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关于《狂怒》进不了游戏或者一进游戏就退出的问题解决方法 - 狂怒 - 游侠NETSHOW论坛 -
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关于《狂怒》进不了游戏或者一进游戏就退出的问题解决方法
本帖最后由 psuddd 于
00:18 编辑
《狂怒》进不了游戏或者一进游戏就退出的问题解决方法:如果你是A卡请更新到11.10第二个预览版(/drivers/436-174565-AMD-Radeon-HD-2400-HD-2600-HD-2900-HD-34/& &话说这个版本没贴图错误,游戏也不会死掉) 话说这游戏真TMD的贱,什么提示也不给,害的我们玩家自己找办法,一开始以为是什么C++和PhysX的文件,更新了半天也不起作用。话说也可以是破解的原因所以不给提示,听说第二个补丁要出了NND
我更新到11。10,没有退出,就是贴图问题,还有顿卡。。。。。。
我更新的也是11.10驱动+rageconfig.cfg文件,没任何问题。开高、X4,基本稳定在60帧,最低也就45帧
进游戏直接弹窗 0x69b8af1d指令引用0x内存。该内存不能为read ,然后退出怎么办
本帖最后由 psuddd 于
21:32 编辑
回复 a 的帖子
LZ们请仔细看帖子,我说的是11.10的预览版。
hjnkqq3 发表于
15:47 static/image/common/back.gif
进游戏直接弹窗 0x69b8af1d指令引用0x内存。该内存不能为read ,然后退出怎么办 ...
更新VC还有PhysX,如果你是N的8系列以下的显卡放弃吧,有人证明已经是显卡没抛弃了。
刚找到了11.10的第二个预览版,貌似我的4850用没有任何问题。
马的尽我浩
Rage.1683.2 win-x86 Release&&Oct&&7 :19
------ Initializing File System ------
Current search path:
C:/Documents and Settings/YuriX/My Documents/My Games/id Software/Rage/base/
h:/Program Files/rage/base/
file system initialized.
BenchmarkGameData: ofs 0 and 0xx
74 microseconds
36 microseconds
34 microseconds
34 microseconds
34 microseconds
34 microseconds
35 microseconds
34 microseconds
35 microseconds
40 microseconds
Average seek time without outliers: 35 microseconds
fileBenchmarkImpliesGameIsOnHD: true
---------------------------
1 CPU package, 2 cores, 2 total logical processors
2812 MHz AMD CPU with MMX & 3DNow! & SSE & SSE2 & SSE3 & EM64T
65536 kB 1st level cache, 1048576 kB 2nd level cache, 0 kB 3rd level cache
3072 MB System Memory
Winsock Initialized
Found interface: {F39DEB0D-519E-464E-9C62-2A7EC1BD721C} Realtek RTL PCI-E Gigabit Ethernet NIC - 数据包计划程序微型端口 - 192.168.1.101/255.255.255.0
Sys_InitNetworking: adding loopback interface
execing default.cfg
execing joystick.cfg
execing default.cfg
execing joystick.cfg
execing default.cfg
execing joystick.cfg
execing default.cfg
execing joystick.cfg
idLib::SetProduction( PROD_PRODUCTION )
couldn't exec rageConfig.cfg
Resetting cheat cvar: aas2_showFloorTrace
Resetting cheat cvar: ai_alignToPointDist
Resetting cheat cvar: ai_minCornerCircleRadius
Resetting cheat cvar: ai_cornerCircleRadius
Resetting cheat cvar: ai_turningCircleAlignmentTolerance
Resetting cheat cvar: ai_pointTolerance
Resetting cheat cvar: atv_bumpForwardScale
Resetting cheat cvar: aa_ZoomSnapScale
Resetting cheat cvar: poi_playerScaleMinimum
Resetting cheat cvar: poi_scaleMinimum
Resetting cheat cvar: poi_ScreenPercentage
Resetting cheat cvar: poi_IconSizeSplitscreen
Resetting cheat cvar: poi_IconSize
Resetting cheat cvar: poi_GoalHeightOffset
Resetting cheat cvar: swf_minimap_scale_foot
Resetting cheat cvar: swf_minimap_scale_vehicle
Resetting cheat cvar: blendTree_scale
Resetting cheat cvar: swf_jobnav_mindist
Resetting cheat cvar: swf_minimap_ant_first_step_foot
Resetting cheat cvar: swf_minimap_ant_step_foot
Resetting cheat cvar: swf_minimap_ant_first_step
Resetting cheat cvar: swf_minimap_ant_step
Resetting cheat cvar: swf_scopeZoomDistance
Resetting cheat cvar: gc_fictionBlurAmount
Resetting cheat cvar: swf_invFadeTime
Resetting cheat cvar: cine_cameraAccel
Resetting cheat cvar: rcbomb_initialOffset
Resetting cheat cvar: cam_deathCamblurTime
Resetting cheat cvar: cam_deathCamblurAmount
Resetting cheat cvar: revivecam_HeightEnd
Resetting cheat cvar: revivecam_HeightStart
Resetting cheat cvar: spl_qn_pathbonus
Resetting cheat cvar: spl_qn_zpenelty
Resetting cheat cvar: ai_NonPlayerOneShotChance
Resetting cheat cvar: ai_droppedLootDistance
Resetting cheat cvar: pm_ct_jump_dist
Resetting cheat cvar: pm_ct_push_dist
Resetting cheat cvar: pm_ct_push_decayIn
Resetting cheat cvar: pm_ct_push_decayOut
Resetting cheat cvar: pm_ct_checkDist
Resetting cheat cvar: g_playerDamageThreshold
Resetting cheat cvar: swf_combatSubtitleRange
Resetting cheat cvar: swf_subtitleRange
Resetting cheat cvar: vehicle_clientImpactDmg_MaxDmg
Resetting cheat cvar: vehicle_clientImpactDmg_MinDmg
Resetting cheat cvar: vehicle_clientImpactDmg_MaxVel
Resetting cheat cvar: vehicle_clientImpactDmg_MinVel
Resetting cheat cvar: v_steerControlClamp
Resetting cheat cvar: v_steerControlInfluence
Resetting cheat cvar: v_compressiontime
Resetting cheat cvar: v_dusttime
Resetting cheat cvar: pm_clientZoomInDelay
Resetting cheat cvar: pm_clientAuthoritative_warnDist
Resetting cheat cvar: pm_clientAuthoritative_minDistZ
Resetting cheat cvar: pm_clientAuthoritative_Lerp
Resetting cheat cvar: pm_clientAuthoritative_minDist
Resetting cheat cvar: net_voiceVolume
Resetting cheat cvar: net_peer_throttle_bps_decay
Resetting cheat cvar: net_debughud3_bps_max
------- Initializing renderSystem --------
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...using WGL_EXT_swap_control
X..WGL_EXT_swap_control_tear not found
created OpenGL 3.2 context on NVIDIA Corporation
----- GL_Init -----
OpenGL version 3.2
GL_ARB_color_buffer_float& && && && && &GL_ARB_compatibility& && && && && && &&&
GL_ARB_copy_buffer& && && && && && && & GL_ARB_depth_buffer_float& && && && && &
GL_ARB_depth_clamp& && && && && && && & GL_ARB_depth_texture& && && && && && &&&
GL_ARB_draw_buffers& && && && && && && &GL_ARB_draw_buffers_blend& && && && && &
GL_ARB_draw_elements_base_vertex& && &&&GL_ARB_draw_instanced& && && && && && &
GL_ARB_fragment_coord_conventions& && & GL_ARB_fragment_program& && && && && &&&
GL_ARB_fragment_program_shadow& && && & GL_ARB_fragment_shader& && && && && && &
GL_ARB_framebuffer_object& && && && && &GL_ARB_framebuffer_sRGB& && && && && &&&
GL_ARB_geometry_shader4& && && && && &&&GL_ARB_half_float_pixel& && && && && &&&
GL_ARB_half_float_vertex& && && && && & GL_ARB_imaging& && && && && && && && &&&
GL_ARB_map_buffer_range& && && && && &&&GL_ARB_multisample& && && && && && && &
GL_ARB_multitexture& && && && && && && &GL_ARB_occlusion_query& && && && && && &
GL_ARB_pixel_buffer_object& && && && &&&GL_ARB_point_parameters& && && && && &&&
GL_ARB_point_sprite& && && && && && && &GL_ARB_provoking_vertex& && && && && &&&
GL_ARB_sample_shading& && && && && && & GL_ARB_seamless_cube_map& && && && && &
GL_ARB_shader_objects& && && && && && & GL_ARB_shading_language_100& && && && &
GL_ARB_shadow& && && && && && && && && &GL_ARB_sync& && && && && && && && && &&&
GL_ARB_texture_border_clamp& && && && & GL_ARB_texture_buffer_object& && && && &
GL_ARB_texture_compression& && && && &&&GL_ARB_texture_compression_rgtc& && && &
GL_ARB_texture_cube_map& && && && && &&&GL_ARB_texture_cube_map_array& && && &&&
GL_ARB_texture_env_add& && && && && && &GL_ARB_texture_env_combine& && && && &&&
GL_ARB_texture_env_crossbar& && && && & GL_ARB_texture_env_dot3& && && && && &&&
GL_ARB_texture_float& && && && && && &&&GL_ARB_texture_gather& && && && && && &
GL_ARB_texture_mirrored_repeat& && && & GL_ARB_texture_multisample& && && && &&&
GL_ARB_texture_non_power_of_two& && && &GL_ARB_texture_query_lod& && && && && &
GL_ARB_texture_rectangle& && && && && & GL_ARB_texture_rg& && && && && && && &&&
GL_ARB_transpose_matrix& && && && && &&&GL_ARB_uniform_buffer_object& && && && &
GL_ARB_vertex_array_bgra& && && && && & GL_ARB_vertex_array_object& && && && &&&
GL_ARB_vertex_buffer_object& && && && & GL_ARB_vertex_program& && && && && && &
GL_ARB_vertex_shader& && && && && && &&&GL_ARB_window_pos& && && && && && && &&&
GL_ATI_draw_buffers& && && && && && && &GL_ATI_texture_float& && && && && && &&&
GL_ATI_texture_mirror_once& && && && &&&GL_S3_s3tc& && && && && && && && && && &
GL_EXT_texture_env_add& && && && && && &GL_EXT_abgr& && && && && && && && && &&&
GL_EXT_bgra& && && && && && && && && &&&GL_EXT_bindable_uniform& && && && && &&&
GL_EXT_blend_color& && && && && && && & GL_EXT_blend_equation_separate& && && &
GL_EXT_blend_func_separate& && && && &&&GL_EXT_blend_minmax& && && && && && && &
GL_EXT_blend_subtract& && && && && && & GL_EXT_compiled_vertex_array& && && && &
GL_EXT_Cg_shader& && && && && && && && &GL_EXT_depth_bounds_test& && && && && &
GL_EXT_direct_state_access& && && && &&&GL_EXT_draw_buffers2& && && && && && &&&
GL_EXT_draw_instanced& && && && && && & GL_EXT_draw_range_elements& && && && &&&
GL_EXT_fog_coord& && && && && && && && &GL_EXT_framebuffer_blit& && && && && &&&
GL_EXT_framebuffer_multisample& && && & GL_EXTX_framebuffer_mixed_formats& && &
GL_EXT_framebuffer_object& && && && && &GL_EXT_framebuffer_sRGB& && && && && &&&
GL_EXT_geometry_shader4& && && && && &&&GL_EXT_gpu_program_parameters& && && &&&
GL_EXT_gpu_shader4& && && && && && && & GL_EXT_multi_draw_arrays& && && && && &
GL_EXT_packed_depth_stencil& && && && & GL_EXT_packed_float& && && && && && && &
GL_EXT_packed_pixels& && && && && && &&&GL_EXT_pixel_buffer_object& && && && &&&
GL_EXT_point_parameters& && && && && &&&GL_EXT_provoking_vertex& && && && && &&&
GL_EXT_rescale_normal& && && && && && & GL_EXT_secondary_color& && && && && && &
GL_EXT_separate_shader_objects& && && & GL_EXT_separate_specular_color& && && &
GL_EXT_shadow_funcs& && && && && && && &GL_EXT_stencil_two_side& && && && && &&&
GL_EXT_stencil_wrap& && && && && && && &GL_EXT_texture3D& && && && && && && && &
GL_EXT_texture_array& && && && && && &&&GL_EXT_texture_buffer_object& && && && &
GL_EXT_texture_compression_latc& && && &GL_EXT_texture_compression_rgtc& && && &
GL_EXT_texture_compression_s3tc& && && &GL_EXT_texture_cube_map& && && && && &&&
GL_EXT_texture_edge_clamp& && && && && &GL_EXT_texture_env_combine& && && && &&&
GL_EXT_texture_env_dot3& && && && && &&&GL_EXT_texture_filter_anisotropic& && &
GL_EXT_texture_integer& && && && && && &GL_EXT_texture_lod& && && && && && && &
GL_EXT_texture_lod_bias& && && && && &&&GL_EXT_texture_mirror_clamp& && && && &
GL_EXT_texture_object& && && && && && & GL_EXT_texture_shared_exponent& && && &
GL_EXT_texture_sRGB& && && && && && && &GL_EXT_texture_swizzle& && && && && && &
GL_EXT_timer_query& && && && && && && & GL_EXT_transform_feedback2& && && && &&&
GL_EXT_vertex_array& && && && && && && &GL_EXT_vertex_array_bgra& && && && && &
GL_IBM_rasterpos_clip& && && && && && & GL_IBM_texture_mirrored_repeat& && && &
GL_KTX_buffer_region& && && && && && &&&GL_NV_blend_square& && && && && && && &
GL_NV_conditional_render& && && && && & GL_NV_copy_depth_to_color& && && && && &
GL_NV_copy_image& && && && && && && && &GL_NV_depth_buffer_float& && && && && &
GL_NV_depth_clamp& && && && && && && &&&GL_NV_explicit_multisample& && && && &&&
GL_NV_fence& && && && && && && && && &&&GL_NV_float_buffer& && && && && && && &
GL_NV_fog_distance& && && && && && && & GL_NV_fragment_program& && && && && && &
GL_NV_fragment_program_option& && && &&&GL_NV_fragment_program2& && && && && &&&
GL_NV_framebuffer_multisample_coverage&&GL_NV_geometry_shader4& && && && && && &
GL_NV_gpu_program4& && && && && && && & GL_NV_gpu_program4_1& && && && && && &&&
GL_NV_half_float& && && && && && && && &GL_NV_light_max_exponent& && && && && &
GL_NV_multisample_coverage& && && && &&&GL_NV_multisample_filter_hint& && && &&&
GL_NV_occlusion_query& && && && && && & GL_NV_packed_depth_stencil& && && && &&&
GL_NV_parameter_buffer_object& && && &&&GL_NV_parameter_buffer_object2& && && &
GL_NV_pixel_data_range& && && && && && &GL_NV_point_sprite& && && && && && && &
GL_NV_primitive_restart& && && && && &&&GL_NV_register_combiners& && && && && &
GL_NV_register_combiners2& && && && && &GL_NV_shader_buffer_load& && && && && &
GL_NV_texgen_reflection& && && && && &&&GL_NV_texture_barrier& && && && && && &
GL_NV_texture_compression_vtc& && && &&&GL_NV_texture_env_combine4& && && && &&&
GL_NV_texture_expand_normal& && && && & GL_NV_texture_rectangle& && && && && &&&
GL_NV_texture_shader& && && && && && &&&GL_NV_texture_shader2& && && && && && &
GL_NV_texture_shader3& && && && && && & GL_NV_transform_feedback& && && && && &
GL_NV_transform_feedback2& && && && && &GL_NV_vertex_array_range& && && && && &
GL_NV_vertex_array_range2& && && && && &GL_NV_vertex_buffer_unified_memory& && &
GL_NV_vertex_program& && && && && && &&&GL_NV_vertex_program1_1& && && && && &&&
GL_NV_vertex_program2& && && && && && & GL_NV_vertex_program2_option& && && && &
GL_NV_vertex_program3& && && && && && & GL_NVX_conditional_render& && && && && &
GL_NVX_gpu_memory_info& && && && && && &GL_SGIS_generate_mipmap& && && && && &&&
GL_SGIS_texture_lod& && && && && && && &GL_SGIX_depth_texture& && && && && && &
GL_SGIX_shadow& && && && && && && && &&&GL_SUN_slice_accum& && && && && && && &
GL_WIN_swap_hint& && && && && && && && &WGL_EXT_swap_control& && && && && && &&&
...using GL_ARB_multitexture
...using GL_ARB_texture_non_power_of_two
...using GL_ARB_texture_compression
...using GL_EXT_texture_compression_s3tc
...using GL_EXT_texture_filter_anisotropic
...using GL_ARB_vertex_buffer_object
...using GL_ARB_pixel_buffer_object
...using GL_EXT_pixel_buffer_object
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
Couldn't find proc address for: glProgramParameteri
...using GL_ARB_occlusion_query
...using GL_EXT_timer_query
...using GL_EXT_framebuffer_object
...using GL_EXT_framebuffer_blit
...using GL_ARB_texture_multisample
...using GL_EXT_depth_bounds_test
...using GL_ARB_draw_elements_base_vertex
...using GL_ARB_map_buffer_range
...using GL_ARB_sync
...using GL_EXT_direct_state_access
Couldn't find proc address for: glTexMultiSubImage2DAMD
Couldn't find proc address for: glCompressedTexMultiSubImage2DAMD
Couldn't find proc address for: glGetMultiQueryObjectuivAMD
X..GL_ARB_debug_output not found
ShowGameWindow: (0, 0) 1280 x 1024, full screen
31 milliseconds to open 44 pages files
OpenCachedPagesFile: h:\Program Files\rage\virtualtextures\_vmtr.pages
OpenInstalledCachedPagesFile: h:\Program Files\rage\virtualtextures\_vmtr.pages
21 pages locked in h:\Program Files\rage\virtualtextures\_vmtr.pages
0.1 seconds for FinishFeedback()
PHYSICAL_PAGES_POOL_UNIQUE
------------------------
total&&:& & 1
locked :& & 0
current:& & 0
free& &:& & 1
100 % empty hash table entries
& &0 % pages 0 steps down the hash chain
& &0 % pages 1 step down the hash chain
& &0 % pages 2 steps down the hash chain
& &0 % pages & 2 steps down the hash chain
------------------------
PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY
------------------------
total&&:& & 1
locked :& & 0
current:& & 0
free& &:& & 1
100 % empty hash table entries
& &0 % pages 0 steps down the hash chain
& &0 % pages 1 step down the hash chain
& &0 % pages 2 steps down the hash chain
& &0 % pages & 2 steps down the hash chain
------------------------
PHYSICAL_PAGES_POOL_UNIQUE_DIFFUSE_ONLY2
------------------------
total&&:& & 1
locked :& & 0
current:& & 0
free& &:& & 1
100 % empty hash table entries
& &0 % pages 0 steps down the hash chain
& &0 % pages 1 step down the hash chain
& &0 % pages 2 steps down the hash chain
& &0 % pages & 2 steps down the hash chain
------------------------
0.1 seconds to load and lock 0 pages
S &&1 linr DXT5&&clmp 16384k& && &0k&&_physicalvmtrpages1
S &&1 linr DXT1&&clmp&&8192k& && &0k&&_physicalvmtrpages0
S &&1 linr DXT5&&clmp 16384k& && &0k&&_physicalvmtrpages2
S&&128&&128&&1 linr DXT5&&clmp& & 16k& && &0k&&_physicaluniquepages1
S&&128&&128&&1 linr DXT1&&clmp& &&&8k& && &0k&&_physicaluniquepages0
S&&128&&128&&1 linr DXT5&&clmp& & 16k& && &0k&&_physicaluniquepages2
S&&128&&128&&1 linr DXT5&&clmp& & 16k& && &0k&&_physicaluniquediffuseonlypages1
S&&128&&128&&1 linr DXT5&&clmp& & 16k& && &0k&&_physicaluniquediffuseonly2pages1
vmtr path: h:\Program Files\rage/virtualtextures/_vmtr.vmtr
num vmtrs: 0
virtual texture 1:
S&&512&&512 10 nmn&&RG& & clmp& &682k& && &0k&&_vmtrpagetable
Page file: h:\Program Files\rage\virtualtextures\_vmtr.pages
header.magic: 0x
header.pagesWide:&&512
header.numLevels:& &10
header.layoutVersion:& & 0
header.diskOffsetScale:& & 2
cacheLineForPage table not loaded
Pages resident per level:& &0& &0& &0& &0& &0& &0& &0&&14& &4& &1
Pages resident: 19
Pages locked: 19
0.7 total megs of page table images
----- Initializing Sound System ------
&&0: Realtek HD Audio output
& &&&2 channels, 44100 Hz
& &&&Front Left and Front Right
& &&&Default Console Device, Multimedia Device, Communications Device, and Game Device
Using device 0
sound system initialized.
--------------------------------------
----- Initializing Decls -----
117 types, 0 declSource
------------------------------
Initializing class hierarchy
PATCH: strings/english.lang
Reading strings/english.lang as UTF-8
7843 strings read
------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
0.0 seconds to read 13304k table header
Resources skipped by layer tests: 0
Load 481 resources using 492 of 74696 total resource files, 0 streamed
LoadNamedResourceBlock: Num network resources: 481, checksum:
--------- EndBackgroundLoads() ----------
IO: 6 seeks, 9 reads,& &1MB,&&32.8MB/s
Read& && & sleep msec:& &&&0
Decompress sleep msec:& &&&0
Foreground sleep msec:& & 10
Total& && && && &msec:& &135
0.3 seconds to preload resources
Start time of bink logo video in ms: 2736
Couldn't create FileCacheHeader.bin
16.8 seconds to read 13304k table header
Resources skipped by layer tests: 0
Load 7828 resources using 7604 of 74696 total resource files, 0 streamed
PATCH: generated/textures/fonts/idakagi_semibold/48.bimage
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_03_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_03_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_04.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_04.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_01.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_01.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_01_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_01_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_02.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_02.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/heroic_03.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/heroic_03.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_01_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_01_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/outsider_02_a.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/outsider_02_a.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_02.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_02.bmvtr
PATCH: compressed/sound/vo/english/wasteland1/wellspring/settler_01/accepted_03.idmsa
PATCH: generated/voicetrack/english/wasteland1/wellspring/settler_01/accepted_03.bmvtr
PATCH: compressed/sound/vo/english/ai/jackals/enemy_sighted_03_a.idmsa
PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_01.idmsa
PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_02.idmsa
PATCH: compressed/sound/vo/english/ai/wasted/screaming_fire_death_03.idmsa
PATCH: generated/models/vehicles/class2/gibs/buggy_gib.dmodel
PATCH: generated/decls/entityDef/projectile_ent/vehicle/stickybomb.decl
PATCH: generated/decls/material/textures/guis/default/guicursor_arrow.decl
PATCH: generated/decls/material/textures/guis/default/guicursor_hand.decl
PATCH: generated/decls/entityDef/projectile_ent/vehicle/ai/stickybomb.decl
PATCH: generated/decls/credits/credits.decl
PATCH: generated/decls/material/fonts/idakagi_semibold/48.tga.decl
PATCH: fonts/idakagi_semibold/48.dat
PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher5.decl
PATCH: generated/decls/job/jobs/dynamic/wasteland1/dc/scorcher6.decl
PATCH: generated/decls/job/jobs/wasteland1/wellspring/talk_to_sally.decl
PATCH: generated/decls/job/jobs/wasteland2/subwaytown/talk_to_brick.decl
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/lost_lead_a.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_a.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/taken_lead_b.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead.idmsa
PATCH: compressed/sound/vo/english/multiplayer/announcements_x/tied_lead_a.idmsa
PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/lost_lead_a.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_b.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/taken_lead_a.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead.bmvtr
PATCH: generated/voicetrack/english/multiplayer/announcements_x/tied_lead_a.bmvtr
LoadNamedResourceBlock: Num network resources: 7828, checksum: -
--------- EndBackgroundLoads() ----------
IO: 0 seeks, 407 reads,&&27MB,&&34.7MB/s
Read& && & sleep msec:& &&&0
Decompress sleep msec:& &&&0
Foreground sleep msec:& & 10
Total& && && && &msec:&&4651
21.6 seconds to preload resources
PATCH: generated/decls/renderProg/feedbackresolve.decl
PATCH: generated/decls/renderParm/feedbackcolormap.decl
While compiling fragment program feedbackresolve from feedbackresolve
-----------------
&&1: #version 150
&&3: void clip( float v ) { if ( v & 0.0 ) { } }
&&4: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { } }
&&5: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { } }
&&6: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { } }
&&8: float saturate( float v ) { return clamp( v, 0.0, 1.0 ); }
&&9: vec2 saturate( vec2 v ) { return clamp( v, 0.0, 1.0 ); }
10: vec3 saturate( vec3 v ) { return clamp( v, 0.0, 1.0 ); }
11: vec4 saturate( vec4 v ) { return clamp( v, 0.0, 1.0 ); }
13: vec4 tex2D( sampler2D sampler, vec2 texcoord ) { return texture( sampler, texcoord.xy ); }
14: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord ) { return vec4( texture( sampler, texcoord.xyz ) ); }
16: vec4 tex2D( sampler2D sampler, vec2 texcoord, vec2 dx, vec2 dy ) { return textureGrad( sampler, texcoord.xy, dx, dy ); }
17: vec4 tex2D( sampler2DShadow sampler, vec3 texcoord, vec2 dx, vec2 dy ) { return vec4( textureGrad( sampler, texcoord.xyz, dx, dy ) ); }
19: vec4 texCUBE( samplerCube sampler, vec3 texcoord ) { return texture( sampler, texcoord.xyz ); }
20: vec4 texCUBE( samplerCubeShadow sampler, vec4 texcoord ) { return vec4( texture( sampler, texcoord.xyzw ) ); }
22: vec4 tex1Dproj( sampler1D sampler, vec2 texcoord ) { return textureProj( sampler, texcoord ); }
23: vec4 tex2Dproj( sampler2D sampler, vec3 texcoord ) { return textureProj( sampler, texcoord ); }
24: vec4 tex3Dproj( sampler3D sampler, vec4 texcoord ) { return textureProj( sampler, texcoord ); }
26: vec4 tex1Dbias( sampler1D sampler, vec4 texcoord ) { return texture( sampler, texcoord.x, texcoord.w ); }
27: vec4 tex2Dbias( sampler2D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xy, texcoord.w ); }
28: vec4 tex3Dbias( sampler3D sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
29: vec4 texCUBEbias( samplerCube sampler, vec4 texcoord ) { return texture( sampler, texcoord.xyz, texcoord.w ); }
31: vec4 tex1Dlod( sampler1D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.x, texcoord.w ); }
32: vec4 tex2Dlod( sampler2D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xy, texcoord.w ); }
33: vec4 tex3Dlod( sampler3D sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
34: vec4 texCUBElod( samplerCube sampler, vec4 texcoord ) { return textureLod( sampler, texcoord.xyz, texcoord.w ); }
36: uniform vec4 _fa_ ;
37: uniform sampler2DMS samp_
39: in vec4 vofi_TexCoord0;
41: out vec4 out_FragC
43: void main() {
44:& & vec2 texcoord = vofi_TexCoord0.xy * vec2( 1.0 / _fa_.z, 1.0 / _fa_.w );
45:& & ivec2 texcoordi = ivec2( texcoord.x, texcoord.y );
46:& & out_FragColor = texelFetch( samp_feedbackcolormap, texcoordi.xy, 0 );
-----------------
0(46) : error C1115: unable to find compatible overloaded function &texelFetch(sampler2DMS, ivec2, int)&
? @ 0x00699ad4(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x00699c4c(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x0057cd77(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x0057cdbb(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x0053ab9e(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x0061fce1(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x0047fb81(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x00439f0a(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x005e0af0(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x00bbb92c(&&) +&&bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x7c817077(&&) +&&bytes () : RegisterWaitForInputIdle(&&)
ERROR: Failed to compile render prog feedbackresolve from feedbackresolve
Dumped console text to C:\Documents and Settings\YuriX\My Documents\My Games\id Software\Rage\base\ErrorLog_12-17--37am.txt.
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...releasing DC
...destroying window
***************************
Failed to compile render prog feedbackresolve from feedbackresolve
***************************
咱的报错,进游戏就出……咱是N卡……更新了所有驱动和运行库还是报这个……是说被彻底抛弃了么{:2:}
求解.我一进就说已经停止工作是什么意思?
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