STALKER Call Of Pripyat-Razor1911

  • Thread starter Thread starter liebe
  • Ngày gửi Ngày gửi
Mấy lần đầu thì có hiện cái thông báo đại í là phát hiện lỗi crash nhưng từ đấy về sau thì cứ thế là nó out thôi:| cái file bạn nói vào xem đâu có chỗ nào ghi Fatal Error đâu. Cái này là cài từ đĩa mua ngoài hàng, thấy tiếng anh đủ cả chắc là bản ENG:)) nhưng mà lên search không có thấy up patch cho bản này, toàn cho bản RUS hay GERM^#(^

xray
* Detected CPU: Intel(R) Core(TM)2 Duo CPU E7200 @ 2.53GHz [GenuineIntel], F6/M7/S6, 2533.00 mhz, 32-clk 'rdtsc'
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, MONITOR/MWAIT, SSSE3, SSE4.1
* CPU threads: 2

Initializing File System...
using fs-ltx fsgame.ltx
FS: 39354 files cached 29 archives, 8220Kb memory used.
Init FileSystem 2.446634 sec
'xrCore' build 3967, Dec 14 2009

EH: 3CAABCFCFF6F3A810019C6A72180F166

-----loading e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\system.ltx
-----loading e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\system.ltx
Initializing Engine...
Starting INPUT device...
Loading DLL: xrRender_R2.dll
Loading DLL: xrRender_R3.dll
Loading DLL: xrRender_R4.dll
command line
Executing config-script "user.ltx"...
[e:\documents and settings\all users\documents\s.t.a.l.k.e.r. - call of pripyat\user.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
! Player name in registry is empty! (InstallUserName)
* [win32]: free[1997168 K], reserved[33916 K], committed[66004 K]
* [ D3D ]: textures[0 K]
* [x-ray]: crt heap[14127 K], process heap[2792 K], game lua[0 K], render[0 K]
* [x-ray]: economy: strings[8027 K], smem[0 K]
SOUND: OpenAL: enumerate devices...
SOUND: OpenAL: EnumerationExtension Present
dir[0]=E:\Program Files\bitComposer Games\S.T.A.L.K.E.R. - Call of Pripyat\bin\
dir[1]=E:\Program Files\bitComposer Games\S.T.A.L.K.E.R. - Call of Pripyat\
dir[2]=E:\Program Files\bitComposer Games\S.T.A.L.K.E.R. - Call of Pripyat\bin\
dir[3]=E:\WINDOWS\system32\
CleanDeviceSpecifierList
CleanDeviceSpecifierList Generic Hardware
devices Generic Hardware
SOUND: OpenAL: system default SndDevice name is Generic Hardware
SOUND: OpenAL: default SndDevice name set to Generic Software
SOUND: OpenAL: All available devices:
1. Generic Hardware, Spec Version 1.1 eax[2] efx[no] xram[no]
2. Generic Software, Spec Version 1.1 (default) eax[0] efx[no] xram[no]
Executing config-script "e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\default_controls.ltx"...
[e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\default_controls.ltx] successfully loaded.
Executing config-script "user.ltx"...
Executing config-script "e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\rspec_default.ltx"...
[e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\rspec_default.ltx] successfully loaded.
Executing config-script "e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\default_controls.ltx"...
[e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\configs\default_controls.ltx] successfully loaded.
~ Invalid syntax in call to 'r2_aa_break'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'r2_aa_weight'
~ Valid arguments: vector3 in range [0.000000e+000,0.000000e+000,0.000000e+000]-[1.000000e+000,1.000000e+000,1.000000e+000]
~ Invalid syntax in call to 'sv_adm_menu_ban_time'
~ Valid arguments: ui_mp_am_10_minutes/ui_mp_am_30_minutes/ui_mp_am_1_hour/ui_mp_am_6_hours/ui_mp_am_1_day/ui_mp_am_1_week/ui_mp_am_1_month/ui_mp_am_3_monthes/ui_mp_am_forever
[e:\documents and settings\all users\documents\s.t.a.l.k.e.r. - call of pripyat\user.ltx] successfully loaded.
SOUND: Selected device is Generic Software
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 65537 kb, 4856 lines, 13820 bpl
Starting RENDER device...
* GPU [vendor:1002]-[device:9598]: ATI Radeon HD 3600 Series
* GPU driver: 6.14.10.6936
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
* Texture memory: 998 M
* DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 1536K
* DIB created: 512K
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* SSample: 1280x1024
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* SSample: enabled
compiling shader particle_distort
compiling shader particle
compiling shader particle
- r__tf_aniso 4
- r1_tf_mipbias 0.
compiling shader simple_color
compiling shader portal
compiling shader editor
compiling shader sky2
compiling shader sky2
compiling shader clouds
compiling shader clouds
Starting engine...
compiling shader hud_font
! Player name in registry is empty! (InstallUserName)
Loading DLL: xrGameSpy.dll
compiling shader yuv2rgb
! Missing ogg-comment, file: e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\sounds\video\bitcomposer.ogg
! Missing ogg-comment, file: e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\sounds\video\ati_radeon_1920x1080.ogg
! Missing ogg-comment, file: e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\sounds\video\amd_fusion_final_720.ogg
intro_start intro_logo
intro_delete ::update_logo_intro
compiling shader yuv2rgb
* [win32]: free[1832140 K], reserved[59156 K], committed[205792 K]
* [ D3D ]: textures[64 K]
* [x-ray]: crt heap[98726 K], process heap[10053 K], game lua[2144 K], render[179 K]
* [x-ray]: economy: strings[8083 K], smem[0 K]
* 0.0 : [ 55] $null
* 0.0 : [ 2] $user$cmap0
* 0.0 : [ 2] $user$cmap1
* 0.0 : [ 3] $user$distort
* 0.0 : [ 6] $user$rendertarget
* 0.0 : [ 5] $user$rendertarget_color_map
* 0.0 : [ 1] $user$sky0
* 0.0 : [ 1] $user$sky1
* 0.0 : [ 1] $user$tonemap
* 0.0 : [ 1] act\act_controller_hit1
* 0.0 : [ 1] fx\fx_flare1
* 0.0 : [ 1] fx\fx_flare2
* 0.0 : [ 1] fx\fx_flare3
* 0.0 : [ 1] fx\fx_gradient
* 0.0 : [ 1] fx\fx_gradient1
* 0.0 : [ 1] fx\fx_lightning
* 0.0 : [ 1] fx\fx_rain
* 0.0 : [ 1] fx\fx_rainsplash1
* 0.0 : [ 1] fx\fx_sun
* 0.0 : [ 1] fx\fx_sun_rise
* 0.0 : [ 1] fx\fx_thunderbolts_gradient
* 0.0 : [ 1] fx\fx_thunderbolts_gradient_surge
* 0.0 : [ 1] fx\fx_volumefog1
* 0.0 : [ 1] glow\glow_04
* 0.0 : [ 1] glow\glow_fire1
* 0.0 : [ 1] glow\glow_orange
* 0.0 : [ 1] glow\glow_orange2
* 0.0 : [ 1] glow\glow_orange_bright
* 0.0 : [ 1] glow\glow_white
* 0.0 : [ 1] pfx\pfx_ani-explosion-02
* 0.0 : [ 1] pfx\pfx_ani-explosion-02-b-a
* 0.0 : [ 1] pfx\pfx_ani-explosion-02a
* 0.0 : [ 1] pfx\pfx_ani-fire01
* 0.0 : [ 1] pfx\pfx_ani-smoke-01
* 0.0 : [ 1] pfx\pfx_anomaly_1
* 0.0 : [ 1] pfx\pfx_anomaly_16
* 0.0 : [ 1] pfx\pfx_anomaly_18
* 0.0 : [ 1] pfx\pfx_anomaly_19
* 0.0 : [ 1] pfx\pfx_anomaly_2
* 0.0 : [ 1] pfx\pfx_anomaly_21
* 0.0 : [ 1] pfx\pfx_anomaly_23
* 0.0 : [ 1] pfx\pfx_anomaly_2_green
* 0.0 : [ 1] pfx\pfx_anomaly_3
* 0.0 : [ 1] pfx\pfx_anomaly_4
* 0.0 : [ 1] pfx\pfx_anomaly_5
* 0.0 : [ 1] pfx\pfx_anomaly_6
* 0.0 : [ 1] pfx\pfx_anomaly_7
* 0.0 : [ 1] pfx\pfx_anomaly_8
* 0.0 : [ 1] pfx\pfx_anomaly_88
* 0.0 : [ 1] pfx\pfx_anomaly_9
* 0.0 : [ 1] pfx\pfx_bloodsplash1
* 0.0 : [ 1] pfx\pfx_bloodsplash2
* 0.0 : [ 1] pfx\pfx_blurry_cloud
* 0.0 : [ 1] pfx\pfx_brick
* 0.0 : [ 1] pfx\pfx_bubble
* 0.0 : [ 1] pfx\pfx_bubble_1
* 0.0 : [ 1] pfx\pfx_bubble_water
* 0.0 : [ 1] pfx\pfx_concretedebris_01
* 0.0 : [ 1] pfx\pfx_concretepuffs_01
* 0.0 : [ 1] pfx\pfx_dist2
* 0.0 : [ 1] pfx\pfx_dist2inv
* 0.0 : [ 1] pfx\pfx_dist3
* 0.0 : [ 1] pfx\pfx_dist4
* 0.0 : [ 1] pfx\pfx_dist7
* 0.0 : [ 1] pfx\pfx_dist8
* 0.0 : [ 1] pfx\pfx_dist9
* 0.0 : [ 1] pfx\pfx_dist_teleport
* 0.0 : [ 1] pfx\pfx_distort_anomaly
* 0.0 : [ 1] pfx\pfx_distortion
* 0.0 : [ 1] pfx\pfx_explotions_2
* 0.0 : [ 1] pfx\pfx_explotions_3
* 0.0 : [ 1] pfx\pfx_explotions_4
* 0.0 : [ 1] pfx\pfx_explotions_smoke
* 0.0 : [ 1] pfx\pfx_flame
* 0.0 : [ 1] pfx\pfx_flame_01
* 0.0 : [ 1] pfx\pfx_flamefx_01
* 0.0 : [ 1] pfx\pfx_flash_01
* 0.0 : [ 1] pfx\pfx_flash_05
* 0.0 : [ 1] pfx\pfx_flash_07
* 0.0 : [ 1] pfx\pfx_gologramma
* 0.0 : [ 1] pfx\pfx_gradient
* 0.0 : [ 1] pfx\pfx_gradient1
* 0.0 : [ 1] pfx\pfx_leaves_01
* 0.0 : [ 1] pfx\pfx_leaves_02
* 0.0 : [ 1] pfx\pfx_light1
* 0.0 : [ 1] pfx\pfx_light3
* 0.0 : [ 1] pfx\pfx_light4
* 0.0 : [ 1] pfx\pfx_lighting_stancia_01
* 0.0 : [ 1] pfx\pfx_lighting_stancia_02
* 0.0 : [ 1] pfx\pfx_lightning_01
* 0.0 : [ 1] pfx\pfx_lightning_02
* 0.0 : [ 1] pfx\pfx_ligth_6
* 0.0 : [ 1] pfx\pfx_plasma
* 0.0 : [ 1] pfx\pfx_shells1
* 0.0 : [ 1] pfx\pfx_shells2
* 0.0 : [ 1] pfx\pfx_skinsplash1
* 0.0 : [ 1] pfx\pfx_smoke_a
* 0.0 : [ 1] pfx\pfx_smoke_b
* 0.0 : [ 1] pfx\pfx_smokepuffs1
* 0.0 : [ 1] pfx\pfx_smokepuffs2
* 0.0 : [ 1] pfx\pfx_spark_01
* 0.0 : [ 1] pfx\pfx_sparks
* 0.0 : [ 1] pfx\pfx_specks
* 0.0 : [ 1] pfx\pfx_specks_poison
* 0.0 : [ 1] pfx\pfx_spikey_star
* 0.0 : [ 1] pfx\pfx_splash3
* 0.0 : [ 1] pfx\pfx_splash_01
* 0.0 : [ 1] pfx\pfx_splash_02
* 0.0 : [ 1] pfx\pfx_step_blood
* 0.0 : [ 1] pfx\pfx_stonedebris1
* 0.0 : [ 1] pfx\pfx_stonedebris2
* 0.0 : [ 1] pfx\pfx_synus
* 0.0 : [ 1] pfx\pfx_teleport
* 0.0 : [ 1] pfx\pfx_test_textures
* 0.0 : [ 1] pfx\pfx_vehglassdebris_01
* 0.0 : [ 1] pfx\pfx_vehmetaldebris_01
* 0.0 : [ 1] pfx\pfx_water_wave
* 0.0 : [ 1] pfx\pfx_woodchips1
* 0.0 : [ 1] pfx\pfx_woodchips3
* 0.0 : [ 1] prop\prop_fake_bed_fireplace
* 0.0 : [ 1] prop\prop_provod_02
* 0.0 : [ 5] sky\sky_12_vibros_cube
* 0.0 : [ 5] sky\sky_12_vibros_cube#small
* 0.0 : [ 26] sky\sky_13_cube
* 0.0 : [ 26] sky\sky_13_cube#small
* 0.0 : [ 16] sky\sky_13_cube_night
* 0.0 : [ 16] sky\sky_13_cube_night#small
* 0.0 : [ 12] sky\sky_13_vibros_cube
* 0.0 : [ 12] sky\sky_13_vibros_cube#small
* 0.0 : [ 10] sky\sky_14_cube
* 0.0 : [ 10] sky\sky_14_cube#small
* 0.0 : [ 4] sky\sky_17_clouds_cube
* 0.0 : [ 4] sky\sky_17_clouds_cube#small
* 0.0 : [ 4] sky\sky_17_cube
* 0.0 : [ 4] sky\sky_17_cube#small
* 0.0 : [ 8] sky\sky_18_cube
* 0.0 : [ 8] sky\sky_18_cube#small
* 0.0 : [ 11] sky\sky_19_cube
* 0.0 : [ 11] sky\sky_19_cube#small
* 0.0 : [ 4] sky\sky_1_clouds_cube
* 0.0 : [ 4] sky\sky_1_clouds_cube#small
* 0.0 : [ 4] sky\sky_20_clouds_cube
* 0.0 : [ 4] sky\sky_20_clouds_cube#small
* 0.0 : [ 4] sky\sky_20_cube
* 0.0 : [ 4] sky\sky_20_cube#small
* 0.0 : [ 4] sky\sky_2_clouds_cube
* 0.0 : [ 4] sky\sky_2_clouds_cube#small
* 0.0 : [ 4] sky\sky_2_cube
* 0.0 : [ 4] sky\sky_2_cube#small
* 0.0 : [ 12] sky\sky_3_cube
* 0.0 : [ 12] sky\sky_3_cube#small
* 0.0 : [ 3] sky\sky_4_cube
* 0.0 : [ 3] sky\sky_4_cube#small
* 0.0 : [ 30] sky\sky_5_cube
* 0.0 : [ 30] sky\sky_5_cube#small
* 0.0 : [ 7] sky\sky_6_cube
* 0.0 : [ 7] sky\sky_6_cube#small
* 0.0 : [ 11] sky\sky_7_cube
* 0.0 : [ 11] sky\sky_7_cube#small
* 0.0 : [ 8] sky\sky_8_cube
* 0.0 : [ 8] sky\sky_8_cube#small
* 0.0 : [ 51] sky\sky_9_cube
* 0.0 : [ 51] sky\sky_9_cube#small
* 0.0 : [ 238] sky\sky_oblaka
* 0.0 : [ 1] wm\wm_blood_1
* 0.0 : [ 1] wm\wm_blood_1_1
* 0.0 : [ 1] wm\wm_blood_1_2
* 0.0 : [ 1] wm\wm_blood_1_3
* 0.0 : [ 1] wm\wm_blood_drop_4
* 0.0 : [ 1] wm\wm_bullet_asfalt_1
* 0.0 : [ 1] wm\wm_bullet_asfalt_2
* 0.0 : [ 1] wm\wm_bullet_asfalt_3
* 0.0 : [ 1] wm\wm_bullet_brick_1
* 0.0 : [ 1] wm\wm_bullet_brick_2
* 0.0 : [ 1] wm\wm_bullet_concrete
* 0.0 : [ 1] wm\wm_bullet_concrete_1
* 0.0 : [ 1] wm\wm_bullet_concrete_2
* 0.0 : [ 1] wm\wm_bullet_concrete_4
* 0.0 : [ 1] wm\wm_bullet_concrete_5
* 0.0 : [ 1] wm\wm_bullet_concrete_6
* 0.0 : [ 1] wm\wm_bullet_concrete_7
* 0.0 : [ 1] wm\wm_bullet_glass01
* 0.0 : [ 1] wm\wm_bullet_glass02
* 0.0 : [ 1] wm\wm_bullet_glass03
* 0.0 : [ 1] wm\wm_bullet_glass04
* 0.0 : [ 1] wm\wm_bullet_ground
* 0.0 : [ 1] wm\wm_bullet_ground_1
* 0.0 : [ 1] wm\wm_bullet_ground_2
* 0.0 : [ 1] wm\wm_bullet_metall_thik
* 0.0 : [ 1] wm\wm_bullet_metall_thik_1
* 0.0 : [ 1] wm\wm_bullet_metall_thik_2
* 0.0 : [ 1] wm\wm_bullet_metall_thik_3
* 0.0 : [ 1] wm\wm_bullet_metall_thin
* 0.0 : [ 1] wm\wm_bullet_metall_thin_1
* 0.0 : [ 1] wm\wm_bullet_metall_thin_2
* 0.0 : [ 1] wm\wm_bullet_metall_thin_3
* 0.0 : [ 1] wm\wm_bullet_metall_thin_4
* 0.0 : [ 1] wm\wm_bullet_wood
* 0.0 : [ 1] wm\wm_bullet_wood_1
* 0.0 : [ 1] wm\wm_bullet_wood_2
* 0.0 : [ 1] wm\wm_bullet_wood_3
* 0.0 : [ 1] wm\wm_bullet_wood_4
* 0.0 : [ 1] wm\wm_bullet_wood_5
* 0.0 : [ 1] wm\wm_bullet_wood_6
* 0.0 : [ 1] wm\wm_bullet_wood_7
* 0.0 : [ 1] wm\wm_bullet_wood_8
* 0.0 : [ 1] wm\wm_bullet_wood_9
* 0.0 : [ 1] wm\wm_grenade
* 0.0 : [ 1] wm\wm_knife_dead
* 0.0 : [ 1] wm\wm_knife_horiz
* 0.0 : [ 1] wm\wm_knife_horiz_blood
* 0.0 : [ 1] wm\wm_knife_horiz_blood1
* 0.0 : [ 1] wm\wm_knife_horiz_metal
* 0.0 : [ 1] wm\wm_knife_horiz_ston
* 0.0 : [ 1] wm\wm_knife_wood
* 0.0 : [ 1] wm\wm_knife_wood1
* 0.0 : [ 1] wm\wm_knife_wood2
* 8.1 : [ 1] sickstyle - quicksave
* 32.1 : [ 1] ui\ui_font_arial_14_1600
* 32.1 : [ 1] ui\ui_magnifier3
* 33.0 : [ 1] ui\ui_ani_cursor
* 64.1 : [ 1] ui\ui_font_console_02
* 64.1 : [ 1] ui\ui_font_hud_01
* 64.1 : [ 1] ui\ui_font_letter_16_1600
* 64.1 : [ 1] ui\ui_font_letter_18_1600
* 128.1 : [ 1] ui\ui_font_graff_19_1600
* 128.1 : [ 1] ui\ui_font_graff_22_1600
* 170.8 : [ 4] fx\fx_noise2
* 256.1 : [ 1] ui\ui_font_graff_32_1600
* 256.1 : [ 1] ui\ui_font_hud_02
* 256.1 : [ 1] ui\ui_font_letter_25_1600
* 270.0 : [ 1] ui\video_voroni_crop
* 512.1 : [ 1] ui\ui_font_graff_50_1600
* 936.0 : [ 1] ui\video_water_crop
* 1024.1 : [ 1] ui\ui_actor_hint_wnd
* 1024.1 : [ 1] ui\ui_actor_main_menu
* 1024.1 : [ 1] ui\ui_actor_mp_screen
* 1024.1 : [ 1] ui\ui_actor_multiplayer_background
* 1024.1 : [ 1] ui\ui_actor_multiplayer_game_menu
* 1024.1 : [ 1] ui\ui_actor_sleep_screen
* 4096.1 : [ 1] ui\ui_common
compiling shader model_def_hq
compiling shader model_def_hq_3
compiling shader model_def_lq
compiling shader model_def_lq_3
compiling shader add_point
compiling shader model_def_point_3
compiling shader add_spot
compiling shader model_def_spot_3
compiling shader model_shadow
compiling shader model_def_shadow_3
"e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\bin\xrengine.exe"
* phase time: 0 ms
* phase cmem: 108637 K
Loading objects...
compiling shader model_def_hq_0
compiling shader model_def_lq_0
compiling shader model_def_point_0
compiling shader model_def_spot_0
compiling shader model_def_shadow_0
compiling shader model_env_hq
compiling shader model_env_hq_0
compiling shader model_env_lq
compiling shader model_env_lq_0
compiling shader model_env_hq_1
compiling shader model_env_lq_1
compiling shader model_def_point_1
compiling shader model_def_spot_1
compiling shader model_def_shadow_1
compiling shader model_def_hq_1
compiling shader model_def_lq_1
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_def_shadow_2
Loading models...
compiling shader model_def_hq_4
compiling shader model_def_lq_4
compiling shader model_def_point_4
compiling shader model_def_spot_4
compiling shader model_def_shadow_4
compiling shader model_def_hq_2
compiling shader model_def_lq_2
compiling shader simple
compiling shader model_def_lqs_1
compiling shader model_env_hq_3
compiling shader model_env_lq_3
compiling shader model_distort4glass_3
* [prefetch] time: 11353 ms
* [prefetch] memory: 77896Kb
! Player name in registry is empty! (InstallUserName)
* phase time: 11626 ms
* phase cmem: 189174 K
* phase time: 7 ms
* phase cmem: 189174 K
* Loading spawn registry...
* 6464 spawn points are successfully loaded
* Loading objects...
* 11833 objects are successfully loaded
* Game sickstyle - quicksave is successfully loaded from file 'e:\documents and settings\all users\documents\s.t.a.l.k.e.r. - call of pripyat\savedgames\sickstyle - quicksave.scop' (3.190s)
* phase time: 3190 ms
* phase cmem: 247453 K
* phase time: 98 ms
* phase cmem: 247497 K
* phase time: 9 ms
* phase cmem: 247497 K
* WARNING: player not logged in
* client : connection accepted - <All Ok>
* phase time: 31 ms
* phase cmem: 247530 K
* phase time: 19 ms
* phase cmem: 247530 K
* phase time: 6659 ms
* phase cmem: 348307 K
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader vert
compiling shader vert
compiling shader vert_point
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader base_lplanes
compiling shader base_lplanes
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader wmarkmult
compiling shader lmap
compiling shader lmap
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compiling shader impl_dt
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compiling shader impl_point
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compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader tree_s
compiling shader tree_s_point
compiling shader tree_s_spot
compiling shader lod
compiling shader lod
compiling shader tree_w
compiling shader tree_w_point
compiling shader tree_w_spot
compiling shader avg4
* phase time: 318 ms
* phase cmem: 349285 K
* [Loading VB] 65524 verts, 2047 Kb
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* [Loading VB] 62064 verts, 1939 Kb
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* [Loading VB] 20072 verts, 627 Kb
* [Loading IB] 1048575 indices, 2047 Kb
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* [Loading IB] 393270 indices, 768 Kb
* phase time: 2259 ms
* phase cmem: 349388 K
* phase time: 243 ms
* phase cmem: 356824 K
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 10126 v(20), 5368 p
* [DETAILS] Batch(61), VB(197K), IB(31K)
* phase time: 174 ms
* phase cmem: 356856 K
* Loading HOM: e:\program files\bitcomposer games\s.t.a.l.k.e.r. - call of pripyat\gamedata\levels\zaton\level.hom
* phase time: 59 ms
* phase cmem: 357207 K
* phase time: 26 ms
* phase cmem: 357207 K
* phase time: 8 ms
* phase cmem: 357207 K
* t-report - base: 706, 193663 K
* t-report - lmap: 26, 26627 K
* WARNING: player not logged in
* phase time: 9931 ms
* phase cmem: 391450 K
* phase time: 41 ms
* phase cmem: 391450 K
* [win32]: free[925868 K], reserved[145460 K], committed[1025760 K]
* [ D3D ]: textures[258538 K]
* [x-ray]: crt heap[391450 K], process heap[407523 K], game lua[38786 K], render[250 K]
* [x-ray]: economy: strings[24559 K], smem[10192 K]
compiling shader model_def_lqs_0
compiling shader model_def_lplanes_0
! Unknown command: dump_infos
intro_start game_loaded
* MEMORY USAGE: 410512 K
* End of synchronization A[1] R[1]
intro_delete ::update_game_loaded
* [win32]: free[895864 K], reserved[149104 K], committed[1052120 K]
* [ D3D ]: textures[262318 K]
* [x-ray]: crt heap[385225 K], process heap[415040 K], game lua[44929 K], render[435 K]
* [x-ray]: economy: strings[26813 K], smem[10214 K]
* Saving spawns...
* Saving objects...
* 11930 objects are successfully saved
* Game sickstyle - emission.scop is successfully saved to file 'e:\documents and settings\all users\documents\s.t.a.l.k.e.r. - call of pripyat\savedgames\sickstyle - emission.scop'
stack trace:


[error][ 1450] : Insufficient system resources exist to complete the requested service.
 
Chỉnh sửa cuối:
Nếu là bản tiếng Anh thì nó uppatch sẵn rồi............

[error][ 1450] : Insufficient system resources exist to complete the requested service.

Chép lại cái câu "Insufficent [...] service" đó rồi search google xem... mạng nhà tui bị gì ấy, không vào web nước ngoài được................ bực.

Search sẵn rồi này:

Link
 
Gom ổ + đổi lại crack khác thì chơi được bình thường nhưng vừa nhặt đc khẩu súng mà có ống ngắm nhắm vào bắn là bị bật ra ngay:(( khổ quá:((
 
[video]<object width="800" height="600"><param name="movie" value="http://www.youtube.com/v/ZNmarck1F-4&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/ZNmarck1F-4&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="800" height="600"></embed></object>[/video]

Chúng ta cần một thứ giống như thế này...
 
hic, thấy trên mạng có ông bảo chơi trò này với on 945 đc, bác nào chơi thử chưa :)) cũng ngại chẳng down :(
 
Ừa... của mấy chú NGa ngố làm... mấy chú ấy mod stalker thì đỉnh khỏi bàn cãi. Vấn đề là chúng ta cần người để dịch sang tiếng Anh :))
 
pripiat là 1 địa danh ở ukraine, giống như ở 1 màn nào trong cod 4 ấy nhỉ, có cái tòa nhà bỏ hoang, nghe đâu nhiều lỗi lắm phải không các bác, lại còn dx 11 nữa chứ
 
2 bản đầu thì lúc mới release nhiều lỗi nhưng sau 1 đống patch thì hầu như hết lỗi rồi. Còn bản Call of Pripyat thì gần như là hoàn hảo. Muốn biết thêm thì cứ Wiki thẳng tiến.
 
Đã test đc 1 tí , lên đc chiếc tàu , có vẻ là chưa có bug gì nhưng lâu lâu hơi khựng 1 tí (Bản trước cũng thế) và có nhiều cải tiến ...
1 là item hữu dụng như thức ăn , cầm máu , hồi máu đc đưa ra từng phím tắt dễ nhìn hơn 2 bản trước
Repair súng và trade có mặt ngay từ đầu ko như 2 bản trước , rồi còn có defuse là sửa tạm thời nâng condition của súng lên 1 tí , để khỏi bị jam ;)).
Nhiệm vụ chính và phụ đã đc liên kết với nhau , rất hay , vừa vô main mission thì nếu chạy 1 mạch để thực hiện nhưng khi chạy tới thì ko có đường lên , game gợi ý phải đi tập trung hỏi các Stalker xung quanh để thêm detail =) ... Tránh tình trạng người chơi làm biếng chỉ biết chơi main mission và run =).
Điều nho nhỏ nữa là khi tôi chơi thì thấy iron sight của Akm 74 lần này được làm rõ hơn 2 bản đầu hay sao đấy , tầm bắn rõ hơn , đỡ khó nhìn hơn 2 bản đầu.
Nâng cấp súng lại đa dạng hơn , chưa gì đã thấy hơn 10 cột upgrade rồi trong khi Clear Sky chỉ 6 ,7 cột là hết (Đại đa số súng).
AI thì vẫn vậy có lúc mù lúc tinh , nhưng thì hơi vô lý khi đêm tối 2 bên ko ai có Night Vision và ko bật flash light nhưng bọn máy vẫn thấy người chơi =)) .
Hình ảnh có vẻ ko đc đẹp như bản Clear Sky nhưng chắc do giảm tải , có thể bản này ko có bug vì Clear Sky thì vừa vào game chạy 1 hồi chưa đc 5 phút là crash và có khi màn hình xanh.

chú nói sao chứ tui chơi bản 1 , đang đi khám phá tới nguyên cái nhà mày bỏ hoang vô đó hên gặp được mấy thằng stalker tốt :-" nào ngờ đang trao đổi hàng hóa thì 20 mấy thằng bandit cầm Ak chạy vô :pig: cả đám chia nhau ra núp ( mà đang 12 giờ tối =)) ) chả thấy gì, cái đi mò mò ra ngoài >:) coi ra sao rồi chỉ thấy mấy thằng stalker bạn bắn thí ra, còn ngoài ở ngoài im re @@, mới đi ra định bật đèn ai ngờ mới bật 1 cái thấy mặt 5 thằng :)) tụi nó hết hồn cầm ak ra ghia @-) rồi ta lại tắt đèn :"> lẻn qua chỗ khác cầm AK lên tạch tạch tạch thế là 5 đồng chí hi sinh =)). khúc đó ta phục cái game này chân thật vãi

P/S: mà game này nhiều cái bất ngờ. Nhớ lần đang làm nhiệm vụ cho freedom gì đó thì ta đang chán, liền xách AK ra ghia vài em freedom :)), từ nhiên đâu trong mấy cái nhà nhảy xổ ra mấy thằng bandit, cứ tưởng nó giết mình nhìn mặt nó kĩ thấy nó cười =)) rồi ra bắn phụ mình
 
Chỉnh sửa cuối:
sao thấy súng nạp đạn rùi gạt cần nhẹ nhàng thế giống như đang gạt miếng nhựa chẳng có lực gì cả 8-}
 
Mấy cây kia thì không biết nhưng AK-74 ngoài thiệt lên đạn rất nhẹ. Ngay cả AK-47 tôi gạt cũng thấy nhẹ nhàng chứ có nặng nề gì. Gạt nặng là ở mấy cây súng trường cổ như Mosin hay CKC.
 
Thế chú được đụng đến 74 rồi hay sao mà biết ? :))

Mà nó lên đạn nhẹ thật. Cái động tác ấy cảm giác như nó kéo bằng đầu ngón tay chứ ko phải bàn tay. Như súng bắn đạn bi của TQ vậy.
 
Bác nào cho xin cái link patch 1.6.02 đi, để thử cái mod Sigerous Mod COP v1.4.2 xem. Quậy chán với cái SRMTER rồi.
 
Thế chú được đụng đến 74 rồi hay sao mà biết ? :))

Mà nó lên đạn nhẹ thật. Cái động tác ấy cảm giác như nó kéo bằng đầu ngón tay chứ ko phải bàn tay. Như súng bắn đạn bi của TQ vậy.

Đụng rồi mới nói ngoài thiệt đó chứ. Chứ như SIG ta đâu có dám nói nó nhẹ vì có đụng bao giờ đâu.
 
sướng ta... ta đây chỉ mới được tới 47.

Edit:

LURK 1.1 ra rồi đấy các bác.


Không nặng lắm, khoảng 800 Mb thôi. Cơ bản nó thế này: (chịu khó đọc tiếng Anh, không hiểu thì Google Translate :)))

[spoil]
Entire weapons arsenal overhauled to reflect actual weapon parameters.Certain allowances were made to support balance and circumstances that often pit you against multiple hostiles, which include damages that will require several assault rifle rounds to a heavily armored target that would normally incapacitate them from impact. This change heavily contrasts the weak bullets, wide bullet cones, and limited recoil of the vanilla weapons. Most people perceived that standard vanilla ballistics model as unsatisfying, unimmersive, and frustrating. This time around you'll see accurate weapons with heavy recoil, and intense damage feedback.

Completely overhauled animations system for all weapons and 3D HUD items.This includes all 80 unique weapon models that will be present in the public release of L.U.R.K. 1.1. This system also enables hand meshes from Clear Sky to replace the blocky hands from Shadow of Chernobyl default. Animations are hard to describe, so reserve your amazement for the actual build.

Many weapons added to the existing Vanilla Arsenal.This includes many logical additions, like the AK47, SKS, and other common weapons that should be considered commonplace from a realism perspective. Some weapons you might see would seem unlikely to appear in current Chernobyl, but we took creative license to pepper in weapons that could feasibly appear, let alone in the future that Shadow of Chernobyl takes place in. More ammunition calibers added as well as more interesting variants that serve functions in different circumstances, such as higher effectiveness against mutants, with a damage tradeoff for armored targets as an example.

All NPC (Non Player Controlled) character equipment loadouts rebuilt to accent these changes. Weapons in terms of quality logically appear to improve in a linear fashion as you progress through the game. In a logical fashion. Weapons do possess tradeoff's more frequently then blatant linear improvements you'll see in vanilla, however the player is encouraged to switch weapons consistently, as the commonplace caliber will shift depending on your location, and logically your weapon of choice should reflect them respectively, as your weapon of choice may not become practical over time. Choice and preference will play a role in choosing a weapon of said caliber, as most weapons will represent benefits and weaknesses when compared to other weapons.

35 kilogram weight limit is now enforced and will not be supported through optional packs. Weight limits encourage shifting different weapons, as hording ammunition becomes less practical when your equipment loadout is limited. Not only does this choice more coincidentally coincide with a realistic weight limit that would enable you a mobile person, but it also encourages planning before venturing on missions, and encourages variety and scavenging.

Every aspect pertaining to user interface overhauled. This includes pure aesthetic changes, such as complete remake of all user interface resources such as talk panel, trade panel, inventory, displayed text fonts, main menu, PDA, and much more, but convenience information such as color coded weapon icons corresponding to their respective caliber, color coded statistical information detailing the specifics of each weapon, abandoning the vague algorithm based bar graphs that used to represent a weapon's value, and much more that I don't have the time to detail.

All aspects pertaining to AI redone. This may require a little insight of what AI was like prior to our intervention, but all you need to know is that NPC's could hear you from 50 feet away based on footsteps, and simply equipping your weapon. NPC's could see you in all sorts of lighting circumstances, whether it be pitch black or the peak of the sunrise (hardly relevant because it never really got dark), and AI couldn't hit you if you were even slowly strafing thanks to small player hitboxes, and large dispersion cones as well as hit probability factors.

AI now has a dynamic perception of light, sound is realistically tweaked so that running footsteps from 10 feet away will alert them to hostile presence (give or take depending on circumstances), NPC's can sink rounds into you even in a full sprint (moderated based on difficulty), NPC's will engage you in combat from farther away rather then stupidly sidestrafing until you're into their range (Given if you're detected), NPC's will vary their weapon behaviors based on proximity, NPC's will fire their weapons in your their last perceived location of you based on time detected even if you aren't visible at the time, and so much more I can't be bothered to explain. Note that from a relative opinion, sneaking is much much more refined and logical now, but more difficult.

Dynamic HUD (Heads Up Display) system. This means all aspects pertaining to the on screen main game interface are visible on demand, supporting a clean interface, a realistic engaging system that will notify you with a more natural, less artificial feeling the old cluttered HUD with useless indicators such as current stance. Blood will accumulate and become more visible as you take damage. A dark haze appears as you lose stamina, Etc.. Removing the old bar system for health does seem staggering, but it's a change that's easy to get used to.

Restructured Medical System. This system is similar to those who have played Call of Pripyat. When a medkit or other consumables are applied, a sound is queued, and the effects of the consumable are gradual rather then instantaneous. However this system is different, because your weapon is automatically dequipped and re-equipped from it's usage, and the gradual effect takes more time, developing the medical system into a real gameplay component, where circumstances have to be considered before being used, rather then a system that automatically enables you more health.

Completely Redone Graphical System. This entails an innumerable amount of changes and additions that would almost warrant it's own section, however will be briefly covered for convenience sake. These changes include High Dynamic Range, Screen Space Ambient Occlusion, Post Processing Effects, Shadow Jitter, Depth of Field, rebuilt grass vegetation renderer, texture replacements, skybox replacements, etc.. However the real beauty does not rely on the system alone, rather how it enabled us to artistically design the game into a more appealing and atmospheric design. These changes include an innovative system of swapping renderer configurations on a level by level basis to suit the level to a better degree. An example would be shifting your level of eye focus to light to make artificial light sources have a distinguishable glow in underground areas.

Overhauled use of Resources, including weather overhaul. All lighting and global aspects pertaining to visual appearance have been completely redone. Most changes have strongly appealed to the concept of realism, but many allowances were made to provide similarities to the original Shadow of Chernobyl without sacrificing quality, and to direct it more into the surreal dramatic colors depicted verbally in the book that was partially responsible for inspiring the game, 'Roadside Picnic'. To those of you who are curious, the technical aspects of L.U.R.K. 1.1 surpass that of any iteration of Shadow of Chernobyl by a long shot, and arguably compete and win in some aspects against the later editions officially built by GSC, running games like Clear Sky and Call of Pripyat.

Nightvision is a more integral part of gameplay. There is now a hard cap on visible range of nightvision of 50 feet in front of you in order to counterbalance engaging enemies from beyond reasonable proximity of enemies who can't perceive you as well at night. The balance as well as the realism aspect of L.U.R.K. 1.1 in tandem with key advantages such as stealth and nightvision will be key in your success in combat. As engaging multiple targets in open firefights is not a recommended strategy anymore, unless you want to become more acquainted with your F5 key. This is very ******* important because if you try to play L.U.R.K. 1.1 the same way you played vanilla Shadow of Chernobyl then you will get your ass handed to you on a silver ******* platter. During the day it is recommended to be behind cover at range whenever possible, while at night making use of nightvision and stealth is imperative. You will no longer start with a leather jacket, and will instead inherit a mercenary suit with basic nightvision from the get go to moderate the balance changes. You will also receive an unscoped SKS rifle at the beginning of the game to moderate the difficulty of the first mission in broad daylight with a patiently idle group of loners who might possibly receive an anal excavation from boars if you don't hurry your ass over there in good time. Many aesthetic changes pertaining to Nightvision as well to make it more appealing, as it will be in use alot. Noise loop removed because it was ******* annoying.

All quest rewards, trader economy, unique item locations, stash contents and every aspect of loot completely redone. All changes will place a new level of emphasis on traders, and the Bar will act as a hub that is extremely important to revisit for armor repairs and restocking supplies and medicals. The Bar will be your home away from home. You will go there to sleep so that night can settle before venturing into the red forest for stealth purposes, you will go there to fix your battered suit, you will need it because proper planning is more important then ever before. Sleeping bags are removed from the game, and you can no longer decide the parameters of your battles at your own convenience. Returning to the bar, Sid's bunker, Freedom Base, or the Ecologists Bunker is required to sleep, as well as a small fee and food for your growing hunger from sleeping.

With that said, we don't wish for people to perceive journeying back to the bar as a chore.

The new Arena System will force you to finish the vanilla Arena Missions by default, but afterwards a new system will be implemented, in which Arnie, the showman for the Arena will return to the bar for drinks until a designated time in the evening in which he will notify you over the newsfeed that the new restructured arena will begin shortly, which will allow you to not only fight in battles with loadouts of your choosing against opponents which will include mutants of your choosing, based on a few randomly generated selections, but you can also spectate and bet on opponents from the bleachers, and watch chaos unfold as varying adversaries fight against each other in the arena.

Every NPC's armor (as well as your own), loot drops, accuracy parameters, mutant capability, spawn frequency, and much more is completely redone to best accent the changes to the structured system of balance regarding ballistics and health statistics. Difficulties all scaled to maintain a similar gameplay structure with lightened requirements.

Defaulted system to disable combat properties from Artifacts. New system will shift focus on artifacts to be entirely in line with a logical plot focused reason that will play a large role in the refurnished economy, that will be grounded on the logic that you exist on the zone partially to profit off of collecting artifacts from selling them to ecologists who research their scientific properties, rather then attaching them to your belt to give you arbitrary unbalanced combat advantaged. One of the few options that will remain optional because of the imminent slobbering rage that would ensue from leaving it unoptional.

Random blowouts will not be present. This is a design choice that I have avidly stood by for ages. They are wrong for too many reasons to articulate and including them optionally is counterproductive to the philosophy I have described in the first few paragraphs. That is all, no discussion. I have them as functional compatible code but refuse to provide any official support for it in L.U.R.K. 1.1. I also will ask you to redirect your attention to previous articles illustrating my issues with random blowouts if you wish for a more elaborate understanding of why I refuse to support them. That is the last bit of discussion I will offer regarding them.

Refinished vegetation with new concepts for S.T.A.L.K.E.R. like fading mipmaps on grass sprites to blend with ground textures at cutoff, entirely new sprites derived from Crysis with a less bushy standoutish appearance, with a more natural grass feel. Grass doesn't vibrate and such. Color maps overhauled to look less blotchy, and give a more consistent look to the world.

Overhauled optimization system, included a completely recoded prefetching system that reduces in game stuttering to a significant degree. Rehandling all requested prefetched data to be loaded in advance that would lead to stuttering. Prefetching will also require a fraction of the time to load prior to loading a new level. Loading times are much shorter, and enthusiast level graphics options are available for those who need the bleeding edge, but standard options will yield similar performance to what you've seen in 1.0552 with tremendous visual improvement. We have also brought down the archive to 1.20gb uncompressed, which with the last quick compress, I managed to get to 500mb.

Sound overhaul pertaining primarily to but not limited to weapons, ambient audio, and guitar music. Every weapon has a more beefy tuned firing noise that creates a presence that was otherwise weak previously. Guitar Music mostly derived from Call of Pripyat's great tunes, and more Ambient Audio from MooZe.

Refunctioned actor interaction. This pertains to everything including slower, more realistic movement speed, actual animated stance transitions rather then instantaneous clipping from duck to stand, inertia system for smoothing recoil camera jerking, as well as a more atmospheric system for death sequences that will retain first person perspective upon death, fade your screen to black, and play a theme following your death. Reloading after death will fade you screen back in.

[/spoil]

Một vài screenies:

HUD

[spoil]
lurk-11-images115

XR_3DA_2010-06-16_23-53-11-79.jpg

[/spoil]

Nếu bật HDR thì khi trời mưa sẽ thấy mặt đất nó bóng bóng phản chiếu vì ướt :D

[spoil]
XR_3DA_2010-06-14_00-22-08-06.jpg

[/spoil]

Cảnh quan thiên nhiên

[spoil]
XR_3DA_2010-06-14_23-11-28-27.jpg

L.U.R.K_1.1_Panorama_16.jpg

[/spoil]

G3 :D

[spoil]
XR_3DA_2010-06-13_20-19-29-41.jpg

[/spoil]
 
Chỉnh sửa cuối:
sướng ta... ta đây chỉ mới được tới 47.

Edit:

LURK 1.1 ra rồi đấy các bác.


Không nặng lắm, khoảng 800 Mb thôi. Cơ bản nó thế này: (chịu khó đọc tiếng Anh, không hiểu thì Google Translate :)))

[spoil]


[/spoil]

Một vài screenies:

HUD

[spoil]
lurk-11-images115

XR_3DA_2010-06-16_23-53-11-79.jpg

[/spoil]

Nếu bật HDR thì khi trời mưa sẽ thấy mặt đất nó bóng bóng phản chiếu vì ướt :D

[spoil]
XR_3DA_2010-06-14_00-22-08-06.jpg

[/spoil]

Cảnh quan thiên nhiên

[spoil]
XR_3DA_2010-06-14_23-11-28-27.jpg

L.U.R.K_1.1_Panorama_16.jpg

[/spoil]

G3 :D

[spoil]
XR_3DA_2010-06-13_20-19-29-41.jpg

[/spoil]

ko hiểu sao down ở trang moddb mà toàn đến hơn 80% là lại bị dừng ko down tiếp được. Ai có lòng tốt up lên mediafire với :D

---------- Post added at 17:33 ---------- Previous post was at 17:31 ----------

sướng ta... ta đây chỉ mới được tới 47.

Edit:

LURK 1.1 ra rồi đấy các bác.


Không nặng lắm, khoảng 800 Mb thôi. Cơ bản nó thế này: (chịu khó đọc tiếng Anh, không hiểu thì Google Translate :)))

[spoil]


[/spoil]

Một vài screenies:

HUD

[spoil]
lurk-11-images115

XR_3DA_2010-06-16_23-53-11-79.jpg

[/spoil]

Nếu bật HDR thì khi trời mưa sẽ thấy mặt đất nó bóng bóng phản chiếu vì ướt :D

[spoil]
XR_3DA_2010-06-14_00-22-08-06.jpg

[/spoil]

Cảnh quan thiên nhiên

[spoil]
XR_3DA_2010-06-14_23-11-28-27.jpg

L.U.R.K_1.1_Panorama_16.jpg

[/spoil]

G3 :D

[spoil]
XR_3DA_2010-06-13_20-19-29-41.jpg

[/spoil]

ko hiểu sao down ở trang moddb mà toàn đến hơn 80% là lại bị dừng ko down tiếp được. Ai có lòng tốt up lên mediafire với :D
 
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