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Скачать торрент Brink (Bethesda Softworks) (ENG/RUS) (P)

Страницы:   Пред.  1, 2, 3, 4, 5, 6, 7, 8, 9, 10  След.

 
Автор Сообщение

Daiton

post 12-Май-11 21:40

Arifis
По слухам, тут Id Tech 5.

aHdPeI

post 13-Май-11 08:48 (спустя 11 часов)

Ц Daiton писал(а):

Arifis
По слухам, тут Id Tech 5.
Ага. Идите дальше слухи слушайте. Это 4 версия.

nightex

post 13-Май-11 15:07 (спустя 6 часов)

В ж-у такие обзорчики, ну раз тут не унриаленжин то полюбому надо скачать посмотреть че как

Васлий Алибобаевич

post 13-Май-11 16:00 (спустя 53 минуты)

FATAL ERROR: AllocRenderModel called from a different thread for 'particles/weapons/impacts/grenades/frag'
Че за трабла?

Ash_in_red

post 13-Май-11 17:25 (спустя 1 час 25 минут)

Ц Vayder писал(а):

Посоны по всем игровым предметам квадраты как будто дефекты текстур, карта ати но хотфикс не помог. Что делать?
та же проблема, установка свежих дров не помогла, Radeon HD4850

tor201001

post 13-Май-11 17:40 (спустя 14 минут)

Ваще не понравилось! Снёс нахрен через 15 минут игры...

GTLegend

post 13-Май-11 21:01 (спустя 3 часа)

это вовсе не игра это мусор который даже видеть не хочется
посмотрел на заточки и вспомнился general chaos на сеге, который в 100500 раз лучше.

asdf12

post 14-Май-11 00:57 (спустя 3 часа)

как русский включить по подробней можно??плиз...

DSA_TA

post 14-Май-11 09:57 (спустя 8 часов)

Вопрос, может уже задавали, но читать и перелистывать не охота почему сохранения не работают?

kusotarre

post 14-Май-11 10:44 (спустя 46 минут)

Нда, 19 страниц флуда, и ~15 из них - обсирания игры :/ Так много "очень важных" мнений)

olhov13

post 14-Май-11 14:55 (спустя 4 часа)

выдаёт такую ошибку

WARNING: sound file localization/sounds/ambient_vo/env_aq_exhibq_006 is not in the sound index - do you need to regenerate the index?
WARNING: sound file localization/sounds/ambient_vo/env_aq_exhibq_007 is not in the sound index - do you need to regenerate the index?
WARNING: RES1010: Invalid operation - generated/sound/nolocalization/msadpcm/localization/sounds/ambient_vo/env_aq_exhibq_007.msadpcm: not being loaded in the optimal (.preload) order, are your .soundpreload files up to date?
WARNING: sound file localization/sounds/ambient_vo/env_aq_exhibq_007 is not in the sound index - do you need to regenerate the index?
WARNING: sound file localization/sounds/ambient_vo/env_aq_exhibq_005 is not in the sound index - do you need to regenerate the index?
( maps/mp/aquarium.entities ) <maps/references/aquarium/sealife/atrium_tunnels.world>/stingray_1: !Missing collision model 'cm_model' = 'modeldefs/mapobjects/aquarium/stingray'
( maps/mp/aquarium.entities ) <maps/references/aquarium/sealife/atrium_tunnels.world>/stingray_2: !Missing collision model 'cm_model' = 'modeldefs/mapobjects/aquarium/stingray'
( maps/mp/aquarium.entities ) <maps/references/aquarium/sealife/atrium_tunnels.world>/stingray_3: !Missing collision model 'cm_model' = 'modeldefs/mapobjects/aquarium/stingray'
( maps/mp/aquarium.entities ) <maps/references/aquarium/sealife/atrium_tunnels.world>/stingray_4: !Missing collision model 'cm_model' = 'modeldefs/mapobjects/aquarium/stingray'
( maps/mp/aquarium.entities ) <maps/references/aquarium/sealife/atrium_tunnels.world>/stingray_5: !Missing collision model 'cm_model' = 'modeldefs/mapobjects/aquarium/stingray'
( maps/mp/aquarium.entities ) <maps/references/aquarium/sealife/atrium_tunnels.world>/hammerhead_10: !Missing collision model 'cm_model' = 'modeldefs/aquarium/fish_01'
( maps/mp/aquarium.entities ) <maps/references/aquarium/sealife/atrium_tunnels.world>/hammerhead_6: !Missing collision model 'cm_model' = 'modeldefs/aquarium/fish_02'
( maps/mp/aquarium.entities ) <maps/references/aquarium/sealife/atrium_tunnels.world>/hammerhead_1: !Missing collision model 'cm_model' = 'modeldefs/aquarium/fish_03'
( maps/mp/aquarium.entities ) <maps/references/aquarium/sealife/atrium_tunnels.world>/hammerhead_2: !Missing collision model 'cm_model' = 'modeldefs/aquarium/fish_01'
16 KB passage memory used to build PVS
10 msec to calculate PVS
103 areas
254 portals
13 areas visible on average
1 KB PVS data
16 KB passage memory used to build PVS
10 msec to calculate PVS
103 areas
254 portals
13 areas visible on average
1 KB PVS data
--------------------------------------
...Queued local player char: 1 context id: -1 team: security (0) required: true
...Queued n cutscene ccf context id: 1 team: resistance required: true name: 'char/characters/cutscenes/stage1/damien.ccfinstance'
...Queued n cutscene ccf context id: 2 team: resistance required: false name: 'char/characters/cutscenes/stage1/dhafer.ccfinstance'
...Queued n cutscene ccf context id: 3 team: resistance required: false name: 'char/characters/cutscenes/stage1/ryan.ccfinstance'
...Queued random team ccf context id: 17 team: resistance required: false name: 'char/characters/mp_bots/goodcop_bot.ccfinstance'
...Queued random team ccf context id: 18 team: resistance required: false name: 'char/characters/mp_bots/firestarter_bot.ccfinstance'
...Queued random team ccf context id: 19 team: resistance required: false name: 'char/characters/mp_bots/bot_08.ccfinstance'
...Queued random team ccf context id: 20 team: resistance required: false name: 'char/characters/mp_bots/bot_08.ccfinstance'
...Queued random team ccf context id: 21 team: resistance required: false name: 'char/characters/mp_bots/bot_05.ccfinstance'
...Queued c cutscene ccf context id: 1 team: security required: true name: 'char/characters/cutscenes/stage1/alec.ccfinstance'
...Queued c cutscene ccf context id: 2 team: security required: true name: 'char/characters/cutscenes/stage1/ray.ccfinstance'
...Queued c cutscene ccf context id: 3 team: security required: true name: 'char/characters/cutscenes/stage1/richie.ccfinstance'
...Queued random team ccf context id: 17 team: security required: false name: 'char/characters/mp_bots/goodcop_bot.ccfinstance'
...Queued random team ccf context id: 18 team: security required: false name: 'char/characters/mp_bots/firestarter_bot.ccfinstance'
...Queued random team ccf context id: 19 team: security required: false name: 'char/characters/mp_bots/bot_08.ccfinstance'
WARNING: Composite 1 not equal to the first
WARNING: Invalid set of composites for character
WARNING: Failed to generate team character from composite 'char/characters/mp_bots/bot_08.ccfinstance' and alter ego 'char/characters/mp_bots/bot_08_alterego.ccfinstance'
...Queued random team ccf context id: 20 team: security required: false name: 'char/characters/mp_bots/bot_05.ccfinstance'
Queued 8 resistance ccfs
Queued 8 security ccfs
Total 16 ccfs queued
Parsed gui 'hud' in 19 ms
Parsed gui 'limbo' in 73 ms
Parsed gui 'chat' in 0 ms
Parsed gui 'takeviewnote' in 0 ms
Parsed gui 'scoreboard' in 2 ms
Parsed gui 'democharge' in 0 ms
Parsed gui 'endgamereview' in 55 ms
Parsed gui 'taskmenu' in 1 ms
Parsed gui 'infobox' in 0 ms
Parsed gui 'commandpostmenu' in 1 ms
Parsed gui 'fademenu' in 0 ms
Parsed gui 'cutscene' in 0 ms
Spawning entities
WARNING: idAnimManagerLocal::StubStreamingAnim - stubbing failure!
WARNING: idAnimManagerLocal::StubStreamingAnim - stubbing failure!
WARNING: Thread '': InitBotTypes: Unknown bot class '' for key 'bot_class' on 'escort_bot_controller'
Static items: spawned 0 models, 436 lights, 3029 collision
WARNING: sdGameMapScriptState::CallClassEvent Failed to set up data for Event Call 'bindToJoint'
bot classes set
Resetting bot skills...
Bot skills reset
Opening lower outer doors
Opening lower inner doors
STOP pushing player from LOWER doorways
Opening upper outer doors
STOP pushing player from UPPER doorways
Closing upper inner doors
elevator_state.elevator_at_bottom_powered_off()
elevator_state = 10
elevator_state.destroyed_elevator_at_bottom()
Elevator is powered off, so go to bottom
elevator_state = 10
...1261 entities spawned, 0 inhibited

InitFromNewMap: 'maps/mp/aquarium.entities'
0: 'aqrint_csc' StopCutscene...
0: 'aqsint_csc' StopCutscene...
0: 'aqoutro_csc' StopCutscene...
0: 'aqmid_csc' StopCutscene...
Spent 119ms waiting
Spent 603ms total
Finished compositing contextId -1 team security (0) cinematic: false
Spent 158ms waiting
Spent 666ms total
Finished compositing contextId 1 team resistance (1) cinematic: false
Spent 226ms waiting
Spent 730ms total
Finished compositing contextId 2 team resistance (1) cinematic: false
Spent 207ms waiting
Spent 682ms total
Finished compositing contextId 3 team resistance (1) cinematic: false
Spent 250ms waiting
Spent 797ms total
Finished compositing contextId 17 team resistance (1) cinematic: false
Spent 387ms waiting
Spent 932ms total
Finished compositing contextId 18 team resistance (1) cinematic: false
Spent 209ms waiting
Spent 678ms total
Finished compositing contextId 19 team resistance (1) cinematic: false
Spent 124ms waiting
Spent 604ms total
Finished compositing contextId 20 team resistance (1) cinematic: false
Spent 105ms waiting
Spent 597ms total
Finished compositing contextId 21 team resistance (1) cinematic: false
Spent 178ms waiting
Spent 658ms total
Finished compositing contextId 1 team security (0) cinematic: true
Spent 148ms waiting
Spent 661ms total
Finished compositing contextId 2 team security (0) cinematic: true
Spent 121ms waiting
Spent 657ms total
Finished compositing contextId 3 team security (0) cinematic: true
Spent 209ms waiting
Spent 739ms total
Finished compositing contextId 17 team security (0) cinematic: false
Spent 108ms waiting
Spent 533ms total
Finished compositing contextId 18 team security (0) cinematic: false
Spent 52ms waiting
Spent 559ms total
Finished compositing contextId 19 team security (0) cinematic: false
Spent 82ms waiting
Spent 568ms total
Finished compositing contextId 20 team security (0) cinematic: false
--- Completed loading sequence in 19.04s ---
----- idSoundCache::EndLevelLoad -----
_vmtrpages: locked 1106846 bytes (8.44 cache lines) in physical image, 0 cache lines in disk cache
maps/mp/aquarium: locked 295080 bytes (2.25 cache lines) in physical image, 0 cache lines in disk cache
Virtual textures loaded and locked in 0.27s
0: 'aqrint_csc' StopCutscene...
0: 'aqsint_csc' StopCutscene...
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_1
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_2
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_3
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_extra_5
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_extra_6
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_player
0: 'aqoutro_csc' StopCutscene...
0: 'aqmid_csc' StopCutscene...
=== Allow user to skip loading screen ===
-----------------------------------
00:23 to load maps/mp/aquarium.entities
sdAbilityManager::OnLocalPlayerClassChanged: 0
Received abilities from client 0
...'grenade_molotov' set as bind 0
...'landmine' set as bind 8
...'charge' set as bind 16
...'spotting' set as bind 17
...'repairing' set as bind 18
...'disarming' set as bind 19
...'building' set as bind 20
...'revive' set as bind 21
...'hacking' set as bind 22
...'give_ammo' set as bind 56
...'life_buff1' set as bind 57
...'weapon_buff1' set as bind 58
...'disguise_self' set as bind 59
13 abilities set
done setting 13 local abilities
All Stats Cleared
OnIntroCutsceneStart
99: Cinematic (correct) model for 'aqsint_actor_1' composited (uses id 1, expected id 1), ccfIndex 9
99: Cinematic (correct) model for 'aqsint_actor_2' composited (uses id 2, expected id 2), ccfIndex 10
99: Cinematic (correct) model for 'aqsint_actor_3' composited (uses id 3, expected id 3), ccfIndex 11
99: Non-cinematic (correct) model for 'aqsint_extra_5' composited (uses id 17, expected id -2), ccfIndex 12
99: Non-cinematic (correct) model for 'aqsint_extra_6' composited (uses id 18, expected id -2), ccfIndex 13
99: Non-cinematic (correct) model for 'aqsint_player' composited (uses id -1, expected id -1), ccfIndex 0
WARNING: game time hitch of 4 ms. game is now lagging behind sound by 4 ms
WARNING: game time hitch of 15 ms. game is now lagging behind sound by 19 ms
WARNING: game time hitch of 11 ms. game is now lagging behind sound by 30 ms
WARNING: game time hitch of 316 ms. game is now lagging behind sound by 346 ms
WARNING: game time hitch of 14 ms. game is now lagging behind sound by 360 ms
WARNING: game time hitch of 29 ms. game is now lagging behind sound by 389 ms
WARNING: game time hitch of 251 ms. game is now lagging behind sound by 640 ms
WARNING: game time hitch of 20 ms. game is now lagging behind sound by 660 ms
WARNING: game time hitch of 19 ms. game is now lagging behind sound by 679 ms
WARNING: game time hitch of 60 ms. game is now lagging behind sound by 739 ms
OnIntroCutsceneEnd
OnIntroCutsceneEnd
Player Team: security
Fade in victory splash
All Stats Cleared
All Stats Cleared
Syncing stats to clients...
Mapscripts: setup objective from match state
...OnMatchStatePrimary 0
...OnMatchStateOther 0 0
...OnMatchStateOther 1 0
...OnMatchStateOther 2 0
...OnMatchStateOther 3 0
...OnMatchStateOther 4 0
...OnMatchStateOther 5 0
...OnMatchStateOther 6 0
...OnMatchStateOther 7 0
...OnMatchStateOther 8 0
...OnMatchStateOther 9 0
...OnMatchStateOther 10 0
...OnMatchStateOther 11 0
...OnMatchStateOther 12 0
...OnMatchStateOther 13 0
...OnMatchStateOther 14 0
...OnMatchStateOther 15 0
...OnMatchStateOther 16 0
...OnMatchStateOther 17 0
Mapscripts: done setting up objective from match state
8 mins to go
client 15 connected.
OnClientConnect: Clearing abilities for client 15
Syncing match state to client 15
Finished compositing contextId 1 team security (0) cinematic: false
Finished compositing contextId 3 team security (0) cinematic: false
client 14 connected.
OnClientConnect: Clearing abilities for client 14
Syncing match state to client 14
Finished compositing contextId 2 team security (0) cinematic: false
client 13 connected.
OnClientConnect: Clearing abilities for client 13
Syncing match state to client 13
WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 12 connected.
OnClientConnect: Clearing abilities for client 12
Syncing match state to client 12
WARNING: Thread '': GetNetVarFloat: 'pistol_03_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 11 connected.
OnClientConnect: Clearing abilities for client 11
Syncing match state to client 11
WARNING: Thread '': GetNetVarFloat: 'pistol_03_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 10 connected.
OnClientConnect: Clearing abilities for client 10
Syncing match state to client 10
client 9 connected.
OnClientConnect: Clearing abilities for client 9
Syncing match state to client 9
client 8 connected.
OnClientConnect: Clearing abilities for client 8
Syncing match state to client 8
client 7 connected.
OnClientConnect: Clearing abilities for client 7
Syncing match state to client 7
client 6 connected.
OnClientConnect: Clearing abilities for client 6
Syncing match state to client 6
client 5 connected.
OnClientConnect: Clearing abilities for client 5
Syncing match state to client 5
WARNING: Thread '': GetNetVarFloat: 'pistol_03_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 4 connected.
OnClientConnect: Clearing abilities for client 4
Syncing match state to client 4
WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 3 connected.
OnClientConnect: Clearing abilities for client 3
Syncing match state to client 3
client 2 connected.
OnClientConnect: Clearing abilities for client 2
Syncing match state to client 2
client 1 connected.
OnClientConnect: Clearing abilities for client 1
Syncing match state to client 1
Resetting bot skills...
Bot skills reset
WARNING: Bot 3 failed to perform objective buff_player_health because of time expiration limits when performing (bot action index: -1)
play Question
entered
Migration other match state 2: 2
play Question
entered
********************
FATAL ERROR: AllocRenderModel called from a different thread for 'particles/weapons/muzzle_flashes/smg_light'
********************
...unloading Input Method Editor DLL
mouse: Failed to remove raw input device
...unloading Raw Input DLL

------- Input Initialization -------
Initializing DirectInput8...
...calling LoadLibrary( 'user32.dll' ): succeeded
...initializing Raw Input
mouse: Raw Input initialized.
...calling LoadLibrary( 'imm32.dll' ): succeeded
...initializing Input Method Editor
------------------------------------
AllocRenderModel called from a different thread for 'particles/weapons/muzzle_flashes/smg_light'
...unloading Input Method Editor DLL
mouse: Failed to remove raw input device
...unloading Raw Input DLL
Shutting down OpenGL subsystem
...releasing DC
...destroying window
...shutting down QGL
...unloading OpenGL DLL
...unloading Windows Terminal Server API DLL

ucimuci

post 14-Май-11 15:23 (спустя 28 минут)

Как удалить игру, деинсталятора не нашёл!!! :x

Virtuoso

post 14-Май-11 19:09 (спустя 3 часа)

Для тех кто хочет на халяву играть в Brink по интернету и по локалке, идем сюда - http://tunngrus.ru/manual/game-manual/text-manual/1...tekst-brink.html, внимательно всё читаем, ставим на этот релиз Brink_fix_update 3, ссылка там же , устанавливаем SmartSteam, регистрируемся и получаем удовольствие от игрухи + нормальные сохранения перса. И не хрен было срать 19 страниц на неё - всё идёт нормально и игруха по сетке интересна.Тока в этом релизе нет звука в заставках, проверил на другом (который 6,73 Гб) - в нем всё со звуком нормально плюс производительность игры лучше - на максимальных - 100-120 кадров против 60 кадров на этом.

Arifis

post 14-Май-11 19:42 (спустя 32 минуты)

Ц ucimuci писал(а):

Как удалить игру, деинсталятора не нашёл!!!
http://www.rustorka.com/forum/viewtopic.php?p=1018352#1018352

olhov13
В спойлер

freelich

post 16-Май-11 14:33 (спустя 1 день 18 часов)

pic


забаньте уже ufoo кто нить, спамит вирусами.

local8700

post 16-Май-11 20:21 (спустя 5 часов)

Хаха, эта версия не тормозит а skidrow и лицки лагают XD! Единственная стоящая. На остальных по-хорошему надо заблокировать торрент файл пока разрабы не решат проблему с тормозами.

Nataniel

post 20-Май-11 23:38 (спустя 4 дня)

и всё было хорошо, пока текстуры не превратились в полосы различных цветов и не пропало понимание происходящего. у кого-нибудь было такое?
грешу на данный репак, попробуй скачать другой.
поставил 3 апдейт - косяки с текстурами пропали, но стало выкидывать с ошибками.

ukhlfon

post 21-Май-11 19:33 (спустя 19 часов)

как игра то мать вашу?

qahd

post 22-Май-11 20:23 (спустя 1 день)

ukhlfon
Неплохой консольный Covered based shooter. Как у всех портов с приставок, графика не радует глаз, бедные текстуры, что частично компенсируется замыленностью картинки. Если рубиться в мультик, то ничего, благо не замечаешь графику. Те, кто говорят, что игра - полная лажа, могут идти лесом. Не хит, конечно, но и не шлак.

Василий Прокофьев

post 26-Май-11 01:03 (спустя 3 дня)

Народ как сохраняться? он не сохраняет нефига :gamer:

добавлено спустя 1 минуту:

Насчет самой игры, то одним словом На любителя

Текущее время: 17-Май 01:19

Часовой пояс: GMT + 3



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