25-01-2020, 19:44
Witam,
kazaliście mi wypakować i spakować moda do folderu mod. nie ma już tego błędu ale nadal istnieje ten błąd z kursorem
Pomóżcie mi.
kazaliście mi wypakować i spakować moda do folderu mod. nie ma już tego błędu ale nadal istnieje ten błąd z kursorem
Kod:
******** : log created on : Saturday January 25 2020 @ 18:42:31
18:42:31 : [sys] running on x86 / Unknown (version 6.2) /
18:42:31 : [sys] DirectX version : 4.09.00.0904
18:42:31 : [cpu] GenuineIntel [Intel(R) Core(TM) i5-8400 CPU @ 2.80GHz] at ~2808MHz.
18:42:31 : [cpu] Features utilized: fpu cmov mmx sse sse2.
18:42:31 : [sys] using QPC / HPET timer (thread affinity: 1), frequency 10000000Hz
18:42:31 : physical memory detected (2097151K/2097151K)
18:42:31 : virtual memory detected (2097024K/2013308K)
18:42:31 : Trying to allocate memory pool (409600K)
18:42:31 : [zipfs] base.scs: mounted ok, 9329 entries [crc_0x7552c2b2]
18:42:31 : [ufs] registered symlink from /custom_build/pl_pl to /
18:42:31 : [zipfs] <mem-addr-file>: mounted ok, 11 entries [crc_0x3255d075]
18:42:31 : [ufs] Home directory: 'C:/Users/LEGION/Documents/Euro Truck Simulator'.
18:42:31 : Mounting extra package: C:/Users/LEGION/Documents/Euro Truck Simulator/mod/zzzzzzzz.scs
18:42:31 : [zipfs] C:/Users/LEGION/Documents/Euro Truck Simulator/mod/zzzzzzzz.scs: mounted ok, 19 entries [crc_0x1dba8a09]
18:42:31 : exec /home/config.cfg
18:42:31 : [sys] Executing /home/config.cfg ...
18:42:31 : uset g_minicon "0"
18:42:31 : uset g_console "1"
18:42:31 : uset g_trackir "1"
18:42:31 : uset g_developer "1"
18:42:31 : uset g_save_idx "1"
18:42:31 : uset g_mouse_control "0"
18:42:31 : uset g_steering_func_param "0.0"
18:42:31 : uset g_joy_axis_brake_dz "0.0"
18:42:31 : uset g_joy_axis_brake "7"
18:42:31 : uset g_joy_ff_gain "1.0"
18:42:31 : uset g_joy_axis_throttle_dz "0.0"
18:42:31 : uset g_joy_axis_throttle "7"
18:42:31 : uset g_joy_axis_ff "0"
18:42:31 : uset g_joy_axis_combine "0"
18:42:31 : uset g_joy_axis_steer_sens "0.6"
18:42:31 : uset g_joy_axis_steer_dz "0.0"
18:42:31 : uset g_joy_axis_steer "7"
18:42:31 : uset g_tutorial "1"
18:42:31 : uset g_job_sort "0"
18:42:31 : uset g_gauges "1"
18:42:31 : uset g_mirrors "1"
18:42:31 : uset g_fatigue "1"
18:42:31 : uset g_police "1"
18:42:31 : uset g_subtitles "0"
18:42:31 : uset g_quality "2"
18:42:31 : uset g_reflection "1"
18:42:31 : uset g_atrans "1"
18:42:31 : uset g_flyspeed "100.0"
18:42:31 : uset g_lang "pl_pl"
18:42:31 : uset g_colbox "0"
18:42:31 : uset r_gamma "1.0"
18:42:31 : uset r_path "3"
18:42:31 : uset r_msaa "4"
18:42:31 : uset r_fullscreen "0"
18:42:31 : uset r_mode "1680x1050x32x0"
18:42:31 : uset r_device "gl"
18:42:31 : uset r_driver "gl"
18:42:31 : uset g_texture_usage_stats "0"
18:42:31 : uset g_fps "0"
18:42:31 : uset ds8_mix_channels "2"
18:42:31 : uset ds8_mix_depth "16"
18:42:31 : uset ds8_mix_rate "44100"
18:42:31 : uset ds8_reverse_stereo "0"
18:42:31 : uset s_acceleration "0"
18:42:31 : uset s_mix_channels "2"
18:42:31 : uset s_mix_depth "16"
18:42:31 : uset s_mix_rate "44100"
18:42:31 : uset s_sfx_enabled "1"
18:42:31 : uset s_music_enabled "1"
18:42:31 : uset s_sfx_volume "1.0"
18:42:31 : uset s_music_volume "1.0"
18:42:31 : uset s_reverse_stereo "0"
18:42:31 : uset s_device "ds8"
18:42:31 : uset r_vsync "1"
18:42:31 : uset r_quirks "0"
18:42:31 : uset r_anisotropy_factor "0.5"
18:42:31 : uset r_texture_detail "0"
18:42:31 : uset i_force_gain "1.0"
18:42:31 : uset i_feedback "1"
18:42:31 : uset i_joystick2 "-1"
18:42:31 : uset i_joystick1 "-1"
18:42:31 : uset i_deadzone "0.0"
18:42:31 : uset i_device "di8"
18:42:31 : uset m_invert "0"
18:42:31 : uset m_sensitivity "0.33"
18:42:31 : uset m_filter "0"
18:42:31 : Euro Truck Simulator init ver.1.3 (rev. 26206)
18:42:32 : [gl] ICD OpenGL driver detected.
18:42:32 : [gl] driver: GeForce GTX 1050/PCIe/SSE2
18:42:32 : [gl] vendor: NVIDIA Corporation
18:42:32 : [gl] version: 4.6.0 NVIDIA 436.50
18:42:32 : [gl] GL extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc 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_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_multisample_blit_scaled 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_multiview_texture_multisample GL_EXT_multiview_timer_query GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 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_dxt1 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_filter_minmax 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_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap_triangles GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment 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_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_stereo_view_rendering GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit 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_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_linked_gpu_multicast GL_NV_gpu_multicast GL_NVX_gpu_multicast2 GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 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
18:42:32 : [gl] GL_max_texture_size: 32768
18:42:32 : [gl] taking advantage of 'GL_ARB_multitexture'
18:42:32 : [gl] Sampler count: 4
18:42:32 : [gl] taking advantage of 'GL_ARB_fragment_program'
18:42:32 : [gl] taking advantage of 'GL_ARB_texture_mirrored_repeat'
18:42:32 : [gl] taking advantage of 'GL_ARB_texture_border_clamp'
18:42:32 : [gl] taking advantage of 'GL_ARB_texture_compression'
18:42:32 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
18:42:32 : [gl] taking advantage of 'GL_ARB_texture_cube_map'
18:42:32 : [gl] taking advantage of 'GL_ARB_texture_env_crossbar'
18:42:32 : [gl] taking advantage of 'GL_ARB_texture_env_combine'
18:42:32 : [gl] taking advantage of 'GL_ARB_texture_rectangle'
18:42:32 : [gl] taking advantage of 'GL_ARB_transpose_matrix'
18:42:32 : [gl] taking advantage of 'GL_ARB_vertex_buffer_object'
18:42:32 : [gl] taking advantage of 'GL_ARB_vertex_program'
18:42:32 : [gl] Vertex attribute count: 16
18:42:32 : [gl] taking advantage of 'GL_ARB_shader_objects'
18:42:32 : [gl] taking advantage of 'GL_ARB_vertex_shader'
18:42:32 : [gl] taking advantage of 'GL_ARB_fragment_shader'
18:42:32 : [gl] taking advantage of 'GL_ATI_draw_buffers'
18:42:32 : [gl] taking advantage of 'GL_EXT_blend_color'
18:42:32 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
18:42:32 : [gl] taking advantage of 'GL_EXT_draw_range_elements'
18:42:32 : [gl] taking advantage of 'GL_EXT_rescale_normal'
18:42:32 : [gl] taking advantage of 'GL_EXT_secondary_color'
18:42:32 : [gl] taking advantage of 'GL_EXT_separate_specular_color'
18:42:32 : [gl] taking advantage of 'GL_EXT_texture3D'
18:42:32 : [gl] taking advantage of 'GL_EXT_texture_edge_clamp'
18:42:32 : [gl] taking advantage of 'GL_EXT_texture_env_add'
18:42:32 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
18:42:32 : [gl] Max anisotropy factor: 16
18:42:32 : [gl] taking advantage of 'GL_NV_register_combiners'
18:42:32 : [gl] taking advantage of 'GL_NV_register_combiners2'
18:42:32 : [gl] taking advantage of 'GL_NV_texture_env_combine4'
18:42:32 : [gl] taking advantage of 'GL_NV_texture_shader'
18:42:32 : [gl] taking advantage of 'GL_NV_texture_shader2'
18:42:32 : [gl] taking advantage of 'GL_NV_texture_shader3'
18:42:32 : [gl] taking advantage of 'GL_NV_fragment_program'
18:42:32 : [gl] taking advantage of 'GL_NV_fragment_program_option'
18:42:32 : [gl] taking advantage of 'GL_NV_fragment_program2'
18:42:32 : [gl] taking advantage of 'GL_NV_vertex_program'
18:42:32 : [gl] taking advantage of 'GL_NV_vertex_program2'
18:42:32 : [gl] taking advantage of 'GL_NV_vertex_program2_option'
18:42:32 : [gl] taking advantage of 'GL_NV_vertex_program3'
18:42:32 : [gl] taking advantage of 'GL_SGIS_generate_mipmap'
18:42:32 : [gl] taking advantage of 'WGL_ARB_extensions_string'
18:42:32 : [gl] WGL extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
18:42:32 : [gl] taking advantage of 'WGL_EXT_swap_control'
18:42:32 : [gl] taking advantage of 'WGL_ARB_pixel_format'
18:42:32 : [gl] taking advantage of 'WGL_ARB_pbuffer'
18:42:32 : [gl] taking advantage of 'WGL_ARB_render_texture'
18:42:32 : [gl] taking advantage of 'WGL_NV_render_texture_rectangle'
18:42:32 : [gl] taking advantage of 'GL_ARB_multisample'
18:42:33 : [gl] Detected support for 16x anti-aliasing.
18:42:33 : [gl] Detected support for 8x anti-aliasing.
18:42:33 : [gl] Detected support for 4x anti-aliasing.
18:42:33 : [gl] Detected support for 2x anti-aliasing.
18:42:33 : [gl-quirk] Enabling workaround for alpha-testing overoptimization.
18:42:33 : Rendering path available: GL1X
18:42:33 : Rendering path available: ARB1
18:42:33 : Rendering path available: NV1X
18:42:33 : Rendering path available: NV2X
18:42:33 : Rendering path available: NV3X
18:42:33 : Rendering path available: NV4X
18:42:33 : Rendering path available: ARB2
18:42:33 : Rendering path available: GL2X
18:42:33 : [dx9] Direct3D9Ex detected.
18:42:33 : [dx9] Number of adapters found: 1
18:42:33 : [dx9] Adapter #0: NVIDIA GeForce GTX 1050 (nvldumd.dll) [driver version: 26.21.14.3650]
18:42:33 : Rendering path available: SM2X
18:42:33 : Rendering path available: SM3X
18:42:33 : [gl] SetPixelFormat: OK (41, color 32 bits, depth 24 bits).
18:42:33 : [gl] wglCreateContext: OK
18:42:33 : [gl] OpenGL framebuffer context init OK
18:42:33 : [gfx] Created drawable (/procedural/dashboard.tobj)
18:42:33 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
18:42:33 : [gfx] Created drawable (/procedural/generic_env.tobj)
18:42:33 : [gfx] Created drawable (/procedural/water_env.tobj)
18:42:33 : [snd] select device (ds8)
18:42:33 : [ds8] Available device : Podstawowy sterownik dźwięku ().
18:42:33 : [ds8] Available device : Głośniki (Realtek(R) Audio) ({0.0.0.00000000}.{57288a31-3b4d-4530-be10-87904d4dbafd}).
18:42:33 : [ds8] Initialization OK.
18:42:33 : [unit] File '/system/ui/pointer/main.sii', line 6:
18:42:33 : [unit] The unit '_nameless.27F4.1778' of type 'ui::window' has no attribute named 'keep_aspect'.
18:42:33 : load_unit_tree() - Failed to load unit tree from file (/system/ui/pointer/main.sii)
18:42:33 : g_ui_recache
18:42:33 : exit
18:42:33 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
18:42:33 : Loading city data ....
18:42:33 : Loading country data ....
18:42:33 : Loading cargo data ....
18:42:34 : ui t console:system_02
18:42:36 : ui t console:system_02
18:42:53 : ui t console:system_02
18:42:54 : ui t console:system_02
18:42:54 : ui t console:system_02
18:42:55 : ui t console:system_02
18:42:55 : ui t console:system_02
18:42:55 : game
18:42:56 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
18:42:56 : Loading resource server data ....
18:42:56 : Loading road data ....
18:42:56 : Loading terrain data ....
18:42:56 : Loading railing data ....
18:42:56 : Loading building data ....
18:42:56 : Loading model data ....
18:42:56 : Loading prefab data ....
18:42:56 : Loading sign data ....
18:42:56 : Loading traffic lights data ....
18:42:56 : Loading vegetation data ....
18:42:56 : Loading hinges data ....
18:42:56 : Loading stamp data ....
18:42:56 : Loading movers data ....
18:42:56 : Loading animated models ....
18:42:56 : Loading ferries ....
18:42:56 : Loading city data ....
18:42:56 : Loading cargo data ....
18:42:56 : Loading company data ....
18:42:56 : Loading country data ....
18:43:04 : Map successfully loaded ....
18:43:04 : Starting the campaign ...
18:43:56 : exit
18:43:56 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
18:43:56 : Loading city data ....
18:43:56 : Loading country data ....
18:43:56 : Loading cargo data ....
18:43:58 : quit
18:43:58 : [gfx] Destroying drawable (/procedural/dashboard.tobj)
18:43:58 : [gfx] Destroying drawable (/procedural/water_env.tobj)
18:43:58 : [gfx] Destroying drawable (/procedural/generic_env.tobj)
18:43:58 : [gfx] Destroying drawable (/procedural/vehicle_env.tobj)
18:43:58 : [gl] Context shutdown
18:43:58 : [sys] process shutdown
Pomóżcie mi.
Mój Komputer to:
1) CPU
a)AMD Ryzen 5 3600 6-core Procesor (3.60 Ghz)
2) Ram: 16 GB
3) karty graficzne
b) NVIDIA GeForce GTX1660 Super
pora ruszyć w drogę!
1) CPU
a)AMD Ryzen 5 3600 6-core Procesor (3.60 Ghz)
2) Ram: 16 GB
3) karty graficzne
b) NVIDIA GeForce GTX1660 Super
pora ruszyć w drogę!