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FastGarry
Сообщение  04 Авг 2007, 20:30  Ссылка : Ответить с цитатой
Возраст: 35 Пол: Мужской  Доверенный пользователь
C нами с 12.08.2006
Репутация: 213.9



F.A.Q.
  • com_AllowConsole 1
    com_SkipIntroVideo 1

    These two just allow the console to work and skips the logo videos.
    vt_qualityhdplossless 1
    vt_qualityhdppower 0
    vt_qualityhdpspecular 0
    vt_qualityhdpnormal 0
    vt_qualityhdpdiffuse 0
    vt_qualitydctpower 100
    vt_qualitydctspecular 100
    vt_qualitydctnormal 100
    vt_qualitydctchroma 100
    vt_qualitydctluma 100
    These set overall quality level, lower on the HDP and higher (percentage) on the DCT with lossless support. (However the textures are what they are so you can’t expect miracles.)
    vt_usecudatranscode 2
    This is the CUDA function but 2 enables all of it not just smart mode.
    vt_maxppf 1024
    vt_maxlockedpages 256
    These are what I’m struggling with now, a value of 2048 and 1024 respectively will cut down texture streaming to less than a second but will also cause possible glitches and stability problems so I’m testing various compromises here.(This is the number of paged\cached megatexture pages or what to call them.)
    vt_pageimagesizeuniquediffuseonly2 8192
    vt_pageimagesizeuniquediffuseonly 8192
    vt_pageimagesizeunique 8192
    vt_pageimagesizevmtr 8192
    This is max texture resolution, again the textures are what they are and you can not get them to be better than that other than with some small tricks.
    vt_minlod -1
    Slightly negative LOD for a sharper image
    vt_uncompressedvmtr 1
    vt_uncompressedphysicalimages 1
    vt_vmtrcompression none
    Use uncompressed data (If available, it’s not.) instead of compressed and compression method. (Tab two times will cycle compression levels, that’s also how I found the CUDA = 2 thing.)
    vt_maxaniso 16
    Tell the megatextures to use full 16x AF filtering instead of 2x, sharper unless forced via CCC / NVCP already.
    vt_restart
    Change anything with the virtual textures / vt and you’ll need to restart them, best is to execute the config (exec rageconfig.cfg for example.) in the main menu.
    More Tips:

    PC gamers who want to change FOV, all they need to do is add "+cvaradd g_fov 20" command to RAGE's launch option. By adding this players are telling the game to run at its default FOV that is increased by 20 degrees. The default FOV is 80, and so if player add 20, they will get a FOV of 100. Players can lower the number to find their sweet spot.

    In addition to this, players can edit "render_controls.xml" file, which is located at "C:\Users\[username]\AppData\Local\LAG\data\settings" folder. By editing this file, players can easily turn on and off SSAO, Depth of Field, and other graphical options with simple "TRUE/FALSE" value.
    —————————————————————————————-

    прописывать их \Rage\base\rageconfig.cfg файл создавать самому

  • Создаем rageconfig.cfg в Rage/base/ и добавляем следующее:


    seta com_videoRam "1024" //sets the Video Card memory Set this to the amount you have in MB
    seta com_maxfps "60" //limits the frames to 60 can be changed to what you desire
    seta image_anisotropy "16" //Using the highest setting here but you can set as 2, 4 or 8
    seta image_usecompression 0
    seta image_filter "GL_LINEAR_MIPMAP_LINEAR" //filtering for light maps
    seta image_preload "1" //Use preload images when ever possible
    seta image_lodbias "-1" //LoD settings
    seta image_ignoreHighQuality "0" //Sets up for using HQ gfx
    seta image_ignoreLowQuality "1" //ignores the low textures
    seta image_useCache "1" //Enabled Cache to allow the textures to load properly without popping
    seta image_cacheMegs "125" //Cache size in Megabytes
    seta image_cacheMinK "50" //Cache minimum size in kilobytes
    seta r_swapInterval 1 //VSYNC 1 enabled, 0 diabled
    seta r_useHighQualityPostProcess "1" //Fore High Quality post proccessing
    seta r_shadowsHighQuality "1" //Fore High Quality shadows
    seta r_displayRefresh "0" //keep it so the engine doesn't double render a frame
    seta r_renderer "best" //highest rendering options
    seta r_multiSamples 8" //Set this to 16 or 8 if you're having low-fps as 32 is the Max Multi-sampling
    seta r_useHBAO "1"
    seta r_useRenderThread "0" // 0 Disable or 1 Enable threaded rendering useful for newer cards to increase performance.
    seta r_visDistMult "1"
    seta r_useMotionBlur "1" //use blur
    seta r_skipBump "0"
    seta r_skipSpecular "0"
    seta r_skipNewAmbient "0"
    seta r_shadows "1"
    seta r_cgFragmentProfile "best"
    seta r_cgVertexProfile "best"
    seta vt_lodBias "-1" //LoD settings
    //below is cache settings
    seta vt_pageimagesizeuniquediffuseonly2 "8192"
    seta vt_pageimagesizeuniquediffuseonly "8192"
    seta vt_pageimagesizeunique "8192"
    seta vt_pageimagesizevmtr "8192"

    seta com_videoRam "1024" //sets the Video Card memory Set this to the amount you have in MB
    seta com_maxfps "60" //limits the frames to 60 can be changed to what you desire
    seta image_anisotropy "8" //Using the highest setting here but you can set as 2, 4 or 8
    seta image_usecompression 0
    seta image_filter "GL_LINEAR_MIPMAP_LINEAR" //filtering for light maps
    seta image_preload "1" //Use preload images when ever possible
    seta image_lodbias "-1" //LoD settings
    seta image_ignoreHighQuality "0" //Sets up for using HQ gfx
    seta image_ignoreLowQuality "1" //ignores the low textures
    seta image_useCache "1" //Enabled Cache to allow the textures to load properly without popping
    seta image_cacheMegs "125" //Cache size in Megabytes
    seta image_cacheMinK "50" //Cache minimum size in kilobytes
    seta r_swapInterval 1 //VSYNC 1 enabled, 0 diabled
    seta r_useHighQualityPostProcess "1" //Fore High Quality post proccessing
    seta r_shadowsHighQuality "1" //Fore High Quality shadows
    seta r_displayRefresh "0" //keep it so the engine doesn't double render a frame
    seta r_renderer "best" //highest rendering options
    seta r_multiSamples "8" //Set this to 16 or 8 if you're having low-fps as 32 is the Max Multi-sampling
    seta r_useHBAO "1"
    seta r_useRenderThread "0" // 0 Disable or 1 Enable threaded rendering useful for newer cards to increase performance.
    seta r_visDistMult "1"
    seta r_useMotionBlur "1" //use blur
    seta r_skipBump "0"
    seta r_skipSpecular "0"
    seta r_skipNewAmbient "0"
    seta r_shadows "1"
    seta r_cgFragmentProfile "best"
    seta r_cgVertexProfile "best"
    seta vt_lodBias "-1" //LoD settings
    //below is cache settings
    seta vt_pageimagesizeuniquediffuseonly2 "8192"
    seta vt_pageimagesizeuniquediffuseonly "8192"
    seta vt_pageimagesizeunique "8192"
    seta vt_pageimagesizevmtr "8192"

    seta com_videoRam "1024" //sets the Video Card memory Set this to the amount you have in MB
    seta com_maxfps "60" //limits the frames to 60 can be changed to what you desire
    seta image_anisotropy "8" //Using the highest setting here but you can set as 2, 4 or 8
    seta image_usecompression 0
    seta image_filter "GL_LINEAR_MIPMAP_LINEAR" //filtering for light maps
    seta image_preload "1" //Use preload images when ever possible
    seta image_lodbias "-1" //LoD settings
    seta image_ignoreHighQuality "1" //Sets up for using HQ gfx
    seta image_ignoreLowQuality "0" //ignores the low textures
    seta image_useCache "1" //Enabled Cache to allow the textures to load properly without popping
    seta image_cacheMegs "125" //Cache size in Megabytes
    seta image_cacheMinK "50" //Cache minimum size in kilobytes
    seta r_swapInterval 1 //VSYNC 1 enabled, 0 diabled
    seta r_useHighQualityPostProcess "1" //Fore High Quality post proccessing
    seta r_shadowsHighQuality "0" //Fore High Quality shadows
    seta r_displayRefresh "0" //keep it so the engine doesn't double render a frame
    seta r_renderer "best" //highest rendering options
    seta r_multiSamples "4" //Set this to 16 or 8 if you're having low-fps as 32 is the Max Multi-sampling
    seta r_useHBAO "1"
    seta r_useRenderThread "0" // 0 Disable or 1 Enable threaded rendering useful for newer cards to increase performance.
    seta r_visDistMult "1"
    seta r_useMotionBlur "1" //use blur
    seta r_skipBump "0"
    seta r_skipSpecular "0"
    seta r_skipNewAmbient "0"
    seta r_shadows "1"
    seta r_cgFragmentProfile "best"
    seta r_cgVertexProfile "best"
    seta vt_lodBias "-1" //LoD settings
    //below is cache settings
    seta vt_pageimagesizeuniquediffuseonly2 "8192"
    seta vt_pageimagesizeuniquediffuseonly "8192"
    seta vt_pageimagesizeunique "8192"
    seta vt_pageimagesizevmtr "8192"

    Обратите внимание, что у всех конфигов видеопамять 1024мб стоит.
    И после // удалить не забудьте.


    После этого прописать в консоли(~): vt_maxPPF 16.
  • How To Unlock Rage's High Resolution Textures With A Few Simple Tweaks ( High-end , Mid-end ,Low-end systems)

  • FIX для видекарт ATI ( Windows 7)

  • Правильный русификатор (без хрипов)

  • Полезный F.A.Q. на Игромании

Патчи

Патч #1


Последний раз редактировалось: FastGarry (03 Авг 2008, 20:51), всего редактировалось 3 раз(а)

_____________________________
Gameblog
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Гладиатр555
Сообщение  09 Окт 2011, 13:41  Ссылка : Ответить с цитатой
Возраст: 54 Пол: Мужской 
C нами с 20.08.2007
Репутация: 68.7

эту проблему должен исправить патч 1.1,который якобы качаетIrufushi, хотя этот патч ещё даже не вышел,но если я ошибаюсь то ссылочку дайте=)
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Neorus
Сообщение  09 Окт 2011, 13:49  Ссылка : Ответить с цитатой
Возраст: 45 Пол: Мужской 
C нами с 11.03.2011
Репутация: 47.6

Патч еще не вышел, неизвестно кто там и что качает. Подождем патча, а то так играть не возвожно.
В начало
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Irufushi
Сообщение  09 Окт 2011, 13:53  Ссылка : Ответить с цитатой
Возраст: 35 Пол: Мужской  Доверенный пользователь
C нами с 27.12.2009
Репутация: 128.5

Neorus писал(а):
Проблема в графике, все мелькает , и текстуры не сразу прорисовываются, не вызывается консоль. Видеокарта Radeon HD 6950 1Gb. Идет все плавно.

Вы сами поняли что написали? Сначала пишите, что все мелькает, потом что идет все гладко Весело

Добавлено спустя 1 минуту 31 секунду:

Гладиатр555 писал(а):
хотя этот патч ещё даже не вышел

Neorus писал(а):
Патч еще не вышел, неизвестно кто там и что качает. Подождем патча, а то так играть не возвожно.

посмеялся Смешно если что, с STEAM игры сами обновляются Подмигивание

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Гладиатр555
Сообщение  09 Окт 2011, 14:21  Ссылка : Ответить с цитатой
Возраст: 54 Пол: Мужской 
C нами с 20.08.2007
Репутация: 68.7

ну так надо писать что у вас лицензия
В начало
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Irufushi
Сообщение  09 Окт 2011, 14:26  Ссылка : Ответить с цитатой
Возраст: 35 Пол: Мужской  Доверенный пользователь
C нами с 27.12.2009
Репутация: 128.5

Гладиатр555 писал(а):
ну так надо писать что у вас лицензия

так надо читать предыдущие комменты то... если бы глаза подняли выше, увидели бы.

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Гладиатр555
Сообщение  09 Окт 2011, 14:29  Ссылка : Ответить с цитатой
Возраст: 54 Пол: Мужской 
C нами с 20.08.2007
Репутация: 68.7

всё увидел,спасибо за патч
В начало
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guffy
Сообщение  09 Окт 2011, 17:08  Ссылка : Ответить с цитатой
Возраст: 34 Пол: Мужской  Доверенный пользователь
C нами с 15.10.2007
Репутация: 83.3

Не могу выйти к фаникулёру из убежища призраков.Дохожу до того места где дефибрилятором себя оживил и всё.Подскажите пожалуста,как там выйти?
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arslanbek009
Сообщение  09 Окт 2011, 21:09  Ссылка : Ответить с цитатой
Возраст: 31 Пол: Мужской  Доверенный пользователь
C нами с 18.01.2010
Репутация: 59.7

как это открыть? все остальные открыл

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цц.JPG

цц.JPG - Просмотров: 66

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Бельфегор
Сообщение  09 Окт 2011, 21:42  Ссылка : Ответить с цитатой
Пол: Мужской 
C нами с 27.07.2008
Репутация: 89.2

кто нить может поделиться сейвами где не начинал миссии во втором городе (где литеть на воздушном шаре до него),а то вылез экран смерти у мну

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http://shchipanov.wix.com/mysite
В начало
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guffy
Сообщение  09 Окт 2011, 22:39  Ссылка : Ответить с цитатой
Возраст: 34 Пол: Мужской  Доверенный пользователь
C нами с 15.10.2007
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guffy писал(а):
Не могу выйти к фаникулёру из убежища призраков.Дохожу до того места где дефибрилятором себя оживил и всё.Подскажите пожалуста,как там выйти?

Люди ну что никто не поможет чтоли???? Грустно
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Gideon
Сообщение  09 Окт 2011, 23:03  Ссылка : Ответить с цитатой
Возраст: 35 Пол: Мужской 
C нами с 29.04.2006
Репутация: 88.5

Подсобите немного,установил и игру и патч и все время вылетает сообщение подобного рода Rage.1683.2 win-x86 Release Oct 7 2011 12:22:19
——— Initializing File System ———
Current search path:
C:/Users/Blood/Saved Games/id Software/Rage/base/
E:/games/Rage/base/
file system initialized.
BenchmarkGameData: ofs 0 and 0x1208090624x
117 microseconds
24589 microseconds
57816 microseconds
122712 microseconds
11444 microseconds
13289 microseconds
11586 microseconds
56095 microseconds
57675 microseconds
56026 microseconds
Average seek time without outliers: 36065 microseconds
fileBenchmarkImpliesGameIsOnHD: false
—————————————-
1 CPU package, 2 cores, 4 total logical processors
2261 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT & EM64T
32768 kB 1st level cache, 262144 kB 2nd level cache, 3145728 kB 3rd level cache
2992 MB System Memory
Winsock Initialized
Found interface: {25D32693-CE75-4C31-9224-1D6573D4533B} Broadcom NetLink (TM) Gigabit Ethernet - 0.0.0.0 NULL netmask - skipped
Found interface: {EEBAC3CB-78AD-452C-9333-744AE0316963} Microsoft Virtual WiFi Miniport Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {E82DA8F8-DAB8-4E6B-9778-5E7F982B082B} Atheros AR9285 Wireless Network Adapter - 192.168.1.3/255.255.255.0
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 )
execing 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) 1366 x 768, full screen
60 milliseconds to open 44 pages files
OpenCachedPagesFile: E:\games\Rage\virtualtextures\_vmtr.pages
OpenInstalledCachedPagesFile: E:\games\Rage\virtualtextures\_vmtr.pages
21 pages locked in E:\games\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 8192 8192 1 linr DXT5 clmp 65536k 0k _physicalvmtrpages1
S 8192 8192 1 linr DXT1 clmp 32768k 0k _physicalvmtrpages0
S 8192 8192 1 linr DXT5 clmp 65536k 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: E:\games\Rage/virtualtextures/_vmtr.vmtr
num vmtrs: 0

virtual texture 1:
S 512 512 10 nmn RG clmp 682k 0k _vmtrpagetable
Page file: E:\games\Rage\virtualtextures\_vmtr.pages
header.magic: 0x77339904
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: è®
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
1: Realtek Digital Output (Realtek High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
Using device 0
sound system initialized.
———————————————————
——- Initializing Decls ——-
117 types, 0 declSource
———————————————
Initializing class hierarchy
PATCH: strings/russian.lang
Reading strings/russian.lang as UTF-8
7852 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: 1659497286
————- EndBackgroundLoads() —————
IO: 6 seeks, 9 reads, 1MB, 8.0MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 60
Total msec: 200
0.3 seconds to preload resources
Start time of bink logo video in ms: 3615
Couldn't create FileCacheHeader.bin
16.9 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: 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/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: -1634345313
————- EndBackgroundLoads() —————
IO: 0 seeks, 407 reads, 27MB, 45.8MB/s
Read sleep msec: 0
Decompress sleep msec: 1
Foreground sleep msec: 110
Total msec: 4680
21.7 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
2:
3: void clip( float v ) { if ( v < 0.0 ) { discard; } }
4: void clip( vec2 v ) { if ( any( lessThan( v, vec2( 0.0 ) ) ) ) { discard; } }
5: void clip( vec3 v ) { if ( any( lessThan( v, vec3( 0.0 ) ) ) ) { discard; } }
6: void clip( vec4 v ) { if ( any( lessThan( v, vec4( 0.0 ) ) ) ) { discard; } }
7:
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 ); }
12:
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 ) ); }
15:
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 ) ); }
18:
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 ) ); }
21:
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 ); }
25:
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 ); }
30:
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 ); }
35:
36: uniform vec4 _fa_ [1];
37: uniform sampler2DMS samp_feedbackcolormap;
38:
39: in vec4 vofi_TexCoord0;
40:
41: out vec4 out_FragColor;
42:
43: void main() {
44: vec2 texcoord = vofi_TexCoord0.xy * vec2( 1.0 / _fa_[0 ].z, 1.0 / _fa_[0 ].w );
45: ivec2 texcoordi = ivec2( texcoord.x, texcoord.y );
46: out_FragColor = texelFetch( samp_feedbackcolormap, texcoordi.xy, 0 );
47: }
————————-
0(46) : error C1115: unable to find compatible overloaded function "texelFetch(sampler2DMS, ivec2, int)"

Rage.exe @ 0x00699ad4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x00699c4c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0057cd77( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0057cdbb( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0053ab9e( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0061fce1( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0047f9a4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0047fb81( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x00484754( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x00439f0a( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x005e0af0( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x00bbb92c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
kernel32.dll @ 0x760e1194( ) + bytes () : BaseThreadInitThunk( )
ntdll.dll @ 0x775bb3f5( ) + bytes () : RtlInitializeExceptionChain( )
ntdll.dll @ 0x775bb3c8( ) + bytes () : RtlInitializeExceptionChain( )
ERROR: Failed to compile render prog feedbackresolve from feedbackresolve
Dumped console text to C:\Users\Blood\Saved Games\id Software\Rage\base\ErrorLog_10-10-2011__00-02.txt.

idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...releasing DC
...destroying window

***************************
Failed to compile render prog feedbackresolve from feedbackresolve
***************************

_____________________________
FaTe is only in your hands!
В начало
Профиль : Фотоальбом : Личное Сообщение
Хытрый_Белк
Сообщение  10 Окт 2011, 0:39  Ссылка : Ответить с цитатой
Возраст: 40 Пол: Мужской 
C нами с 19.05.2006
Репутация: 78.6

Вообще не могу запустить игру((
и совместимость ставил и через админа!
нажимаю на ярлык и на раб.столе и из папки и не чего вообще не происходит не ошибок ничего!
посоветуйте что делать?

_____________________________
Грустной попой радостно не пукнешь
В начало
Профиль : Фотоальбом : Личное Сообщение
Бельфегор
Сообщение  10 Окт 2011, 0:59  Ссылка : Ответить с цитатой
Пол: Мужской 
C нами с 27.07.2008
Репутация: 89.2

репак пробывали установить?

_____________________________
http://shchipanov.wix.com/mysite
В начало
Профиль : Фотоальбом : Личное Сообщение : Сайт : SkypeID : ICQ
Gideon
Сообщение  10 Окт 2011, 2:19  Ссылка : Ответить с цитатой
Возраст: 35 Пол: Мужской 
C нами с 29.04.2006
Репутация: 88.5

Бельфегор, так репак и ставил.Я всеже думаю еще подождать до очередного патча № 2 Улыбочка

_____________________________
FaTe is only in your hands!
В начало
Профиль : Фотоальбом : Личное Сообщение
Бельфегор
Сообщение  10 Окт 2011, 8:12  Ссылка : Ответить с цитатой
Пол: Мужской 
C нами с 27.07.2008
Репутация: 89.2

не знаю у мну все норм,вида 7ка?

_____________________________
http://shchipanov.wix.com/mysite
В начало
Профиль : Фотоальбом : Личное Сообщение : Сайт : SkypeID : ICQ
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