91597, 41.1983)
12:29:33:                                         : CHECK: character in invalid block: character=446363880 dead=1 position=Vector3(-443.502, 13.7633, -507.744) velocity=Vector3(-443.517, 2.24917, -507.759)
12:29:33: Texture: hud_mp5sd.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
12:29:35: Texture: map.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
12:29:35: Texture: mapview_grid.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:29:42: Texture: crosshair_good.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:30:46: Texture: hud_m240.png: Loading 1 faces(PF_A8R8G8B8,100x290x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,100x290x1.
12:32:05: Texture: zebracrossing.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with  hardware generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
12:40:57:                                         : CHECK: bullet shooter not found, skip local effect

_________________
JackMayol wrote:
As you may not know yet, your soldier is in a block which is active, everything is rendered.
Everything is MEEE! viewtopic.php?f=6&t=1132&p=6592#p6570
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PostPosted: Fri Dec 30, 2011 7:29 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
I've seen something like this happen in single player too when there's an explosion near those walkable platforms with fences. I've got an idea how to fix it.


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