Не работает я пробовал еще раз начинать новую игру сохранился на ф5 и автосейвом ни то ни то не работает а если я перезайду в игру то заработает и такое только в последнем выжившим а в обычном режиме все норм

2021-03-29 08:58:00

скажи разные способы кто то же сталкивался с такой проблемой

2021-03-28 21:42:14

блин и че делать

2021-03-28 21:41:38

вылетает при загрузке сохранения каждый раз вот я сдох загружаю сейв крашит автосейв тоже че делать вот лог

лог
initializing file system...
using fs-ltx fsgame.ltx
fs: 56700 files cached 28 archives, 8824kb memory used.
init filesystem 3.544635 sec
'xrcore' build 7090, jul  5 2018
eh: d8524a36af9b3f32084fda4649221cfa
-----loading d:\Сталкер dead air (v0.98b)\gamedata\configs\system.ltx
-----loading d:\Сталкер dead air (v0.98b)\gamedata\configs\system.ltx
initializing engine...
starting input device...
loading dll: xrrender_r2.dll
loading dll: xrrender_r3.dll
refcount:m_padapter 1
loading dll: xrrender_r4.dll
command line 
executing config-script "user.ltx"...
[appdata\user.ltx] successfully loaded.
loading dll: xrrender_r1.dll
loading dll: xrgame.dll
! player name in registry is empty! (installusername)
* [win32]: free[4055484 k], reserved[61136 k], committed[77620 k]
* [ d3d ]: textures[0 k]
* [x-ray]: process heap[20144 k], game lua[0 k], render[0 k]
* [x-ray]: economy: strings[16706 k], smem[0 k]
sound: openal: enumerate devices...
sound: openal: enumerationextension present
dir[0]=d:\Сталкер dead air (v0.98b)\
dir[1]=d:\Сталкер dead air (v0.98b)\
dir[2]=d:\Сталкер dead air (v0.98b)\
dir[3]=c:\windows\system32\
cleandevicespecifierlist
cleandevicespecifierlist directsound software
devices directsound software
sound: openal: system  default snddevice name is directsound3d
sound: openal: all available devices:
1. directsound software, spec version 1.1  eax[0] efx[no] xram[no]
2. directsound, spec version 1.0  eax[0] efx[no] xram[no]
3. mmsystem, spec version 1.0  eax[0] efx[no] xram[no]
4. mmsystem, spec version 1.0  eax[0] efx[no] xram[no]
executing config-script "d:\Сталкер dead air (v0.98b)\gamedata\configs\default_controls.ltx"...
[d:\Сталкер dead air (v0.98b)\gamedata\configs\default_controls.ltx] successfully loaded.
executing config-script "user.ltx"...
executing config-script "d:\Сталкер dead air (v0.98b)\gamedata\configs\rspec_minimum.ltx"...
! unknown command:  r2_sun_far
~ invalid syntax in call to 'rs_vis_distance'
~ valid arguments: float value in range [0.500,1.500]
[d:\Сталкер dead air (v0.98b)\gamedata\configs\rspec_minimum.ltx] successfully loaded.
executing config-script "d:\Сталкер dead air (v0.98b)\gamedata\configs\default_controls.ltx"...
[d:\Сталкер dead air (v0.98b)\gamedata\configs\default_controls.ltx] successfully loaded.
~ 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
[appdata\user.ltx] successfully loaded.
sound: selected device is directsound software
* sound: eax 2.0 extension: absent
* sound: eax 2.0 deferred: absent
* sound : cache: 49152 kb, 3642 lines, 13820 bpl
starting render device...
* gpu [vendor:10de]-[device:1140]: nvidia geforce gt 620m
* gpu driver: 23.21.13.9135
* create: deviceref: 1
* vertex processor: pure hardware
*     texture memory: 2643 m
*          ddi-level: 9.0
* gpu shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* gpu vertex cache: unrecognized, 16
* nvidia mgpu: logical(1), physical(1)
* starting rendering as 2-gpu.
* dvb created: 1536k
* dib created: 512k
! version conflict in shader 'models\helicopter'
! version conflict in shader 'models\lightplanesself'
! version conflict in shader 'models\model_puh'
! version conflict in shader 'models\model_refl'
! version conflict in shader 'models\xbrainglass'
! version conflict in shader 'models\xdistortcolorlinv'
! version conflict in shader 'models\xglass'
! version conflict in shader 'models\xglass2'
! version conflict in shader 'models\xlens'
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* ssample: 1366x768
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
intro_start intro_logo
intro_delete ::update_logo_intro
compiling shader yuv2rgb
* [win32]: free[3845348 k], reserved[69420 k], committed[279472 k]
* [ d3d ]: textures[16 k]
* [x-ray]: process heap[107646 k], game lua[2169 k], render[146 k]
* [x-ray]: economy: strings[17149 k], smem[0 k]
*  0.0 : [  61] $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] amik\anomaly\electric_radial
*  0.0 : [   1] amik\explosions\boom_0
*  0.0 : [   1] amik\explosions\boom_1
*  0.0 : [   1] amik\explosions\boom_2
*  0.0 : [   1] amik\explosions\decal_concrete
*  0.0 : [   1] amik\explosions\explo_end
*  0.0 : [   1] amik\explosions\explosion_dynamite\explosion_din
*  0.0 : [   1] amik\explosions\explosion_dynamite\flashlight
*  0.0 : [   1] amik\explosions\explosion_dynamite\smoke
*  0.0 : [   1] amik\explosions\explosion_flash_atlas
*  0.0 : [   1] amik\explosions\explosion_fuelcan\boom_1
*  0.0 : [   1] amik\explosions\explosion_fuelcan\boom_3
*  0.0 : [   1] amik\explosions\explosion_fuelcan\grey_xpl
*  0.0 : [   1] amik\explosions\explosion_smoke03
*  0.0 : [   1] amik\explosions\final_expl
*  0.0 : [   1] amik\explosions\smoke_cannon
*  0.0 : [   1] amik\hit_fx\water_splash\water_splash_anim
*  0.0 : [   1] amik\hit_fx\water_splash\water_spurt
*  0.0 : [   1] amik\nature\list
*  0.0 : [   1] amik\nature\stonedebris1
*  0.0 : [   1] amik\nature\wood_part
*  0.0 : [   1] amik\static\gas_light\flame_zippo
*  0.0 : [   1] amik\weapons\00
*  0.0 : [   1] amik\weapons\12x70
*  0.0 : [   1] amik\weapons\6ways1
*  0.0 : [   1] amik\weapons\6ways2
*  0.0 : [   1] amik\weapons\9x39
*  0.0 : [   1] amik\weapons\btr\muzzle 6ways1
*  0.0 : [   1] amik\weapons\btr\muzzle 6ways2
*  0.0 : [   1] amik\weapons\dtk_2
*  0.0 : [   1] amik\weapons\dtk_3
*  0.0 : [   1] amik\weapons\dtk_4
*  0.0 : [   1] amik\weapons\dtk_4_1
*  0.0 : [   1] amik\weapons\dtk_5
*  0.0 : [   1] amik\weapons\dtk_6
*  0.0 : [   1] amik\weapons\dtk_8
*  0.0 : [   1] amik\weapons\flame\flameshoot_1
*  0.0 : [   1] amik\weapons\flame\flameshoot_2
*  0.0 : [   1] amik\weapons\flame\flameshoot_3
*  0.0 : [   1] amik\weapons\flame\flameshoot_4
*  0.0 : [   1] amik\weapons\flame\flameshoot_5
*  0.0 : [   1] amik\weapons\flame\mg42out
*  0.0 : [   1] amik\weapons\flame\trace
*  0.0 : [   1] amik\weapons\flame\trace_01
*  0.0 : [   1] amik\weapons\flame\trail
*  0.0 : [   1] amik\weapons\flash_01
*  0.0 : [   1] amik\weapons\flash_02
*  0.0 : [   1] amik\weapons\flash_04
*  0.0 : [   1] amik\weapons\flash_05
*  0.0 : [   1] amik\weapons\grishik\357mag
*  0.0 : [   1] amik\weapons\grishik\45
*  0.0 : [   1] amik\weapons\grishik\50_ae
*  0.0 : [   1] amik\weapons\grishik\5x45x39
*  0.0 : [   1] amik\weapons\grishik\5x45x39_00
*  0.0 : [   1] amik\weapons\grishik\5x45x39_01
*  0.0 : [   1] amik\weapons\grishik\5x56x45
*  0.0 : [   1] amik\weapons\grishik\5x56x45_00
*  0.0 : [   1] amik\weapons\grishik\5x7x28
*  0.0 : [   1] amik\weapons\grishik\6x5x50
*  0.0 : [   1] amik\weapons\grishik\7x62x25_0
*  0.0 : [   1] amik\weapons\grishik\7x62x25_1
*  0.0 : [   1] amik\weapons\grishik\7x62x25_2
*  0.0 : [   1] amik\weapons\grishik\7x62x25_3
*  0.0 : [   1] amik\weapons\grishik\7x62x25_4
*  0.0 : [   1] amik\weapons\grishik\7x62x39_00
*  0.0 : [   1] amik\weapons\grishik\7x62x39_01
*  0.0 : [   1] amik\weapons\grishik\7x62x39_02
*  0.0 : [   1] amik\weapons\grishik\7x62x39_03
*  0.0 : [   1] amik\weapons\grishik\7x62x51_1
*  0.0 : [   1] amik\weapons\grishik\7x62x51_2
*  0.0 : [   1] amik\weapons\grishik\7x62x54
*  0.0 : [   1] amik\weapons\grishik\7x7x57
*  0.0 : [   1] amik\weapons\grishik\7x92x57
*  0.0 : [   1] amik\weapons\grishik\9x18_1
*  0.0 : [   1] amik\weapons\grishik\9x18_2
*  0.0 : [   1] amik\weapons\grishik\9x18_3
*  0.0 : [   1] amik\weapons\grishik\9x39
*  0.0 : [   1] amik\weapons\mg42out
*  0.0 : [   1] amik\weapons\shells_12x70
*  0.0 : [   1] amik\weapons\shells_ak
*  0.0 : [   1] amik\weapons\shells_ak_01
*  0.0 : [   1] amik\weapons\smokeshoot_0
*  0.0 : [   1] amik\weapons\smokeshoot_1
*  0.0 : [   1] amik\weapons\trace
*  0.0 : [   1] amik\weapons\trace_01
*  0.0 : [   1] fx\fx_flare1
*  0.0 : [   1] fx\fx_gradien2
*  0.0 : [   1] fx\fx_gradient
*  0.0 : [   1] fx\fx_gradient1
*  0.0 : [   1] fx\fx_lightning
*  0.0 : [   1] fx\fx_moon_halo_phase_1
*  0.0 : [   1] fx\fx_moon_halo_phase_2
*  0.0 : [   1] fx\fx_moon_halo_phase_3
*  0.0 : [   1] fx\fx_moon_halo_phase_4
*  0.0 : [   1] fx\fx_moon_halo_phase_5
*  0.0 : [   1] fx\fx_moon_halo_phase_6
*  0.0 : [   1] fx\fx_moon_halo_phase_7
*  0.0 : [   1] fx\fx_moon_phase_1
*  0.0 : [   1] fx\fx_moon_phase_2
*  0.0 : [   1] fx\fx_moon_phase_3
*  0.0 : [   1] fx\fx_moon_phase_4
*  0.0 : [   1] fx\fx_moon_phase_5
*  0.0 : [   1] fx\fx_moon_phase_6
*  0.0 : [   1] fx\fx_moon_phase_7
*  0.0 : [   1] fx\fx_rain
*  0.0 : [   1] fx\fx_rainsplash1
*  0.0 : [   1] fx\fx_sun
*  0.0 : [   1] fx\fx_sun_fog
*  0.0 : [   1] fx\fx_sun_gradient
*  0.0 : [   1] fx\fx_sun_halo
*  0.0 : [   1] fx\fx_sun_morning
*  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_blue
*  0.0 : [   1] glow\glow_fire1
*  0.0 : [   1] glow\glow_fire1_soc
*  0.0 : [   1] glow\glow_orange
*  0.0 : [   1] glow\glow_orange2
*  0.0 : [   1] glow\glow_orange_bright
*  0.0 : [   1] glow\glow_rays
*  0.0 : [   1] glow\glow_white
*  0.0 : [   1] glow\glow_yellow
*  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_17
*  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_cc_lighting_grad2
*  0.0 : [   1] pfx\pfx_cc_lightings
*  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_lens_base
*  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_electrostatic
*  0.0 : [   1] pfx\pfx_expl_01
*  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_explotions_smoke_benzine
*  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_02
*  0.0 : [   1] pfx\pfx_flash_05
*  0.0 : [   1] pfx\pfx_flash_07
*  0.0 : [   1] pfx\pfx_flash_08
*  0.0 : [   1] pfx\pfx_flies
*  0.0 : [   1] pfx\pfx_g-smoke-01
*  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_light
*  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_shells_green
*  0.0 : [   1] pfx\pfx_shells_pisto1
*  0.0 : [   1] pfx\pfx_shells_pistol
*  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_smoke_c
*  0.0 : [   1] pfx\pfx_smoke_d
*  0.0 : [   1] pfx\pfx_smoke_f
*  0.0 : [   1] pfx\pfx_smoke_g
*  0.0 : [   1] pfx\pfx_smoke_n
*  0.0 : [   1] pfx\pfx_smokepuffs1
*  0.0 : [   1] pfx\pfx_smokepuffs2
*  0.0 : [   1] pfx\pfx_spark_01
*  0.0 : [   1] pfx\pfx_spark_02
*  0.0 : [   1] pfx\pfx_sparks
*  0.0 : [   1] pfx\pfx_sparks1
*  0.0 : [   1] pfx\pfx_sparks2
*  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] pfx\r_pop\shells\12ga
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*  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_concrete_8
*  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_hammer_01
*  0.0 : [   1] wm\wm_hammer_02
*  0.0 : [   1] wm\wm_hammer_03
*  0.0 : [   1] wm\wm_hammer_04
*  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
*  0.0 : [   1] wm\wm_listja
*  1.1 : [   1] ui\ui_ani_cursor
*  2.7 : [   4] fx\fx_noise2
* 16.1 : [   1] ui\ui_font_arial_14_1024
* 16.1 : [   1] ui\ui_font_hud_01
* 32.1 : [   1] ui\ui_font_letter_16_1024
* 64.1 : [   1] ui\ui_font_console_02
* 64.1 : [   1] ui\ui_font_graff_19_1024
* 64.1 : [   1] ui\ui_font_graff_22_1024
* 64.1 : [   1] ui\ui_font_hud_02
* 128.1 : [   1] ui\ui_font_graff_32_1024
* 128.1 : [   1] ui\ui_font_letter_18_1024
* 256.1 : [   1] ui\ui_font_graff_50_1024
* 2048.1 : [   1] ui\ui_buy_menu
* 2048.1 : [   1] ui\ui_static_mm_back_01
* 8100.0 : [   1] ui\ui_static_mm_back_00
compiling shader model_def_hq
compiling shader model_def_hq_4
compiling shader model_def_lq
compiling shader model_def_lq_4
compiling shader add_point
compiling shader model_def_point_4
compiling shader add_spot
compiling shader model_def_spot_4
compiling shader model_shadow
compiling shader model_def_shadow_4
"d:\Сталкер dead air (v0.98b)\xrengine.exe" 
* phase time: 0 ms
* phase cmem: 144722 k
! player name in registry is empty! (installusername)
call of chernobyl version 1.4.22
using marshal library
actor_effects.on_game_start()
alife_storage_manager.on_game_start()
ammo_aggregation.on_game_start()
artefact_degradation.on_game_start()
atmosfear_options.on_game_start()
axr_battery.on_game_start()
axr_companions.on_game_start()
axr_keybind.on_game_start()
axr_overheat.on_game_start()
axr_task_manager.on_game_start()
axr_trade_manager.on_game_start()
axr_turn_on_campfire.on_game_start()
azazel_mode.on_game_start()
bind_dynamic_light.on_game_start()
campfire_manager.on_game_start()
coc_treasure_manager.on_game_start()
dinamic_hud.on_game_start()
drx_dynamic_anomaly.on_game_start()
dxr_encyclopedia.on_game_start()
dxr_scopes.on_game_start()
dynamic_news_manager.on_game_start()
fast_travel.on_game_start()
game_relations.on_game_start()
info_portions.on_game_start()
inventory_radiation.on_game_start()
itms_manager.on_game_start()
level_weathers.on_game_start()
m_mines.on_game_start()
mob_trade.on_game_start()
modules.on_game_start()
pda.on_game_start()
phantom_manager.on_game_start()
release_item_manager.on_game_start()
safe_release_manager.on_game_start()
sleep_dep.on_game_start()
slot_hud.on_game_start()
surge_manager.on_game_start()
survival_mode.on_game_start()
ui_enemy_health.on_game_start()
ui_extra.on_game_start()
ui_mm_faction_select.on_game_start()
xr_actor.on_game_start()
xr_combat_ignore.on_game_start()
xr_corpse_detection.on_game_start()
xr_custom_keys.on_game_start()
xr_danger.on_game_start()
xr_gather_items.on_game_start()
xr_npc_extra.on_game_start()
xr_patch.on_game_start()
xr_statistic.on_game_start()
xrs_debug_tools.on_game_start()
xrs_dyn_music.on_game_start()
xrs_facer.on_game_start()
xrs_kill_wounded.on_game_start()
xrs_rnd_npc_loadout.on_game_start()
* phase time: 894 ms
* phase cmem: 135919 k
* phase time: 57 ms
* phase cmem: 135919 k
* loading spawn registry...
* 22616 spawn points are successfully loaded
* loading objects...
* 25694 objects are successfully loaded
validate_patrol_path warning: mil_smart_terrain_7_7_guard_3_walk: invalid game_vertex_id for point 0
validate_patrol_path warning: mil_smart_terrain_7_7_guard_3_walk: invalid game_vertex_id for point 0
* game артём - quicksave1 is successfully loaded from file 'appdata\savedgames\артём - quicksave1.scop' (3.325s)
* phase time: 3281 ms
* phase cmem: 201234 k
* phase time: 37 ms
* phase cmem: 201240 k
* phase time: 46 ms
* phase cmem: 201242 k
* warning: player not logged in
* client : connection accepted -
* phase time: 36 ms
* phase cmem: 201274 k
* phase time: 21 ms
* phase cmem: 201274 k
* phase time: 14091 ms
* phase cmem: 342466 k
compiling shader vert
compiling shader vert
compiling shader vert_point
compiling shader vert_spot
compiling shader vert_l
compiling shader vert_l
compiling shader model_def_hq
compiling shader model_def_lq
compiling shader model_def_point
compiling shader model_def_spot
compiling shader model_def_shadow
compiling shader simple
compiling shader simple
compiling shader simple_point
compiling shader simple_spot
compiling shader impl_dt
compiling shader impl_dt
compiling shader impl_point
compiling shader impl_spot
compiling shader impl_l
compiling shader impl_l
compiling shader wmarkmult
compiling shader wmark
compiling shader wmark_point
compiling shader wmark_spot
compiling shader water
compiling shader water
compiling shader waterd
compiling shader waterd
compiling shader lmap
compiling shader lmap
compiling shader lmap_point
compiling shader lmap_spot
compiling shader lmap_l
compiling shader lmap_l
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: 337 ms
* phase cmem: 344008 k
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65528 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65525 verts, 2047 kb
* [loading vb] 65534 verts, 2047 kb
* [loading vb] 65531 verts, 2047 kb
* [loading vb] 65528 verts, 2047 kb
* [loading vb] 65512 verts, 2047 kb
* [loading vb] 65511 verts, 2047 kb
* [loading vb] 65486 verts, 2046 kb
* [loading vb] 65436 verts, 2044 kb
* [loading vb] 53341 verts, 1666 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65534 verts, 2047 kb
* [loading vb] 65534 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65532 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65534 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65533 verts, 2047 kb
* [loading vb] 65534 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65534 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65530 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 55872 verts, 1746 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65534 verts, 2047 kb
* [loading vb] 65533 verts, 2047 kb
* [loading vb] 65535 verts, 2047 kb
* [loading vb] 65534 verts, 2047 kb
* [loading vb] 65534 verts, 2047 kb
* [loading vb] 65530 verts, 2047 kb
* [loading vb] 35370 verts, 1105 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 1048575 indices, 2047 kb
* [loading ib] 989559 indices, 1932 kb
* phase time: 238 ms
* phase cmem: 344634 k
* phase time: 77 ms
* phase cmem: 349665 k
compiling shader detail
compiling shader detail_wave
compiling shader detail_still
* [details] vertexconsts(256), batch(61)
* [details] 11590 v(20), 6100 p
* [details] batch(61), vb(226k), ib(35k)
* phase time: 39 ms
* phase cmem: 349702 k
* loading hom: d:\Сталкер dead air (v0.98b)\gamedata\levels\new_military\level.hom
* phase time: 39 ms
* phase cmem: 349913 k
* phase time: 32 ms
* phase cmem: 349913 k
* phase time: 30 ms
* phase cmem: 349913 k
cresourcemanager::deferredupload -> start, size = 1102
textureloading -> thread 1 started!
textureloading -> thread 2 started!
textureloading -> thread 3 started!
textureloading -> thread 4 started!
textureloading -> thread 5 started!
textureloading -> thread 6 started!
textureloading -> thread 7 started!
textureloading -> thread 8 started!
textureloading -> thread 9 started!
textureloading -> thread 10 started!
textureloading -> thread 11 started!
textureloading -> thread 12 started!
textureloading -> thread 12 finished!
textureloading -> thread 5 finished!
textureloading -> thread 4 finished!
textureloading -> thread 2 finished!
textureloading -> thread 11 finished!
textureloading -> thread 1 finished!
textureloading -> thread 6 finished!
textureloading -> thread 3 finished!
textureloading -> thread 10 finished!
textureloading -> thread 9 finished!
textureloading -> thread 7 finished!
textureloading -> thread 8 finished!
texture loading time: 1904
* t-report - base: 1080, 419845 k
* t-report - lmap: 22, 22530 k
* warning: player not logged in
* phase time: 5388 ms
* phase cmem: 378484 k
* phase time: 42 ms
* phase cmem: 378482 k
* [win32]: free[2798696 k], reserved[80868 k], committed[1314676 k]
* [ d3d ]: textures[481464 k]
* [x-ray]: process heap[378482 k], game lua[32622 k], render[198 k]
* [x-ray]: economy: strings[24651 k], smem[2108 k]
weather= atmosfear_clear
drx da: dynamic anomalies already spawned on this level
-flush-
* log file has been saved successfully!
compiling shader model_def_hq_2
compiling shader model_def_lq_2
compiling shader model_def_point_2
compiling shader model_def_spot_2
compiling shader model_def_shadow_2
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_def_lqs_0
compiling shader base_lplanes
compiling shader model_def_lplanes_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_def_hq_1
compiling shader model_def_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_3
compiling shader model_def_lq_3
compiling shader model_def_point_3
compiling shader model_def_spot_3
compiling shader model_def_shadow_3
compiling shader model_env_hq_1
compiling shader model_env_lq_1
collectgarbage before=28182140kb
collectgarbage after=26843120kb
compiling shader model_env_hq_2
compiling shader model_env_lq_2
compiling shader model_distort4glass_0
compiling shader model_def_lqs_1
intro_start game_loaded
* memory usage: 469466 k
* end of synchronization a[1] r[1]
intro_delete ::update_game_loaded
-mil_treasure_5
compiling shader yuv2rgb
* [win32]: free[2524772 k], reserved[80568 k], committed[1588900 k]
* [ d3d ]: textures[503487 k]
* [x-ray]: process heap[479465 k], game lua[38015 k], render[536 k]
* [x-ray]: economy: strings[25238 k], smem[11961 k]
config-file [appdata\tmp.ltx] saved successfully
* dvb created: 1536k
* dib created: 512k
- r__tf_aniso 4
- r1_tf_mipbias 0.
* ssample: 1366x768
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* ssample: enabled
* rm_dump: textures  : 1317
* rm_dump: rtargets  : 6
* rm_dump: vs        : 75
* rm_dump: ps        : 32
* rm_dump: dcl       : 15
* rm_dump: states    : 66
* rm_dump: tex_list  : 2648
* rm_dump: matrices  : 0
* rm_dump: lst_constants: 0
* rm_dump: v_passes  : 3110
* rm_dump: v_elements: 3123
* rm_dump: v_shaders : 1410
* gpu shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* gpu vertex cache: recognized, 24
* nvidia mgpu: logical(1), physical(1)
* starting rendering as 2-gpu.
*** reset [0 ms]
config-file [appdata\user.ltx] saved successfully
* memory usage: 480959 k
* end of synchronization a[1] r[1]
* dvb created: 1536k
* dib created: 512k
- r__tf_aniso 4
- r1_tf_mipbias 0.
* ssample: 1366x768
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* ssample: enabled
* rm_dump: textures  : 1317
* rm_dump: rtargets  : 6
* rm_dump: vs        : 75
* rm_dump: ps        : 32
* rm_dump: dcl       : 15
* rm_dump: states    : 66
* rm_dump: tex_list  : 2648
* rm_dump: matrices  : 0
* rm_dump: lst_constants: 0
* rm_dump: v_passes  : 3110
* rm_dump: v_elements: 3123
* rm_dump: v_shaders : 1410
* gpu shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* gpu vertex cache: recognized, 24
* nvidia mgpu: logical(1), physical(1)
* starting rendering as 2-gpu.
*** reset [0 ms]
* memory usage: 480651 k
* end of synchronization a[1] r[1]
* dvb created: 1536k
* dib created: 512k
- r__tf_aniso 4
- r1_tf_mipbias 0.
* ssample: 1366x768
compiling shader postprocess
compiling shader postprocess_d
compiling shader postprocess_cm_pre
* ssample: enabled
* rm_dump: textures  : 1317
* rm_dump: rtargets  : 6
* rm_dump: vs        : 75
* rm_dump: ps        : 32
* rm_dump: dcl       : 15
* rm_dump: states    : 66
* rm_dump: tex_list  : 2648
* rm_dump: matrices  : 0
* rm_dump: lst_constants: 0
* rm_dump: v_passes  : 3110
* rm_dump: v_elements: 3123
* rm_dump: v_shaders : 1410
* gpu shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* gpu vertex cache: recognized, 24
* nvidia mgpu: logical(1), physical(1)
* starting rendering as 2-gpu.
*** reset [327 ms]
stack trace:

2021-03-28 19:45:21
> ImTrast, в ЛС напиши
2026-05-25 00:12:27
> ImTrast, Можно, пролистай в самый низ, там будет написано спонсорская помощь. )
2026-05-24 20:36:49
А поддержать сайт нигде нельзя материально?
2026-05-24 19:21:21
как скачать игру у меня пустая папка выходит постояно
2026-05-24 17:18:15
> сергей зарубин, а вы целеустремленный человек, как я посмотрю ))д
2026-05-24 16:15:37
Да я понял никак!
2026-05-24 15:51:20
> сергей зарубин,либо, играть в другую игру.... то что вы написали, это дословно "Критическая ошибка", мало данных. Или нужен лог вылета (там подробны указаны причины). выложите его на странице версии модификации. там вам что то посоветуют.
2026-05-24 14:56:21
Здорово сталкеры! Как исправить Fatal eror в сталкере?
2026-05-24 14:52:29
..
2026-05-24 09:54:53
> Ognom, понятно, пытаюсь настроить так чтоб качество не испортить, небольшой размер, и чтоб после загрузки на ютуб качество норм было, это всё на кодеке ХЕВК без ХДР
2026-05-23 23:31:48
> Керчик-Перчик, у меня ныне опыт использования снимка видео через стим. добавил стороннюю игру и снимаешь
2026-05-23 23:14:27
А что делать если не появился кпк стукача монолита на крыше ангара на свалке? Я уже раз 7 переиграл, и до сих пор его нет
2026-05-23 21:59:17
почему на этом сайте больше нельзя скачать гог пиратку оригинала?
2026-05-23 19:32:56
есть в чате кто-нибудь с опытом использования бандикам?
2026-05-23 15:58:22
> Николай Попов, у нас нет оригинала
2026-05-23 13:20:48
где тут оригинал тч установить? или нету? просто найти не могу опцию
2026-05-23 12:10:23
Да я нашёл его наконец... Вот только теперь этот капитан гемморой в заднице. Пегает знатно, так ещё и его прихвостни мешают
2026-05-22 22:35:01
> ImTrast, без трусов тоже не удобно. Бывает, что Сидоренко не спавнится или "задумывается".
2026-05-22 22:10:25
Куда этот хрен снайперский заныкался!! терпеть не могу трусов
2026-05-22 21:45:56
Где найти этого шакала снайпера сидоренко в подземелье припяти? Уже больше часа ищу, и ничего такого нет
2026-05-22 21:38:19
Авторизация