سلام
من این پچ 1گیگی هم دانلود کردم.نصبم کردم (تو محل نصب بازی) ولی گزینه ای به گرافیک بازی اضافه نشد؟!:41:
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سلام
من این پچ 1گیگی هم دانلود کردم.نصبم کردم (تو محل نصب بازی) ولی گزینه ای به گرافیک بازی اضافه نشد؟!:41:
منم این ارور رو داشتم آخرین آپدیت کارت گرافیکتو نصب کن با اون آپدیت 44 مگی رو بریز تو local/id software/rage درست میشه 12 پست قبلتر دوست عزیز milad2799 روششو توضیح داده.نقل قول:
نوشته شده توسط mjms1373 [ برای مشاهده لینک ، با نام کاربری خود وارد شوید یا ثبت نام کنید ]Rage.1683.2 win-x86 Release Oct 3 2011 11:22:59
------ Initializing File System ------
Current search path:
C:/Users/mehrizi/Saved Games/id Software/Rage/base/
E:/Rage/base/
file system initialized.
BenchmarkGameData: ofs 0 and 0x1208090624x
44 microseconds
20 microseconds
17 microseconds
18 microseconds
15 microseconds
17 microseconds
16 microseconds
16 microseconds
18 microseconds
16 microseconds
Average seek time without outliers: 17 microseconds
fileBenchmarkImpliesGameIsOnHD: true
---------------------------
1 CPU package, 2 cores, 4 total logical processors
3 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
4080 MB System Memory
0 MB Video Memory
Winsock Initialized
Found interface: {0D16C337-41B1-4F1A-A3B3-EC4833A50808} Microsoft Virtual WiFi Miniport Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {413058FE-2018-4625-B2AE-E67A1B894A8E} Realtek PCIe GBE Family Controller - 0.0.0.0 NULL netmask - skipped
Found interface: {85FA8FB4-8A39-4B4E-B358-06074FE155BF} RT73 USB Wireless LAN Card - 192.168.1.2/255.255.255.0
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_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_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_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3 GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two 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_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_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_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
6 milliseconds to open 44 pages files
OpenCachedPagesFile: E:\Rage\virtualtextures\_vmtr.pages
OpenInstalledCachedPagesFile: E:\Rage\virtualtextures\_vmtr.pages
21 pages locked in E:\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 4096 4096 1 linr DXT5 clmp 16384k 0k _physicalvmtrpages1
S 4096 4096 1 linr DXT1 clmp 8192k 0k _physicalvmtrpages0
S 4096 4096 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: E:\Rage/virtualtextures/_vmtr.vmtr
num vmtrs: 0
virtual texture 1:
S 512 512 10 nmn RG clmp 682k 0k _vmtrpagetable
Page file: E:\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: Speakers (Realtek High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
Default Console Device, Multimedia Device, Communications Device, and Game Device
1: Realtek Digital Output(RCA) (Realtek High Definition Audio)
2 channels, 48000 Hz
Front Left and Front Right
2: 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/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: 1659497286
--------- EndBackgroundLoads() ----------
IO: 6 seeks, 9 reads, 1MB, 65.5MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 10
Total msec: 132
0.2 seconds to preload resources
Start time of bink logo video in ms: 1802
0 seconds to create hard disk backing cache
Using hard drive cache: C:\Users\mehrizi\AppData\Local\id Software\Rage\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: 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, 58.0MB/s
Read sleep msec: 0
Decompress sleep msec: 0
Foreground sleep msec: 20
Total msec: 3472
20.4 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 @ 0x00697064( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x006971dc( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0057a137( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0057a17b( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x005384de( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0061d391( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0047f474( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x0047f621( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x004841d4( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x00439d05( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x005ddd40( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
Rage.exe @ 0x00bb833c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
kernel32.dll @ 0x75a633ca( ) + bytes () : BaseThreadInitThunk( )
ntdll.dll @ 0x77cb9ed2( ) + bytes () : RtlInitializeExceptionChain( )
ntdll.dll @ 0x77cb9ea5( ) + bytes () : RtlInitializeExceptionChain( )
ERROR: Failed to compile render prog feedbackresolve from feedbackresolve
Dumped console text to C:\Users\mehrizi\Saved Games\id Software\Rage\base\ErrorLog_09-16-2011__10-26-49pm.txt.
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...releasing DC
...destroying window
***************************
Failed to compile render prog feedbackresolve from feedbackresolve
***************************
این ارور لعنتی!!!
چکار کنم؟
nvidia 250
4 gb ram o intl core i3 2100
این پوشه ی local تو واسه من نیس.:41:
سلام. من بعد از حدود 1ساعت بازی کردن وقتی برای اولین بار به شهر wellspring می رم توی لودش گیر می کنه و don't send می ده تمام کرکها رو امتحان کردم ولی نشد دوستان راه حلی دارین؟
hidden هستنقل قول:
نوشته شده توسط mjorh [ برای مشاهده لینک ، با نام کاربری خود وارد شوید یا ثبت نام کنید ]این پوشه ی local تو واسه من نیس.:41:
من از حالت فول اسکرین درش آوردم و رفتن تو حالت windowed mode بدتر شد!نقل قول:
نوشته شده توسط imanpod [ برای مشاهده لینک ، با نام کاربری خود وارد شوید یا ثبت نام کنید ]windows mode نه عزیزم ،:31: windowed mode . دستت درد نکنه تو حالت windowed بالاخره با ati 4850 تونستم اجراش کنم . منظورت از دستکاری تنظیمات ati چیه ؟ بازم گیر داره ولی قابل بازی کردن شده . تکسچرها هم لود میشن . با این وجود فک کنم با آپدیت یا درایور بعدی مشکل حل بشه .
بنابراین با این گرافیکی که من دیدم احتیاجی به ارتقای سخت افزاری نیست . مشکل کاملا نرم افزاری و قابل حله .
چون windowed mode فرق زیادی با full screen نداره . البته من texture catch رو روی small و vsync رو هم خاموش کردم .
ولی هنوز میگم Radeon از Geforce بهتره:18:!!!البته بعد یه آپدیت درست و حسابی.
خداییش این بازی اینقدر ارزش داره که هی باسش پچ دنلود کنیم؟
من که چیز خاصی از این بازی ندیدم و یک بازی خیلی معمولی هست
بابا مرده شور این بازی رو ببرن. شیطونه میگه بندازمش توی سطل آشغال. پدر ما رو در آورد. آپدیت جدید رو دانلود کردم و نصبش کردم ولی مشکلش حل نشد که هیچ، بیشتر هم شد. تنظیماتش رو آوردم پایین بازم جواب نداد. این دیگه چه بازیه. یعنی شرکت به این بزرگی یه تستر نداشته این بازیو تست کنه؟ همینجوری دادنش توی بازار. ای بابا...
:grrr:
خواهشا یکی بگه این بازی کلا چه مشکلی داره ؟
من میخوام بخرم بازی رو ولی شنیدم مشکل داره و رو بهترین سیستما جواب نمیده !!
لطفا راهنمایی کنید.
مشکلش با کارتهای گرافیک AMD هست. خفن ترین سیستم ها توی اجرای درست بازی میمونن. من خودم گرافیکم AMD 6850 هست ولی توی محیط بازی گیر میکنه. یه پچ هم واسش دادن بیرون ولی درست نشد که هیچ، بدتر هم شد. باید ببینیم مشکلش حل میشه یا نه. AMD گفته توی چند روز دیگه درایور Catalyst 11.10 رو میده بیرون. خدا کنه با این درایور مشکل حل بشه.نقل قول:
نوشته شده توسط 3Dmajid [ برای مشاهده لینک ، با نام کاربری خود وارد شوید یا ثبت نام کنید ]خواهشا یکی بگه این بازی کلا چه مشکلی داره ؟
من میخوام بخرم بازی رو ولی شنیدم مشکل داره و رو بهترین سیستما جواب نمیده !!
لطفا راهنمایی کنید.