Escape error compiling shader

When I launch Enscape from Revit 2019 I get the following error: Enscape encountered an error during rendering. It is using your GPU from Intel. Error compiling Shader. When the viewer loads, the graphics are low quality. I'm running it on a Pavilion…


  • bsneddon

  • Sep 25th 2018

  • Thread is marked as Resolved.
    • #1

    When I launch Enscape from Revit 2019 I get the following error:

    Enscape encountered an error during rendering. It is using your GPU from Intel.

    Error compiling Shader.

    When the viewer loads, the graphics are low quality.

    I’m running it on a Pavilion all in one computer with an intel HD 530.

    • #2

    Hey bsneddon , unfortunately, the Intel graphics chip in your computer is not officially supported by Enscape. Enscape may work on some Intel chips with specific driver versions, but I recommend you use a different graphics card or switch to a machine with better hardware. Intel graphics cards are just too slow for Enscape to run smoothly, although we do intend on improving Intel compatibility sometime in the future.

    I highly recommend running Enscape on a system with a dedicated Nvidia or AMD graphics card — have a look at our System Requirements for an overview on what graphics cards are being supported by Enscape.

    • #3

    Thanks Demian! I thought that might be the case. I will run the software from a different machine.

    • #4

    hi, i have the same problem here, but my laptop have both the intel HD Graphics 530 and a NVIDIA Quadro M2200. How can i get the Enscape work on the NVIDIA chip card.

    Help me

    Thank you

    • #5

    hi, i have the same problem here, but my laptop have both the intel HD Graphics 530 and a NVIDIA Quadro M2200. How can i get the Enscape work on the NVIDIA chip card.

    Help me

    Thank you

    Welcome to our forum and thanks a lot for your inquiry! :)

    In this case, check out our dedicated knowledgebase article here on how to make sure that the dedicated GPU is being used for Enscape instead of the Intel on-board chip.

    • #6

    Hi, I have the same concern. I have nvidia geforce RTX 2070.

    • #7

    Hi JASMEEN

    Welcome to our forum.

    As this is a rather old thread, can you confirm you have followed the steps in our article here already.

    If so, please send in a feedback report via the Enscape Feedback Button. where we will help you further.

    • #8

    Hi, I have the same problem. I have nvidia geforce GTX 1660ti.

    • #9

    Hi, I have the same problem. I have nvidia geforce GTX 1660ti.

    Welcome to our Forum. Please also then send in a Feedback report as described by my colleague Rick just above. :) Thanks!

    • #10

    When I launch Enscape from Revit 2019 I get the following error:

    Enscape encountered an error during rendering. It is using your GPU from Intel.

    Error compiling Shader.

    i brought a new MI Notebook Pro wit Intel IRis Graphics with 16gb Ram ?

    What to Do i get the same error ?/

    • #11

    Er Aarif Hassan , welcome to our Forum.

    I’m afraid, if your Mi Notebook Pro only includes an Intel chip with Intel graphics, then this machine is not supported by Enscape at all — You can feel free to refer to our dedicated system requirements here to get an overview of what graphics cards we support and such.

    I wish I had more positive news, but I also hope you did not acquire this laptop just for Enscape, and/or have to chance to return/replace it if you wish to use our software.

    • #12

    Sir ! It’s just an 28 days old laptop !

    I am in depressed, could you please make it possible to run enscape on Intel Iris Graphics card too !

    • #13

    Unfortunately Intel Iris GPU doesn’t have sufficient resources to run Enscape.

    • #14

    Sir !

    This is my configuration , i brought it for 61000 , could you please make such a version of enscape for Intel Iris Graphics ?

    • #15

    sir this is that my enscape 3.0 looks after i open it on Revit 2019

    • #16

    Nvidia MX350 is not supported either. Only 2gb ram on the GPU. Enscape requires 4gb ram minimum.

    https://www.nvidia.com/en-us/geforce/gaming-laptops/mx-350/

    I am long time APPL investor. You have a great laptop — but not great for Enscape. I have MacBook Pro (16-inch, 2021). I have Razer with 3080 RTX for Enscape / Revit / SketchUp / etc. Less expensive than MacBook + Bootcamp. Razer: http://www.razer.com. I’ve purchased three of their laptops in the last four years and have been incredibly satisfied with the price and build quality.

    Good: Intel i9 processor w Nvidia 3070Ti GPU

    https://www.razer.com/gaming-l…ade-15/RZ09-0421NED3-R3U1

    Better: Intel i9 processor w Nvidia 3080 GPU

    https://www.razer.com/gaming-l…ade-15/RZ09-0409KED3-R3U1

    Best: Intel i9 processor w Nvidia 3080Ti GPU

    https://www.razer.com/gaming-l…ade-15/RZ09-0421PEF3-R3U1

    • #17

    Now i degraded to lumion 2.6

    • #18

    Now i degraded to lumion 2.6

    It looks like you’re experiencing issues with Lumion too then? We can only really recommend a dedicated upgrade if possible. Have a look at our system requirements if you like, and/or check out the post from Phil above if budget allows for any of the proposed machines.

    • #19

    Thank you for your wonderful feedback support.

    Now i am requesting you that I am going to change my laptop and will try to buy Lenovo IdeaPad Gaming 3 with specifications ( 11th gen i5, with 4gb Nvidia GeForce GTX 1650. Is it worth it ? Coz I am i am only changing it only and only for Enscape ?

    Please tell is it a good laptop to buy for Enscape ?

    • #20

    Hi there,

    I’ve been using Enscape for a year now (sketchUp and Enscape).

    I recently installed the latest version of Enscape and I’m now starting to get the same error as many others:

    Enscape encountered an error during rendering. It is using your GPU from NVIDIA.

    I did modify the settings of my graphic card a while ago by setting the ‘Preferred graphics processor’ to the ‘High-performance NVIDIA processor’ etc.

    Here’s my computer info:

    MSI Leopard Gaming Notebook | 17.3» FHD 144Hz Intel Core i7-9750H | RTX 2060 16GB DDR4, 512GB SSD | Windows 10, GP75 9SE-802CA

    When my 3Ds aren’t too heavy I still can export enscape views but for more complicating projects it seems to be a no-go.

    I’m wondering if my graphic card RTX 2060 isn’t starting to be too weak for Enscape, correct me if I’m wrong.

    My computer is only 2 years old and works perfectly fine. Is there a way I can go back to the previous versions of Enscape as it was working just fine for me so far?

    Please let me know.

    Thanks.

Shader Compilation failed
(Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : S.T.A.L.K.E.R. Anomaly : Forum : Support : Shader Compilation failed) Post Reply Thread Options

1

2

Feb 19 2021

Anchor

Hi everyone,

I have this problem when I lunch the game : «sader compliation failed, check you log file for additional

information»

I do not have any idea what to check and how to solve it.

Please help me

Gab

Feb 19 2021

Anchor

Can you post the last 20 or so lines of your log, it can be found in your Anomaly/appdata/logs folder and it can be opened with notepad.

Feb 19 2021

Anchor

[c:/users/user/documents/games/anomalyappdatauser.ltx] successfully loaded.
SOUND: Selected device is OpenAL Soft
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 524296 kb, 38848 lines, 13820 bpl
! sound: OpenAL: Can’t create source. Error: Out of Memory.
! SOUND: OpenAL: Max targets — 256
Starting RENDER device…
* GPU [vendor:10DE]-[device:1F08]: NVIDIA GeForce RTX 2060
* GPU driver: 27.21.14.5671
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
* Texture memory: 4064 M
* DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVidia MGPU: Logical(1), Physical(1)
* Starting rendering as 2-GPU.
* DVB created: 4096K
* DIB created: 512K
* NULLRT supported
* …and used
* HWDST/PCF supported and used
* NV-DBT supported and used
* Managed textures disabled
compiling shader ogse_sunshafts_mask
! c:/users/user/documents/games/anomalyappdatashaders_cacher2ogse_sunshafts_mask.ps204811110011000100000100000000000013
Can’t compile shader hr=0x800700c1

Feb 19 2021

Anchor

Delete your user.ltx found in your anomaly/appdata folder, open the launcher and tick the delete shader cache and see if the game will load.

Feb 19 2021

Anchor

still same issue

computer is almost new, can it be some missing dll or similar file or some wrong setting for the Nvidia?

Feb 20 2021

Anchor

Ok you probably need to install DirectX 9.0c (June 2010) and Visual C++ redistributable x64

Feb 20 2021

Anchor

Feb 20 2021

Anchor

If you have problems finding them, here are links to copies supplied by VK.com on google drive.

DirectX

Visual C++

Feb 20 2021

Anchor

Seems working now..

You are the best

Thanks

May 2 2021

Anchor

Hi Guys

my game crashes too have tried all direct x versions here is my log:

S.T.A.L.K.E.R. Anomaly version 1.5.1
using marshal library
# Loading ini: miscsmart_profiles.ltx
end setup
! ERROR: NPC Loadouts | something is wrong in [isg_master_primary] — wpn_sv98_custom [3]
! ERROR: NPC Loadouts | something is wrong in [monolith_sniper_primary] — wpn_sv98_custom [2]
! ERROR: NPC Loadouts | something is wrong in [army_sniper_primary] — wpn_sv98_custom [2]
! ERROR: NPC Loadouts | something is wrong in [killer_master_primary] — wpn_sv98_custom [3]
* phase time: 3051 ms
* phase cmem: 812675 K
* phase time: 70 ms
* phase cmem: 812656 K
* Creating new game…
* Loading spawn registry…
* 18652 spawn points are successfully loaded
not warfare
* New game is successfully created!
* phase time: 1304 ms
* phase cmem: 991001 K
* phase time: 98 ms
* phase cmem: 991007 K
* phase time: 137 ms
* phase cmem: 990674 K
* client : connection accepted — <All Ok>
* phase time: 117 ms
* phase cmem: 990709 K
* phase time: 102 ms
* phase cmem: 990709 K
* phase time: 103 ms
* phase cmem: 990744 K
compiling shader deffer_base_lmh_steep_d-hq
compiling shader deffer_base_lmh_bump_d-hq
compiling shader deffer_base_lmh_bump [2]
compiling shader shadow_direct_base
compiling shader deffer_base_lmh_bump_d-hq
* phase time: 104 ms
* phase cmem: 996874 K
* [Loading VB] 116 verts, 3 Kb
* [Loading IB] 246 indices, 0 Kb
* phase time: 103 ms
* phase cmem: 996867 K
* phase time: 101 ms
* phase cmem: 996871 K
* phase time: 107 ms
* phase cmem: 996871 K
WARNING: Occlusion map ‘d:/anomalygamedatalevelsfake_startlevel.hom’ not found.
* phase time: 101 ms
* phase cmem: 996873 K
* phase time: 107 ms
* phase cmem: 996868 K
* phase time: 100 ms
* phase cmem: 996869 K
CResourceManager::DeferredUpload -> START, size = 1238
texture loading time: 258
* t-report — base: 1237, 1066567 K
* t-report — lmap: 1, 1024 K

FATAL ERROR

[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitProgressBar
[error]File : uiUIXmlInit.cpp
[error]Line : 538
[error]Description : XML node not found
[error]Argument 0 : progress_bar_psy
[error]Argument 1 : uimaingame_16.xml

stack trace:

May 2 2021

Anchor

Animal-Mother. Something is wrong with wpn_sv98_custom and couple of other things. Did you try to launch game without mods?

Edited by: qwart376

Sep 13 2021

Anchor

I seem to have a similar issue. I’ve been playing through the game for quite some time now and all of the sudden when i try to go to garbage i get «shader compilation failed, check your log file for additional information».

Heres My log,

«f:gamesstalker anomalyanomaly-1.5.1.2binanomalydx11avx.exe» -smap2048 -prefetch_sounds
* phase time: 0 ms
* phase cmem: 748710 K
* [x-ray]: Prefetching Data
Loading objects…
Loading models…
Loading textures…
CResourceManager::DeferredUpload -> START, size = 1057
texture loading time: 2005
* [x-ray]: Prefetched Data
* [prefetch] time: 2230 ms
* [prefetch] memory: 48401Kb
S.T.A.L.K.E.R. Anomaly version 1.5.1
using marshal library
# Loading ini: miscsmart_profiles.ltx
end setup
* phase time: 3016 ms
* phase cmem: 811506 K
* phase time: 71 ms
* phase cmem: 811500 K
loading mdata
* Loading spawn registry…
* 18652 spawn points are successfully loaded
* Loading objects…
* 27474 objects are successfully loaded
* Game mattp — quicksave_5 is successfully loaded from file ‘f:/games/stalker anomaly/anomaly-1.5.1.2appdatasavedgamesmattp — quicksave_5.scop’ (0.991s)
* phase time: 990 ms
* phase cmem: 1006571 K
* phase time: 105 ms
* phase cmem: 1006751 K
* phase time: 151 ms
* phase cmem: 1006774 K
* client : connection accepted — <All Ok>
* phase time: 133 ms
* phase cmem: 1006969 K
* phase time: 100 ms
* phase cmem: 1007116 K
* phase time: 2038 ms
* phase cmem: 1186950 K
! f:/games/stalker anomaly/anomaly-1.5.1.2appdatashaders_cacher4water_regular.ps2048111100110000001000100000110312111110181000
! error: common_functions.h(43,34): warning X3206: implicit truncation of vector type
common_functions.h(63,2): warning X3206: implicit truncation of vector type
common_functions.h(68,49): warning X3206: implicit truncation of vector type
common_functions.h(100,2): warning X3206: implicit truncation of vector type
gbuffer_stage.h(123,24): warning X3206: ‘Load’: implicit truncation of vector type
gbuffer_stage.h(124,23): warning X3206: ‘Load’: implicit truncation of vector type
water.ps(6,10): error X1507: failed to open source file: ‘ssr.h’

i fear that if i try and launch the game unmodded it’ll break my savefile, or at the very least i’ll loose certain items.

edit: running the game without mods crashes the game completely

Edited by: PricelessCold

Sep 18 2021

Anchor

I have a very similar but different issue. I have EXPEDITION v1.0 installed with about as many mods as you can install. I’ve narrowed it down to EXPEDITION conflicting with something, what that something is I don’t know.

I’ve done the simpler steps of x’ing the shader cache, user.ltx, making sure I had both DirectX and Visual C++ (I have from 2005-2019 x64). I went as far as deleting the .ps file that the mod would use for the shader. This is the error that continues to occur:

! y:/games/anomalyappdatashaders_cacher4accum_sun_near_nomsaa_nominmax.ps1536111100110000001000100000110231113010000000
! error: common_functions.h(54,34): warning X3206: implicit truncation of vector type
common_functions.h(74,2): warning X3206: implicit truncation of vector type
common_functions.h(79,49): warning X3206: implicit truncation of vector type
common_functions.h(111,2): warning X3206: implicit truncation of vector type
pbr_brdf.h(12,18): error X3004: undeclared identifier ‘SRGBToLinear’

Any help is appreciated as I try to get this massive mod list to work and play with each-other nicely.

EDIT: I also experienced a similar error that affected the person above me:

! y:/games/anomalyappdatashaders_cacher4water_regular.ps4096111100110000001000100000110231113010000000
! error: common_functions.h(54,34): warning X3206: implicit truncation of vector type
common_functions.h(74,2): warning X3206: implicit truncation of vector type
common_functions.h(79,49): warning X3206: implicit truncation of vector type
common_functions.h(111,2): warning X3206: implicit truncation of vector type
hmodel.h(19,15): warning X3206: ‘mul’: implicit truncation of vector type
hmodel.h(28,17): warning X3206: ‘mul’: implicit truncation of vector type
hmodel.h(38,9): warning X3206: implicit truncation of vector type
hmodel.h(39,9): warning X3206: implicit truncation of vector type
hmodel.h(52,9): warning X3206: implicit truncation of vector type
hmodel.h(53,9): warning X3206: implicit truncation of vector type
ssr.h(94,9): warning X3206: implicit truncation of vector type
ssr.h(100,7): warning X3206: implicit truncation of vector type
ssr.h(122,9): warning X3206: implicit truncation of vector type
ssr.h(165,20): error X3004: undeclared identifier ‘SRGBToLinear’

EDIT 2:

So, I’ve not been able to resolve the issues and keep the mods on, but I have isolated which mods are affecting me. They are «EXPEDITION v1.0», mentioned above, and «Glossy surfaces and water SSR.» With these disabled, the game is less pretty, but it at least functions!

Edited by: Greatest_Cupcake

Nov 12 2021

Anchor

Hi folks

I also have issue with shader compilation. I’ve tried to fixed it by changing priority of mods in MO2, but after few attempts I still recieve «shader compilation failed, check your log file for additional information». Could you please explain what am I doing wrong or what am I supposed to do to fix this?

I will attach log and list of mods that I’m using (or at least trying to use lol).

I think the main suspects are TAZ 3.0 and HD Models, but I’ve known about compatibility issues between those two, so I’ve downloaded HD Models patch for TAZ, but as you can see, there is still a problem.

Edit: Sorry, I just needed to install patch for TAZ itself that I didn»t know about. Problem solved!

Edited by: TheFalen

Nov 14 2021

Anchor

I have a similar issue , pictures below. I didn’t even install any new mods, was playing fine and suddenly when I went to play this happened. It literally happens whenever I delete my shader cache, if that helps at all. Would greatly appreciate any assistance.

Edited by: StalkerAnomalyPlayer

Jan 15 2022

Anchor

Hi,

My game started suddenly perform shader compilation failed error, any ideas why?

* Detected CPU: Intel(R) Core(TM) i9-9900K CPU @ 3.60GHz [GenuineIntel], F6/M14/S12, 3599.00 mhz, 19-clk ‘rdtsc’
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2, HTT
* CPU cores/threads: 8/16

Found commandline file!
Initializing File System…
using fs-ltx fsgame.ltx
File System Ready…
FS: 64247 files cached 66 archives, 990Kb memory used.
Init FileSystem 1.278660 sec
‘xrCore’ build 8267, Sep 25 2021

——loading z:/home/teme/desktop/anomaly/anomaly-1.5.1.2gamedataconfigssystem.ltx [2]
Initializing Engine…
Starting INPUT device…
Loading DLL: xrRender_R4.dll
Available render modes[1]:
[renderer_r4]
command line «z:hometemedesktopanomalyanomaly-1.5.1.2binanomalydx11avx.exe» -smap2048
Executing config-script «user.ltx»…
[z:/home/teme/desktop/anomaly/anomaly-1.5.1.2appdatauser.ltx] successfully loaded.
Loading DLL: xrRender_R4.dll
Loading DLL: xrGame.dll
* [x-ray]: Full Memory Stats
* [win32]: free[136407755984 K], reserved[1030970452 K], committed[226972 K]
* [ D3D ]: textures[0 K]
* [x-ray]: process heap[1019 K]
* [x-ray]: economy: strings[57261 K], smem[0 K]
SOUND: OpenAL: enumerate devices…
SOUND: OpenAL: EnumerationExtension Present
dir[1]=Z:hometemeDesktopAnomalyAnomaly-1.5.1.2
dir[2]=Z:hometemeDesktopAnomalyAnomaly-1.5.1.2bin
dir[3]=C:windowssystem32
CleanDeviceSpecifierList
CleanDeviceSpecifierList OpenAL Soft
devices OpenAL Soft
SOUND: OpenAL: system default SndDevice name is
SOUND: OpenAL: All available devices:
1. OpenAL Soft, Spec Version 1.1 eax[0] efx[no] xram[no]
Executing config-script «z:/home/teme/desktop/anomaly/anomaly-1.5.1.2gamedataconfigsdefault_controls.ltx»…
! Unknown command: g_old_aim
! Unknown command: input_exclusive_mode
[z:/home/teme/desktop/anomaly/anomaly-1.5.1.2gamedataconfigsdefault_controls.ltx] successfully loaded.
Executing config-script «user.ltx»…
Executing config-script «z:/home/teme/desktop/anomaly/anomaly-1.5.1.2gamedataconfigsrspec_default.ltx»…
[z:/home/teme/desktop/anomaly/anomaly-1.5.1.2gamedataconfigsrspec_default.ltx] successfully loaded.
Executing config-script «z:/home/teme/desktop/anomaly/anomaly-1.5.1.2gamedataconfigsdefault_controls.ltx»…
! Unknown command: g_old_aim
! Unknown command: input_exclusive_mode
[z:/home/teme/desktop/anomaly/anomaly-1.5.1.2gamedataconfigsdefault_controls.ltx] successfully loaded.
[z:/home/teme/desktop/anomaly/anomaly-1.5.1.2appdatauser.ltx] successfully loaded.
SOUND: Selected device is OpenAL Soft
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 524296 kb, 38848 lines, 13820 bpl
Starting RENDER device…
* GPU [vendor:10DE]-[device:1E07]: NVIDIA GeForce RTX 2080 Ti
* CREATE: DeviceREF: 3
* Texture memory: 11264 M
* GPU shading: vs(0/4.0/40), ps(0/4.0/40)
* GPU vertex cache: unrecognized, 24
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 4096K
* DIB created: 512K
* HWDST/PCF supported and used
* Managed textures disabled
THM chunk 2072 fixed, wrong size = 27, correct size = 33 [6]
THM chunk 2072 fixed, wrong size = 47, correct size = 36
THM chunk 2072 fixed, wrong size = 39, correct size = 38
THM chunk 2072 fixed, wrong size = 42, correct size = 39
THM chunk 2072 fixed, wrong size = 40, correct size = 45
THM chunk 2072 fixed, wrong size = 36, correct size = 43
THM chunk 2073 fixed, wrong size = 22, correct size = 18
THM chunk 2073 fixed, wrong size = 26, correct size = 22
THM chunk 2073 fixed, wrong size = 19, correct size = 25
THM chunk 2073 fixed, wrong size = 19, correct size = 18
THM chunk 2073 fixed, wrong size = 22, correct size = 26
THM chunk 2073 fixed, wrong size = 23, correct size = 28
THM chunk 2073 fixed, wrong size = 20, correct size = 34
THM chunk 2073 fixed, wrong size = 19, correct size = 31
THM chunk 2073 fixed, wrong size = 22, correct size = 18
THM chunk 2073 fixed, wrong size = 25, correct size = 27
THM chunk 2073 fixed, wrong size = 27, correct size = 28
THM chunk 2073 fixed, wrong size = 26, correct size = 23
THM chunk 2073 fixed, wrong size = 25, correct size = 24
THM chunk 2073 fixed, wrong size = 19, correct size = 28
THM chunk 2073 fixed, wrong size = 13, correct size = 17
THM chunk 2073 fixed, wrong size = 17, correct size = 30
THM chunk 2072 fixed, wrong size = 28, correct size = 41
[Discord RPC] Failed to create Discord RPC
* [x-ray]: Starting Main Loop
Starting engine…
intro_start intro_logo
intro_delete ::update_logo_intro
* [x-ray]: Full Memory Stats
* [win32]: free[136406264440 K], reserved[1031089684 K], committed[1599284 K]
* [ D3D ]: textures[64 K]
* [x-ray]: process heap[1019 K]
* [x-ray]: economy: strings[57464 K], smem[0 K]
* 0.0 : [ 4] $null
* 0.0 : [ 1] $user$NVHHGGTex
* 0.0 : [ 5] $user$NVjitterTex
* 0.0 : [ 8] $user$Texture_color
* 0.0 : [ 1] $user$Texture_color_out
* 0.0 : [ 7] $user$Texture_obstacles
* 0.0 : [ 3] $user$Texture_obstvelocity
* 0.0 : [ 3] $user$Texture_pressure
* 0.0 : [ 2] $user$Texture_tempscalar
* 0.0 : [ 3] $user$Texture_tempvector
* 0.0 : [ 5] $user$Texture_velocity0
* 0.0 : [ 4] $user$Texture_velocity1
* 0.0 : [ 3] $user$accum
* 0.0 : [ 1] $user$accum_temp
* 0.0 : [ 15] $user$albedo
* 0.0 : [ 5] $user$bloom1
* 0.0 : [ 2] $user$bloom2
* 0.0 : [ 2] $user$blur_2
* 0.0 : [ 1] $user$blur_4
* 0.0 : [ 1] $user$blur_8
* 0.0 : [ 2] $user$blur_h_2
* 0.0 : [ 2] $user$blur_h_4
* 0.0 : [ 2] $user$blur_h_8
* 0.0 : [ 3] $user$cmap0
* 0.0 : [ 3] $user$cmap1
* 0.0 : [ 2] $user$dof
* 0.0 : [ 3] $user$edgeTex
* 0.0 : [ 2] $user$env_s0
* 0.0 : [ 2] $user$env_s1
* 0.0 : [ 5] $user$generic
* 0.0 : [ 11] $user$generic0
* 0.0 : [ 1] $user$generic0_r
* 0.0 : [ 4] $user$generic1
* 0.0 : [ 2] $user$generic1_r
* 0.0 : [ 2] $user$generic2
* 0.0 : [ 1] $user$generic_temp
* 0.0 : [ 3] $user$jitter_0
* 0.0 : [ 2] $user$jitter_1
* 0.0 : [ 1] $user$jitter_2
* 0.0 : [ 1] $user$jitter_3
* 0.0 : [ 1] $user$jitter_4
* 0.0 : [ 1] $user$jitter_mipped
* 0.0 : [ 2] $user$lum_t64
* 0.0 : [ 3] $user$lum_t8
* 0.0 : [ 1] $user$luminance_0
* 0.0 : [ 1] $user$luminance_1
* 0.0 : [ 1] $user$luminance_2
* 0.0 : [ 1] $user$luminance_3
* 0.0 : [ 2] $user$material
* 0.0 : [ 1] $user$msaadepth
* 0.0 : [ 278] $user$position
* 0.0 : [ 1] $user$pp_bloom
* 0.0 : [ 3] $user$rayCastTex
* 0.0 : [ 6] $user$rayDataTex
* 0.0 : [ 2] $user$rayDataTexSmall
* 0.0 : [ 1] $user$sky0
* 0.0 : [ 1] $user$sky1
* 0.0 : [ 2] $user$smaa_blendtex
* 0.0 : [ 2] $user$smaa_edgetex
* 0.0 : [ 9] $user$smap_depth
* 0.0 : [ 1] $user$smap_depth_minmax
* 0.0 : [ 1] $user$smap_surf
* 0.0 : [ 2] $user$sun_shafts0
* 0.0 : [ 3] $user$sun_shafts1
* 0.0 : [ 7] $user$tonemap
* 0.0 : [ 2] $user$tonemap_src
* 0.0 : [ 1] $user$ui
* 0.0 : [ 1] $user$viewport2
* 0.0 : [ 2] actact_controller_hit1
* 0.0 : [ 2] amikanomalyelectric_radial
* 0.0 : [ 2] amikexplosionsanim_dirtexp_3
* 0.0 : [ 2] amikexplosionsboom_0
* 0.0 : [ 2] amikexplosionsboom_1
* 0.0 : [ 2] amikexplosionsboom_2
* 0.0 : [ 2] amikexplosionsdecal_concrete
* 0.0 : [ 2] amikexplosionsexplo_end
* 0.0 : [ 2] amikexplosionsexplosion_dynamiteexplosion_din
* 0.0 : [ 2] amikexplosionsexplosion_dynamiteflashlight
* 0.0 : [ 2] amikexplosionsexplosion_dynamitesmoke
* 0.0 : [ 2] amikexplosionsexplosion_flash_atlas
* 0.0 : [ 2] amikexplosionsexplosion_fuelcanboom_1
* 0.0 : [ 1] amikexplosionsexplosion_fuelcanboom_3
* 0.0 : [ 2] amikexplosionsexplosion_fuelcangrey_xpl
* 0.0 : [ 2] amikexplosionsexplosion_smoke03
* 0.0 : [ 2] amikexplosionsfinal_expl
* 0.0 : [ 2] amikexplosionsring_grey
* 0.0 : [ 2] amikexplosionssmoke128_3w
* 0.0 : [ 2] amikexplosionssmoke2
* 0.0 : [ 2] amikexplosionssmoke_cannon
* 0.0 : [ 2] amikexplosionssmoke_white_tiled3
* 0.0 : [ 2] amikhit_fxblood962e6155
* 0.0 : [ 2] amikhit_fxbloodblood
* 0.0 : [ 2] amikhit_fxbloodm
* 0.0 : [ 2] amikhit_fxwater_splashwater_splash_anim
* 0.0 : [ 2] amikhit_fxwater_splashwater_spurt
* 0.0 : [ 2] amiknaturelist
* 0.0 : [ 2] amiknaturestonedebris1
* 0.0 : [ 2] amiknaturewood_part
* 0.0 : [ 2] amikstaticgas_lightflame_zippo
* 0.0 : [ 2] amikweapons0
* 0.0 : [ 2] amikweapons12x70
* 0.0 : [ 2] amikweapons6ways1
* 0.0 : [ 2] amikweapons6ways2
* 0.0 : [ 2] amikweapons9x39
* 0.0 : [ 2] amikweaponsbtrmuzzle6ways1
* 0.0 : [ 2] amikweaponsbtrmuzzle6ways2
* 0.0 : [ 2] amikweaponsdtk_2
* 0.0 : [ 2] amikweaponsdtk_3
* 0.0 : [ 2] amikweaponsdtk_4
* 0.0 : [ 2] amikweaponsdtk_4_1
* 0.0 : [ 2] amikweaponsdtk_5
* 0.0 : [ 2] amikweaponsdtk_6
* 0.0 : [ 2] amikweaponsdtk_8
* 0.0 : [ 2] amikweaponsflameflameshoot_1
* 0.0 : [ 2] amikweaponsflameflameshoot_2
* 0.0 : [ 2] amikweaponsflameflameshoot_3
* 0.0 : [ 2] amikweaponsflameflameshoot_4
* 0.0 : [ 2] amikweaponsflameflameshoot_5
* 0.0 : [ 2] amikweaponsflamemg42out
* 0.0 : [ 2] amikweaponsflametrace
* 0.0 : [ 2] amikweaponsflametrace_01
* 0.0 : [ 2] amikweaponsflametrail
* 0.0 : [ 2] amikweaponsflash_01
* 0.0 : [ 2] amikweaponsflash_02
* 0.0 : [ 2] amikweaponsflash_04
* 0.0 : [ 2] amikweaponsflash_05
* 0.0 : [ 2] amikweaponsgrishik357mag
* 0.0 : [ 2] amikweaponsgrishik45
* 0.0 : [ 2] amikweaponsgrishik50_ae
* 0.0 : [ 2] amikweaponsgrishik5x45x39
* 0.0 : [ 2] amikweaponsgrishik5x45x39_00
* 0.0 : [ 2] amikweaponsgrishik5x45x39_01
* 0.0 : [ 2] amikweaponsgrishik5x56x45
* 0.0 : [ 2] amikweaponsgrishik5x56x45_00
* 0.0 : [ 2] amikweaponsgrishik5x7x28
* 0.0 : [ 2] amikweaponsgrishik6x5x50
* 0.0 : [ 2] amikweaponsgrishik7x62x25_0
* 0.0 : [ 2] amikweaponsgrishik7x62x25_1
* 0.0 : [ 2] amikweaponsgrishik7x62x25_2
* 0.0 : [ 2] amikweaponsgrishik7x62x25_3
* 0.0 : [ 2] amikweaponsgrishik7x62x25_4
* 0.0 : [ 2] amikweaponsgrishik7x62x39_00
* 0.0 : [ 2] amikweaponsgrishik7x62x39_01
* 0.0 : [ 2] amikweaponsgrishik7x62x39_02
* 0.0 : [ 2] amikweaponsgrishik7x62x39_03
* 0.0 : [ 2] amikweaponsgrishik7x62x51_1
* 0.0 : [ 2] amikweaponsgrishik7x62x51_2
* 0.0 : [ 2] amikweaponsgrishik7x62x54
* 0.0 : [ 2] amikweaponsgrishik7x7x57
* 0.0 : [ 2] amikweaponsgrishik7x92x57
* 0.0 : [ 2] amikweaponsgrishik9x18_1
* 0.0 : [ 2] amikweaponsgrishik9x18_2
* 0.0 : [ 2] amikweaponsgrishik9x18_3
* 0.0 : [ 2] amikweaponsgrishik9x39
* 0.0 : [ 2] amikweaponsmg42out
* 0.0 : [ 2] amikweaponsshells_12x70
* 0.0 : [ 2] amikweaponsshells_ak
* 0.0 : [ 2] amikweaponsshells_ak_01
* 0.0 : [ 2] amikweaponssmokeshoot_0
* 0.0 : [ 2] amikweaponssmokeshoot_1
* 0.0 : [ 2] amikweaponstrace
* 0.0 : [ 2] amikweaponstrace_01
* 0.0 : [ 2] fallout4smokeburstpuffanim
* 0.0 : [ 2] fozestfire_spark_04
* 0.0 : [ 2] fozestsmall_fire_looped10x4
* 0.0 : [ 1] fozestsmall_fire_looped10x4_dist
* 0.0 : [ 2] fozestsmoke02
* 0.0 : [ 2] fxfx_flare1
* 0.0 : [ 2] fxfx_gradien2
* 0.0 : [ 2] fxfx_gradient
* 0.0 : [ 2] fxfx_gradient1
* 0.0 : [ 1] fxfx_gradient_02
* 0.0 : [ 1] fxfx_lightning
* 0.0 : [ 1] fxfx_moon
* 0.0 : [ 1] fxfx_moon_full_clear
* 0.0 : [ 1] fxfx_moon_full_cloudy
* 0.0 : [ 1] fxfx_moon_full_verycloudy
* 0.0 : [ 2] fxfx_noise
* 0.0 : [ 4] fxfx_noise2
* 0.0 : [ 1] fxfx_rain
* 0.0 : [ 1] fxfx_rainsplash1
* 0.0 : [ 2] fxfx_sun
* 0.0 : [ 1] fxfx_sun2
* 0.0 : [ 1] fxfx_sun_cloudy_dark
* 0.0 : [ 1] fxfx_sun_fog
* 0.0 : [ 1] fxfx_sun_fog3
* 0.0 : [ 1] fxfx_sun_fog4
* 0.0 : [ 1] fxfx_sun_fog4_sun
* 0.0 : [ 1] fxfx_sun_gradient
* 0.0 : [ 1] fxfx_sun_gradient_day_clear
* 0.0 : [ 1] fxfx_sun_halo
* 0.0 : [ 1] fxfx_sun_morning
* 0.0 : [ 1] fxfx_sun_rise
* 0.0 : [ 1] fxfx_sunset
* 0.0 : [ 1] fxfx_thunderbolts_gradient
* 0.0 : [ 1] fxfx_thunderbolts_gradient_surge
* 0.0 : [ 2] fxfx_volumefog1
* 0.0 : [ 1] ghost_particlesdistdistortion_default
* 0.0 : [ 2] ghost_particleseft_styleeft_flame
* 0.0 : [ 2] ghost_particleseft_styleempty
* 0.0 : [ 2] ghost_particleseft_stylef4_sparks
* 0.0 : [ 2] ghost_particleseft_stylesmoke01
* 0.0 : [ 2] ghost_particleseft_stylesmoke02
* 0.0 : [ 2] ghost_particlesglowglow01
* 0.0 : [ 2] ghost_particlesshellsr_pop12ga
* 0.0 : [ 2] ghost_particlesshellsr_pop545x39
* 0.0 : [ 2] ghost_particlesshellsr_pop9x19
* 0.0 : [ 2] ghost_particlesshellsr_pop9x39
* 0.0 : [ 2] ghost_particlesshellsshell_762x39
* 0.0 : [ 2] ghost_particlesshellsshell_9x18
* 0.0 : [ 2] ghost_particlessmokegeneric_smoke_white_00
* 0.0 : [ 2] ghost_particlessmokesmoke_loop_5x5
* 0.0 : [ 2] glowglow_04
* 0.0 : [ 2] glowglow_blue
* 0.0 : [ 2] glowglow_fire1
* 0.0 : [ 2] glowglow_fire1_soc
* 0.0 : [ 2] glowglow_orange
* 0.0 : [ 2] glowglow_orange2
* 0.0 : [ 2] glowglow_orange_bright
* 0.0 : [ 2] glowglow_rays
* 0.0 : [ 2] glowglow_white
* 0.0 : [ 2] glowglow_yellow
* 0.0 : [ 2] internalinternal_fireTransferFunction
* 0.0 : [ 3] lightslights_spot01
* 0.0 : [ 2] new_pfxexplosionseplosion04_dxt5
* 0.0 : [ 2] new_pfxsmoke_animated_2
* 0.0 : [ 2] new_pfxwblood_4
* 0.0 : [ 2] new_pfxwblood_6
* 0.0 : [ 2] pfxgunparts
* 0.0 : [ 2] pfxpfx_ani-explosion-02
* 0.0 : [ 2] pfxpfx_ani-explosion-02-b-a
* 0.0 : [ 2] pfxpfx_ani-explosion-02a
* 0.0 : [ 2] pfxpfx_ani-fire01
* 0.0 : [ 2] pfxpfx_ani-smoke-01
* 0.0 : [ 2] pfxpfx_anomaly_1
* 0.0 : [ 2] pfxpfx_anomaly_16
* 0.0 : [ 2] pfxpfx_anomaly_17
* 0.0 : [ 2] pfxpfx_anomaly_18
* 0.0 : [ 2] pfxpfx_anomaly_19
* 0.0 : [ 2] pfxpfx_anomaly_2
* 0.0 : [ 2] pfxpfx_anomaly_21
* 0.0 : [ 2] pfxpfx_anomaly_23
* 0.0 : [ 2] pfxpfx_anomaly_2_green
* 0.0 : [ 2] pfxpfx_anomaly_3
* 0.0 : [ 2] pfxpfx_anomaly_4
* 0.0 : [ 2] pfxpfx_anomaly_5
* 0.0 : [ 2] pfxpfx_anomaly_6
* 0.0 : [ 2] pfxpfx_anomaly_7
* 0.0 : [ 2] pfxpfx_anomaly_8
* 0.0 : [ 2] pfxpfx_anomaly_88
* 0.0 : [ 2] pfxpfx_anomaly_9
* 0.0 : [ 2] pfxpfx_bloodsplash1
* 0.0 : [ 2] pfxpfx_bloodsplash2
* 0.0 : [ 2] pfxpfx_blurry_cloud
* 0.0 : [ 2] pfxpfx_brick
* 0.0 : [ 2] pfxpfx_bubble
* 0.0 : [ 2] pfxpfx_bubble_1
* 0.0 : [ 2] pfxpfx_bubble_water
* 0.0 : [ 2] pfxpfx_cc_lighting_grad2
* 0.0 : [ 2] pfxpfx_cc_lightings
* 0.0 : [ 2] pfxpfx_concretedebris_01
* 0.0 : [ 2] pfxpfx_concretepuffs_01
* 0.0 : [ 1] pfxpfx_dist2
* 0.0 : [ 1] pfxpfx_dist2inv
* 0.0 : [ 1] pfxpfx_dist3
* 0.0 : [ 1] pfxpfx_dist4
* 0.0 : [ 1] pfxpfx_dist8
* 0.0 : [ 1] pfxpfx_dist9
* 0.0 : [ 1] pfxpfx_dist_lens_base
* 0.0 : [ 1] pfxpfx_dist_teleport
* 0.0 : [ 1] pfxpfx_distort_anomaly
* 0.0 : [ 2] pfxpfx_distortion
* 0.0 : [ 2] pfxpfx_electrostatic
* 0.0 : [ 2] pfxpfx_expl_01
* 0.0 : [ 2] pfxpfx_explotions_2
* 0.0 : [ 2] pfxpfx_explotions_3
* 0.0 : [ 2] pfxpfx_explotions_4
* 0.0 : [ 2] pfxpfx_explotions_smoke
* 0.0 : [ 2] pfxpfx_explotions_smoke_benzine
* 0.0 : [ 2] pfxpfx_flame
* 0.0 : [ 2] pfxpfx_flame_01
* 0.0 : [ 2] pfxpfx_flamefx_01
* 0.0 : [ 2] pfxpfx_flash_01
* 0.0 : [ 2] pfxpfx_flash_02
* 0.0 : [ 2] pfxpfx_flash_05
* 0.0 : [ 2] pfxpfx_flash_07
* 0.0 : [ 2] pfxpfx_flash_08
* 0.0 : [ 2] pfxpfx_g-smoke-01
* 0.0 : [ 2] pfxpfx_gologramma
* 0.0 : [ 2] pfxpfx_gradient
* 0.0 : [ 2] pfxpfx_gradient1
* 0.0 : [ 2] pfxpfx_leaves_01
* 0.0 : [ 2] pfxpfx_leaves_02
* 0.0 : [ 2] pfxpfx_light
* 0.0 : [ 2] pfxpfx_light1
* 0.0 : [ 2] pfxpfx_light3
* 0.0 : [ 2] pfxpfx_light4
* 0.0 : [ 1] pfxpfx_lighting_stancia_01
* 0.0 : [ 1] pfxpfx_lighting_stancia_02
* 0.0 : [ 2] pfxpfx_lightning_01
* 0.0 : [ 2] pfxpfx_lightning_02
* 0.0 : [ 2] pfxpfx_ligth_6
* 0.0 : [ 2] pfxpfx_plasma
* 0.0 : [ 2] pfxpfx_rain
* 0.0 : [ 2] pfxpfx_rez_electra2
* 0.0 : [ 2] pfxpfx_rez_electra3
* 0.0 : [ 2] pfxpfx_shells1
* 0.0 : [ 2] pfxpfx_shells2
* 0.0 : [ 2] pfxpfx_shells_green
* 0.0 : [ 2] pfxpfx_shells_pisto1
* 0.0 : [ 2] pfxpfx_shells_pistol
* 0.0 : [ 2] pfxpfx_skinsplash1
* 0.0 : [ 2] pfxpfx_smoke_a
* 0.0 : [ 2] pfxpfx_smoke_b
* 0.0 : [ 2] pfxpfx_smoke_c
* 0.0 : [ 2] pfxpfx_smoke_f
* 0.0 : [ 2] pfxpfx_smoke_g
* 0.0 : [ 2] pfxpfx_smoke_n
* 0.0 : [ 2] pfxpfx_smoke_o
* 0.0 : [ 2] pfxpfx_smoke_o2
* 0.0 : [ 2] pfxpfx_smoke_o3
* 0.0 : [ 2] pfxpfx_smoke_p
* 0.0 : [ 2] pfxpfx_smokepuffs1
* 0.0 : [ 2] pfxpfx_smokepuffs2
* 0.0 : [ 2] pfxpfx_spark_01
* 0.0 : [ 2] pfxpfx_spark_02
* 0.0 : [ 2] pfxpfx_sparks
* 0.0 : [ 2] pfxpfx_sparks1
* 0.0 : [ 2] pfxpfx_sparks2
* 0.0 : [ 2] pfxpfx_specks
* 0.0 : [ 2] pfxpfx_specks_poison
* 0.0 : [ 2] pfxpfx_spikey_star
* 0.0 : [ 2] pfxpfx_splash3
* 0.0 : [ 2] pfxpfx_splash_01
* 0.0 : [ 2] pfxpfx_splash_02
* 0.0 : [ 2] pfxpfx_step_blood
* 0.0 : [ 2] pfxpfx_stonedebris1
* 0.0 : [ 2] pfxpfx_stonedebris2
* 0.0 : [ 2] pfxpfx_synus
* 0.0 : [ 2] pfxpfx_teleport
* 0.0 : [ 2] pfxpfx_test_textures
* 0.0 : [ 2] pfxpfx_vehglassdebris_01
* 0.0 : [ 2] pfxpfx_vehmetaldebris_01
* 0.0 : [ 2] pfxpfx_water_wave
* 0.0 : [ 2] pfxpfx_woodchips1
* 0.0 : [ 2] pfxpfx_woodchips3
* 0.0 : [ 2] pfxr_popshells12ga
* 0.0 : [ 2] pfxr_popshells45acp
* 0.0 : [ 2] pfxr_popshells545x39
* 0.0 : [ 2] pfxr_popshells556x45
* 0.0 : [ 2] pfxr_popshells762x39
* 0.0 : [ 2] pfxr_popshells762x51
* 0.0 : [ 2] pfxr_popshells762x54
* 0.0 : [ 2] pfxr_popshells9x18
* 0.0 : [ 2] pfxr_popshells9x19
* 0.0 : [ 2] pfxr_popshells9x39
* 0.0 : [ 2] pfxr_popshellsfake_shells
* 0.0 : [ 2] pfxsnowo
* 0.0 : [ 2] propprop_fake_bed_fireplace
* 0.0 : [ 2] propprop_provod_02
* 0.0 : [ 1] shadersgasmasksmask_nm_1
* 0.0 : [ 1] shadersgasmasksmask_nm_10
* 0.0 : [ 1] shadersgasmasksmask_nm_2
* 0.0 : [ 1] shadersgasmasksmask_nm_3
* 0.0 : [ 1] shadersgasmasksmask_nm_4
* 0.0 : [ 1] shadersgasmasksmask_nm_5
* 0.0 : [ 1] shadersgasmasksmask_nm_6
* 0.0 : [ 1] shadersgasmasksmask_nm_7
* 0.0 : [ 1] shadersgasmasksmask_nm_8
* 0.0 : [ 1] shadersgasmasksmask_nm_9
* 0.0 : [ 1] shaderssmaaarea_tex_dx11
* 0.0 : [ 1] shaderssmaasearch_tex
* 0.0 : [ 2] shoker_modexplosionsexplosion_smoke01
* 0.0 : [ 2] shoker_modexplosionsfinal_expl
* 0.0 : [ 2] shoker_modexplosionsfiresmokeparticle
* 0.0 : [ 2] shoker_modpfxpfx_ak_shells_1
* 0.0 : [ 2] shoker_modpfxpfx_shells1
* 0.0 : [ 2] shoker_modpfxpfx_shells2
* 0.0 : [ 2] shoker_modpfxpfx_shells3
* 0.0 : [ 2] shoker_modpfxpfx_smoke_1
* 0.0 : [ 5] skyaf1_foggy6-00
* 0.0 : [ 5] skyaf1_foggy6-00#small
* 0.0 : [ 8] skyaf1_foggy8-00
* 0.0 : [ 8] skyaf1_foggy8-00#small
* 0.0 : [ 1] skyaf1_foggy9-00
* 0.0 : [ 1] skyaf1_foggy9-00#small
* 0.0 : [ 1] skyaf1_foggy11-00
* 0.0 : [ 1] skyaf1_foggy11-00#small
* 0.0 : [ 6] skyaf1_foggy13-00
* 0.0 : [ 6] skyaf1_foggy13-00#small
* 0.0 : [ 6] skyaf3_a_clear4-30
* 0.0 : [ 6] skyaf3_a_clear4-30#small
* 0.0 : [ 8] skyaf3_a_clear5-00
* 0.0 : [ 8] skyaf3_a_clear5-00#small
* 0.0 : [ 2] skyaf3_a_clear5-30
* 0.0 : [ 2] skyaf3_a_clear5-30#small
* 0.0 : [ 7] skyaf3_a_clear6-00
* 0.0 : [ 7] skyaf3_a_clear6-00#small
* 0.0 : [ 5] skyaf3_a_clear7-00
* 0.0 : [ 5] skyaf3_a_clear7-00#small
* 0.0 : [ 5] skyaf3_a_clear8-00
* 0.0 : [ 5] skyaf3_a_clear8-00#small
* 0.0 : [ 5] skyaf3_a_clear9-00
* 0.0 : [ 5] skyaf3_a_clear9-00#small
* 0.0 : [ 5] skyaf3_a_clear10-00
* 0.0 : [ 5] skyaf3_a_clear10-00#small
* 0.0 : [ 5] skyaf3_a_clear11-00
* 0.0 : [ 5] skyaf3_a_clear11-00#small
* 0.0 : [ 5] skyaf3_a_clear12-00
* 0.0 : [ 5] skyaf3_a_clear12-00#small
* 0.0 : [ 5] skyaf3_a_clear13-00
* 0.0 : [ 5] skyaf3_a_clear13-00#small
* 0.0 : [ 5] skyaf3_a_clear14-00
* 0.0 : [ 5] skyaf3_a_clear14-00#small
* 0.0 : [ 5] skyaf3_a_clear15-00
* 0.0 : [ 5] skyaf3_a_clear15-00#small
* 0.0 : [ 5] skyaf3_a_clear16-00
* 0.0 : [ 5] skyaf3_a_clear16-00#small
* 0.0 : [ 5] skyaf3_a_clear17-00
* 0.0 : [ 5] skyaf3_a_clear17-00#small
* 0.0 : [ 5] skyaf3_a_clear18-00
* 0.0 : [ 5] skyaf3_a_clear18-00#small
* 0.0 : [ 5] skyaf3_a_clear19-00
* 0.0 : [ 5] skyaf3_a_clear19-00#small
* 0.0 : [ 6] skyaf3_a_clear20-00
* 0.0 : [ 6] skyaf3_a_clear20-00#small
* 0.0 : [ 5] skyaf3_a_clear20-30
* 0.0 : [ 5] skyaf3_a_clear20-30#small
* 0.0 : [ 5] skyaf3_a_clear21-00
* 0.0 : [ 5] skyaf3_a_clear21-00#small
* 0.0 : [ 3] skyaf3_a_cloudy5-00
* 0.0 : [ 3] skyaf3_a_cloudy5-00#small
* 0.0 : [ 5] skyaf3_a_cloudy6-00
* 0.0 : [ 5] skyaf3_a_cloudy6-00#small
* 0.0 : [ 6] skyaf3_a_cloudy7-00
* 0.0 : [ 6] skyaf3_a_cloudy7-00#small
* 0.0 : [ 6] skyaf3_a_cloudy8-00
* 0.0 : [ 6] skyaf3_a_cloudy8-00#small
* 0.0 : [ 22] skyaf3_a_cloudy9-00
* 0.0 : [ 22] skyaf3_a_cloudy9-00#small
* 0.0 : [ 7] skyaf3_a_cloudy10-00
* 0.0 : [ 7] skyaf3_a_cloudy10-00#small
* 0.0 : [ 9] skyaf3_a_cloudy11-00
* 0.0 : [ 9] skyaf3_a_cloudy11-00#small
* 0.0 : [ 5] skyaf3_a_cloudy12-00
* 0.0 : [ 5] skyaf3_a_cloudy12-00#small
* 0.0 : [ 9] skyaf3_a_cloudy13-00
* 0.0 : [ 9] skyaf3_a_cloudy13-00#small
* 0.0 : [ 7] skyaf3_a_cloudy14-00
* 0.0 : [ 7] skyaf3_a_cloudy14-00#small
* 0.0 : [ 7] skyaf3_a_cloudy15-00
* 0.0 : [ 7] skyaf3_a_cloudy15-00#small
* 0.0 : [ 7] skyaf3_a_cloudy16-00
* 0.0 : [ 7] skyaf3_a_cloudy16-00#small
* 0.0 : [ 9] skyaf3_a_cloudy17-00
* 0.0 : [ 9] skyaf3_a_cloudy17-00#small
* 0.0 : [ 12] skyaf3_a_cloudy18-00
* 0.0 : [ 12] skyaf3_a_cloudy18-00#small
* 0.0 : [ 3] skyaf3_a_cloudy19-00
* 0.0 : [ 3] skyaf3_a_cloudy19-00#small
* 0.0 : [ 7] skyaf3_a_cloudy20-00
* 0.0 : [ 7] skyaf3_a_cloudy20-00#small
* 0.0 : [ 2] skyaf3_a_partly5-00
* 0.0 : [ 2] skyaf3_a_partly5-00#small
* 0.0 : [ 3] skyaf3_a_partly5-30
* 0.0 : [ 3] skyaf3_a_partly5-30#small
* 0.0 : [ 4] skyaf3_a_partly6-00
* 0.0 : [ 4] skyaf3_a_partly6-00#small
* 0.0 : [ 2] skyaf3_a_partly7-00
* 0.0 : [ 2] skyaf3_a_partly7-00#small
* 0.0 : [ 2] skyaf3_a_partly8-00
* 0.0 : [ 2] skyaf3_a_partly8-00#small
* 0.0 : [ 1] skyaf3_a_partly9-00
* 0.0 : [ 1] skyaf3_a_partly9-00#small
* 0.0 : [ 1] skyaf3_a_partly10-00
* 0.0 : [ 1] skyaf3_a_partly10-00#small
* 0.0 : [ 3] skyaf3_a_partly11-00
* 0.0 : [ 3] skyaf3_a_partly11-00#small
* 0.0 : [ 5] skyaf3_a_partly13-00
* 0.0 : [ 5] skyaf3_a_partly13-00#small
* 0.0 : [ 1] skyaf3_a_partly14-00
* 0.0 : [ 1] skyaf3_a_partly14-00#small
* 0.0 : [ 25] skyaf3_a_partly16-00
* 0.0 : [ 25] skyaf3_a_partly16-00#small
* 0.0 : [ 3] skyaf3_a_partly17-00
* 0.0 : [ 3] skyaf3_a_partly17-00#small
* 0.0 : [ 2] skyaf3_a_partly18-00
* 0.0 : [ 2] skyaf3_a_partly18-00#small
* 0.0 : [ 3] skyaf3_a_partly19-00
* 0.0 : [ 3] skyaf3_a_partly19-00#small
* 0.0 : [ 4] skyaf3_a_partly20-00
* 0.0 : [ 4] skyaf3_a_partly20-00#small
* 0.0 : [ 1] skyaf3_a_partly20-30
* 0.0 : [ 1] skyaf3_a_partly20-30#small
* 0.0 : [ 2] skyaf3_a_partly21-30
* 0.0 : [ 2] skyaf3_a_partly21-30#small
* 0.0 : [ 6] skyaf3_blowoutblowout1
* 0.0 : [ 6] skyaf3_blowoutblowout1#small
* 0.0 : [ 2] skyaf3_blowoutblowout1_1
* 0.0 : [ 2] skyaf3_blowoutblowout1_1#small
* 0.0 : [ 1] skyaf3_blowoutblowout2
* 0.0 : [ 1] skyaf3_blowoutblowout2#small
* 0.0 : [ 1] skyaf3_blowoutblowout2_night
* 0.0 : [ 1] skyaf3_blowoutblowout2_night#small
* 0.0 : [ 3] skyaf3_blowoutblowout3
* 0.0 : [ 3] skyaf3_blowoutblowout3#small
* 0.0 : [ 2] skyaf3_blowoutblowout3_1
* 0.0 : [ 2] skyaf3_blowoutblowout3_1#small
* 0.0 : [ 2] skyaf3_blowoutblowout3_1_night
* 0.0 : [ 2] skyaf3_blowoutblowout3_1_night#small
* 0.0 : [ 3] skyaf3_blowoutblowout3_2
* 0.0 : [ 3] skyaf3_blowoutblowout3_2#small
* 0.0 : [ 2] skyaf3_blowoutblowout3_2_night
* 0.0 : [ 2] skyaf3_blowoutblowout3_2_night#small
* 0.0 : [ 2] skyaf3_blowoutblowout3_3
* 0.0 : [ 2] skyaf3_blowoutblowout3_3#small
* 0.0 : [ 2] skyaf3_blowoutblowout3_3_night
* 0.0 : [ 2] skyaf3_blowoutblowout3_3_night#small
* 0.0 : [ 1] skyaf3_blowoutblowout3_night
* 0.0 : [ 1] skyaf3_blowoutblowout3_night#small
* 0.0 : [ 1] skyaf3_blowoutblowout4
* 0.0 : [ 1] skyaf3_blowoutblowout4#small
* 0.0 : [ 3] skyaf3_blowoutblowout4_1
* 0.0 : [ 3] skyaf3_blowoutblowout4_1#small
* 0.0 : [ 3] skyaf3_blowoutblowout4_1_night
* 0.0 : [ 3] skyaf3_blowoutblowout4_1_night#small
* 0.0 : [ 1] skyaf3_blowoutblowout4_night
* 0.0 : [ 1] skyaf3_blowoutblowout4_night#small
* 0.0 : [ 1] skyaf3_blowoutblowout5
* 0.0 : [ 1] skyaf3_blowoutblowout5#small
* 0.0 : [ 1] skyaf3_blowoutblowout5_night
* 0.0 : [ 1] skyaf3_blowoutblowout5_night#small
* 0.0 : [ 7] skyaf3_blowoutblowout5psi
* 0.0 : [ 7] skyaf3_blowoutblowout5psi#small
* 0.0 : [ 7] skyaf3_blowoutblowout5psi_night
* 0.0 : [ 7] skyaf3_blowoutblowout5psi_night#small
* 0.0 : [ 1] skyaf3_blowoutblowout6
* 0.0 : [ 1] skyaf3_blowoutblowout6#small
* 0.0 : [ 1] skyaf3_blowoutblowout6_night
* 0.0 : [ 1] skyaf3_blowoutblowout6_night#small
* 0.0 : [ 3] skyaf3_blowoutblowout7
* 0.0 : [ 3] skyaf3_blowoutblowout7#small
* 0.0 : [ 4] skyaf3_blowoutblowout7_night
* 0.0 : [ 4] skyaf3_blowoutblowout7_night#small
* 0.0 : [ 7] skyaf3_foggy7-00
* 0.0 : [ 7] skyaf3_foggy7-00#small
* 0.0 : [ 2] skyaf3_foggy9-00
* 0.0 : [ 2] skyaf3_foggy9-00#small
* 0.0 : [ 57] skyaf3_foggy10-00
* 0.0 : [ 57] skyaf3_foggy10-00#small
* 0.0 : [ 3] skyaf3_foggy11-00
* 0.0 : [ 3] skyaf3_foggy11-00#small
* 0.0 : [ 6] skyaf3_foggy17-00
* 0.0 : [ 6] skyaf3_foggy17-00#small
* 0.0 : [ 1] skyaf3_foggy18-00
* 0.0 : [ 1] skyaf3_foggy18-00#small
* 0.0 : [ 5] skyaf3_rainy7-00
* 0.0 : [ 5] skyaf3_rainy7-00#small
* 0.0 : [ 6] skyaf3_rainy9-00_19-00
* 0.0 : [ 6] skyaf3_rainy9-00_19-00#small
* 0.0 : [ 1] skyaf3_rainy13-00
* 0.0 : [ 1] skyaf3_rainy13-00#small
* 0.0 : [ 3] skyaf3_rainy15-00
* 0.0 : [ 3] skyaf3_rainy15-00#small
* 0.0 : [ 2] skyaf3_rainy16-00
* 0.0 : [ 2] skyaf3_rainy16-00#small
* 0.0 : [ 6] skyaf3_rainy20-00
* 0.0 : [ 6] skyaf3_rainy20-00#small
* 0.0 : [ 362] skysky_oblaka
* 0.0 : [ 40] skyskygod_nightcloudy_00-00
* 0.0 : [ 40] skyskygod_nightcloudy_00-00#small
* 0.0 : [ 55] skyskygod_nightfoggy_00-00
* 0.0 : [ 55] skyskygod_nightfoggy_00-00#small
* 0.0 : [ 37] skyswtc_clear0-00-fm
* 0.0 : [ 37] skyswtc_clear0-00-fm#small
* 0.0 : [ 26] skyswtc_clear1-00-fm
* 0.0 : [ 26] skyswtc_clear1-00-fm#small
* 0.0 : [ 1] skyswtc_clear2-00-fm
* 0.0 : [ 1] skyswtc_clear2-00-fm#small
* 0.0 : [ 1] skyswtc_clear3-00-fm
* 0.0 : [ 1] skyswtc_clear3-00-fm#small
* 0.0 : [ 1] skyswtc_clear4-00-fm
* 0.0 : [ 1] skyswtc_clear4-00-fm#small
* 0.0 : [ 1] skyswtc_clear4-30
* 0.0 : [ 1] skyswtc_clear4-30#small
* 0.0 : [ 2] skyswtc_clear5-00
* 0.0 : [ 2] skyswtc_clear5-00#small
* 0.0 : [ 3] skyswtc_clear6-00
* 0.0 : [ 3] skyswtc_clear6-00#small
* 0.0 : [ 1] skyswtc_clear6-30
* 0.0 : [ 1] skyswtc_clear6-30#small
* 0.0 : [ 1] skyswtc_clear7-00
* 0.0 : [ 1] skyswtc_clear7-00#small
* 0.0 : [ 2] skyswtc_clear8-00
* 0.0 : [ 2] skyswtc_clear8-00#small
* 0.0 : [ 3] skyswtc_clear9-00
* 0.0 : [ 3] skyswtc_clear9-00#small
* 0.0 : [ 2] skyswtc_clear10-00
* 0.0 : [ 2] skyswtc_clear10-00#small
* 0.0 : [ 2] skyswtc_clear11-00
* 0.0 : [ 2] skyswtc_clear11-00#small
* 0.0 : [ 3] skyswtc_clear12-00
* 0.0 : [ 3] skyswtc_clear12-00#small
* 0.0 : [ 2] skyswtc_clear13-00
* 0.0 : [ 2] skyswtc_clear13-00#small
* 0.0 : [ 2] skyswtc_clear14-00
* 0.0 : [ 2] skyswtc_clear14-00#small
* 0.0 : [ 2] skyswtc_clear15-00
* 0.0 : [ 2] skyswtc_clear15-00#small
* 0.0 : [ 2] skyswtc_clear16-00
* 0.0 : [ 2] skyswtc_clear16-00#small
* 0.0 : [ 2] skyswtc_clear17-00
* 0.0 : [ 2] skyswtc_clear17-00#small
* 0.0 : [ 2] skyswtc_clear18-00
* 0.0 : [ 2] skyswtc_clear18-00#small
* 0.0 : [ 3] skyswtc_clear19-00
* 0.0 : [ 3] skyswtc_clear19-00#small
* 0.0 : [ 2] skyswtc_clear20-00
* 0.0 : [ 2] skyswtc_clear20-00#small
* 0.0 : [ 1] skyswtc_clear20-30
* 0.0 : [ 1] skyswtc_clear20-30#small
* 0.0 : [ 2] skyswtc_clear21-00
* 0.0 : [ 2] skyswtc_clear21-00#small
* 0.0 : [ 1] skyswtc_clear22-00-fm
* 0.0 : [ 1] skyswtc_clear22-00-fm#small
* 0.0 : [ 1] skyswtc_clear23-00-fm
* 0.0 : [ 1] skyswtc_clear23-00-fm#small
* 0.0 : [ 1] skyswtc_clear_alt0-00
* 0.0 : [ 1] skyswtc_clear_alt0-00#small
* 0.0 : [ 1] skyswtc_clear_alt1-00
* 0.0 : [ 1] skyswtc_clear_alt1-00#small
* 0.0 : [ 1] skyswtc_clear_alt2-00
* 0.0 : [ 1] skyswtc_clear_alt2-00#small
* 0.0 : [ 34] skyswtc_clear_alt3-00
* 0.0 : [ 34] skyswtc_clear_alt3-00#small
* 0.0 : [ 2] skyswtc_clear_alt4-00
* 0.0 : [ 2] skyswtc_clear_alt4-00#small
* 0.0 : [ 1] skyswtc_clear_alt5-00
* 0.0 : [ 1] skyswtc_clear_alt5-00#small
* 0.0 : [ 2] skyswtc_clear_alt6-00
* 0.0 : [ 2] skyswtc_clear_alt6-00#small
* 0.0 : [ 1] skyswtc_clear_alt7-00
* 0.0 : [ 1] skyswtc_clear_alt7-00#small
* 0.0 : [ 1] skyswtc_clear_alt8-00
* 0.0 : [ 1] skyswtc_clear_alt8-00#small
* 0.0 : [ 2] skyswtc_clear_alt10-00
* 0.0 : [ 2] skyswtc_clear_alt10-00#small
* 0.0 : [ 1] skyswtc_clear_alt11-00
* 0.0 : [ 1] skyswtc_clear_alt11-00#small
* 0.0 : [ 2] skyswtc_clear_alt13-00
* 0.0 : [ 2] skyswtc_clear_alt13-00#small
* 0.0 : [ 1] skyswtc_clear_alt14-00
* 0.0 : [ 1] skyswtc_clear_alt14-00#small
* 0.0 : [ 2] skyswtc_clear_alt15-00
* 0.0 : [ 2] skyswtc_clear_alt15-00#small
* 0.0 : [ 1] skyswtc_clear_alt17-00
* 0.0 : [ 1] skyswtc_clear_alt17-00#small
* 0.0 : [ 1] skyswtc_clear_alt18-00
* 0.0 : [ 1] skyswtc_clear_alt18-00#small
* 0.0 : [ 1] skyswtc_clear_alt19-00
* 0.0 : [ 1] skyswtc_clear_alt19-00#small
* 0.0 : [ 2] skyswtc_clear_alt20-00
* 0.0 : [ 2] skyswtc_clear_alt20-00#small
* 0.0 : [ 3] skyswtc_clear_alt20-30
* 0.0 : [ 3] skyswtc_clear_alt20-30#small
* 0.0 : [ 3] skyswtc_clear_alt23-00
* 0.0 : [ 3] skyswtc_clear_alt23-00#small
* 0.0 : [ 2] skyswtc_cloudy_light6-00-cloudy-dark
* 0.0 : [ 2] skyswtc_cloudy_light6-00-cloudy-dark#small
* 0.0 : [ 1] skyswtc_cloudy_light17-00-cloudy-light
* 0.0 : [ 1] skyswtc_cloudy_light17-00-cloudy-light#small
* 0.0 : [ 3] skyswtc_cloudy_light19-00-cloudy-light-rain
* 0.0 : [ 3] skyswtc_cloudy_light19-00-cloudy-light-rain#small
* 0.0 : [ 1] skyswtc_cloudy_light20-30-cloudy-light
* 0.0 : [ 1] skyswtc_cloudy_light20-30-cloudy-light#small
* 0.0 : [ 2] skyswtc_dark5-00-storm
* 0.0 : [ 2] skyswtc_dark5-00-storm#small
* 0.0 : [ 1] skyswtc_dark6-00-cloudy-dark
* 0.0 : [ 1] skyswtc_dark6-00-cloudy-dark#small
* 0.0 : [ 1] skyswtc_dark7-00-cloudy-light-rain
* 0.0 : [ 1] skyswtc_dark7-00-cloudy-light-rain#small
* 0.0 : [ 1] skyswtc_dark9-00-cloudy-dark-rain
* 0.0 : [ 1] skyswtc_dark9-00-cloudy-dark-rain#small
* 0.0 : [ 1] skyswtc_dark10-00-cloudy-light-rain
* 0.0 : [ 1] skyswtc_dark10-00-cloudy-light-rain#small
* 0.0 : [ 1] skyswtc_dark11-00-storm
* 0.0 : [ 1] skyswtc_dark11-00-storm#small
* 0.0 : [ 3] skyswtc_dark13-00-cloudy-dark
* 0.0 : [ 3] skyswtc_dark13-00-cloudy-dark#small
* 0.0 : [ 1] skyswtc_dark15-00-storm
* 0.0 : [ 1] skyswtc_dark15-00-storm#small
* 0.0 : [ 1] skyswtc_dark16-00-storm
* 0.0 : [ 1] skyswtc_dark16-00-storm#small
* 0.0 : [ 1] skyswtc_dark17-00-storm
* 0.0 : [ 1] skyswtc_dark17-00-storm#small
* 0.0 : [ 1] skyswtc_dark18-00-cloudy-light-rain
* 0.0 : [ 1] skyswtc_dark18-00-cloudy-light-rain#small
* 0.0 : [ 3] skyswtc_dark19-00-storm
* 0.0 : [ 3] skyswtc_dark19-00-storm#small
* 0.0 : [ 2] skyswtc_dark20-00-storm
* 0.0 : [ 2] skyswtc_dark20-00-storm#small
* 0.0 : [ 1] skyswtc_dark21-00-storm
* 0.0 : [ 1] skyswtc_dark21-00-storm#small
* 0.0 : [ 3] skyswtc_storm8-00-storm
* 0.0 : [ 3] skyswtc_storm8-00-storm#small
* 0.0 : [ 2] skyswtc_storm9-00-storm
* 0.0 : [ 2] skyswtc_storm9-00-storm#small
* 0.0 : [ 5] skyswtc_storm10-00-storm
* 0.0 : [ 5] skyswtc_storm10-00-storm#small
* 0.0 : [ 2] skyswtc_storm12-00-storm
* 0.0 : [ 2] skyswtc_storm12-00-storm#small
* 0.0 : [ 1] skyswtc_storm14-00-storm
* 0.0 : [ 1] skyswtc_storm14-00-storm#small
* 0.0 : [ 2] skyswtc_storm15-00-storm
* 0.0 : [ 2] skyswtc_storm15-00-storm#small
* 0.0 : [ 1] skyswtc_storm20-00-storm
* 0.0 : [ 1] skyswtc_storm20-00-storm#small
* 0.0 : [ 2] sunmask
* 0.0 : [ 1] uiui_actor_sleep_screen
* 0.0 : [ 1] waterwater_SBumpVolume
* 0.0 : [ 1] waterwater_flowing_nmap
* 0.0 : [ 1] waterwater_normal
* 0.0 : [ 1] wmwm_blood_1
* 0.0 : [ 1] wmwm_blood_1_1
* 0.0 : [ 1] wmwm_blood_1_2
* 0.0 : [ 1] wmwm_blood_1_3
* 0.0 : [ 1] wmwm_blood_drop_4
* 0.0 : [ 1] wmwm_bullet_asfalt_1
* 0.0 : [ 1] wmwm_bullet_asfalt_2
* 0.0 : [ 1] wmwm_bullet_asfalt_3
* 0.0 : [ 1] wmwm_bullet_brick_1
* 0.0 : [ 1] wmwm_bullet_brick_2
* 0.0 : [ 1] wmwm_bullet_concrete
* 0.0 : [ 1] wmwm_bullet_concrete_1
* 0.0 : [ 1] wmwm_bullet_concrete_2
* 0.0 : [ 1] wmwm_bullet_concrete_4
* 0.0 : [ 1] wmwm_bullet_concrete_5
* 0.0 : [ 1] wmwm_bullet_concrete_6
* 0.0 : [ 1] wmwm_bullet_concrete_7
* 0.0 : [ 1] wmwm_bullet_glass01
* 0.0 : [ 1] wmwm_bullet_glass02
* 0.0 : [ 1] wmwm_bullet_glass03
* 0.0 : [ 1] wmwm_bullet_glass04
* 0.0 : [ 1] wmwm_bullet_ground
* 0.0 : [ 1] wmwm_bullet_ground_1
* 0.0 : [ 1] wmwm_bullet_ground_2
* 0.0 : [ 1] wmwm_bullet_metall_thik
* 0.0 : [ 1] wmwm_bullet_metall_thik_1
* 0.0 : [ 1] wmwm_bullet_metall_thik_2
* 0.0 : [ 1] wmwm_bullet_metall_thik_3
* 0.0 : [ 1] wmwm_bullet_metall_thin
* 0.0 : [ 1] wmwm_bullet_metall_thin_1
* 0.0 : [ 1] wmwm_bullet_metall_thin_2
* 0.0 : [ 1] wmwm_bullet_metall_thin_3
* 0.0 : [ 1] wmwm_bullet_metall_thin_4
* 0.0 : [ 1] wmwm_bullet_wood
* 0.0 : [ 1] wmwm_bullet_wood_1
* 0.0 : [ 1] wmwm_bullet_wood_2
* 0.0 : [ 1] wmwm_bullet_wood_3
* 0.0 : [ 1] wmwm_bullet_wood_4
* 0.0 : [ 1] wmwm_bullet_wood_5
* 0.0 : [ 1] wmwm_bullet_wood_6
* 0.0 : [ 1] wmwm_bullet_wood_7
* 0.0 : [ 1] wmwm_bullet_wood_8
* 0.0 : [ 1] wmwm_bullet_wood_9
* 0.0 : [ 1] wmwm_grenade
* 0.0 : [ 1] wmwm_knife_dead
* 0.0 : [ 1] wmwm_knife_horiz
* 0.0 : [ 1] wmwm_knife_horiz_blood
* 0.0 : [ 1] wmwm_knife_horiz_blood1
* 0.0 : [ 1] wmwm_knife_horiz_metal
* 0.0 : [ 1] wmwm_knife_horiz_ston
* 0.0 : [ 1] wmwm_knife_wood
* 0.0 : [ 1] wmwm_knife_wood1
* 0.0 : [ 1] wmwm_knife_wood2
* 8.1 : [ 1] teme — sleep
* 8.1 : [ 1] uiui_magnifier2
* 9.5 : [ 1] uimoty2018
* 9.5 : [ 1] uimoty2019
* 32.1 : [ 1] uiui_font_arial_14_1600
* 33.0 : [ 1] uiui_ani_cursor
* 64.1 : [ 1] uiui_font_hud_01_2160
* 64.1 : [ 1] uiui_font_letter_16_1600
* 64.1 : [ 1] uiui_font_letter_18_1600
* 128.1 : [ 1] uiui_font_graff_19_1600
* 128.1 : [ 1] uiui_font_graff_22_1600
* 200.1 : [ 1] logoamcm
* 256.1 : [ 1] uiui_font_console_02_2160
* 256.1 : [ 1] uiui_font_graff_32_1600
* 256.1 : [ 1] uiui_font_hud_02_2160
* 256.1 : [ 1] uiui_font_letter_25_1600
* 512.1 : [ 1] uiui_font_graff_50_1600
* 1024.1 : [ 1] uiui_actor_mp_screen
* 1024.1 : [ 1] uiui_actor_multiplayer_background
* 1024.1 : [ 1] uiui_actor_multiplayer_game_menu
* 1024.1 : [ 1] uiui_common
* 2048.1 : [ 1] uiui_actor_hint_wnd
* 2048.1 : [ 1] uiui_actor_main_menu
* 4096.1 : [ 1] uiui_actor_main_menu_one
«z:hometemedesktopanomalyanomaly-1.5.1.2binanomalydx11avx.exe» -smap2048
* phase time: 0 ms
* phase cmem: 1019 K
* [x-ray]: Prefetching Data
Loading objects…
Loading models…
Loading textures…
CResourceManager::DeferredUpload -> START, size = 1097
! Fallback to default bump map: wpnwpn_scope_pso_1m2-1_lens_bump#
texture loading time: 2118
* [x-ray]: Prefetched Data
* [prefetch] time: 2969 ms
* [prefetch] memory: 0Kb
S.T.A.L.K.E.R. Anomaly version 1.5.1
using marshal library
! [ERROR] — Failed to load script despawn_guns
# Loading ini: miscsmart_profiles.ltx
end setup
* phase time: 3802 ms
* phase cmem: 1019 K
* phase time: 1 ms
* phase cmem: 1019 K
loading mdata
* Loading spawn registry…
trc_sim_18 Wrong smart_terrain respawn_params section [respawn@trc_sim_18](empty params)
trc_sim_4 Wrong smart_terrain respawn_params section [respawn@trc_sim_4](empty params)
!ERROR: esc_smart_terrain_3_16 Wrong smatr_terrain respawn_params section [respawn@esc_smart_terrain_3_16] prop [spawn_num](there is no section)
!ERROR: esc_smart_terrain_3_16 Wrong smatr_terrain respawn_params section [respawn@esc_smart_terrain_3_16] prop [spawn_squads](there is no section)
* 18652 spawn points are successfully loaded
* Loading objects…
trc_sim_18 Wrong smart_terrain respawn_params section [respawn@trc_sim_18](empty params)
trc_sim_4 Wrong smart_terrain respawn_params section [respawn@trc_sim_4](empty params)
!ERROR: esc_smart_terrain_3_16 Wrong smatr_terrain respawn_params section [respawn@esc_smart_terrain_3_16] prop [spawn_num](there is no section)
!ERROR: esc_smart_terrain_3_16 Wrong smatr_terrain respawn_params section [respawn@esc_smart_terrain_3_16] prop [spawn_squads](there is no section)
* 30543 objects are successfully loaded
* Game teme — sleep is successfully loaded from file ‘z:/home/teme/desktop/anomaly/anomaly-1.5.1.2appdatasavedgamesteme — sleep.scop’ (1.035s)
* phase time: 1034 ms
* phase cmem: 1019 K
* phase time: 12 ms
* phase cmem: 1019 K
* phase time: 32 ms
* phase cmem: 1019 K
* client : connection accepted — <All Ok>
* phase time: 44 ms
* phase cmem: 1019 K
* phase time: 11 ms
* phase cmem: 1019 K
* phase time: 1338 ms
* phase cmem: 1019 K
* phase time: 1654 ms
* phase cmem: 1019 K
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65525 verts, 2047 Kb
* [Loading VB] 65530 verts, 2047 Kb
* [Loading VB] 65523 verts, 2047 Kb
* [Loading VB] 50056 verts, 1564 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65527 verts, 2047 Kb
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb [3]
* [Loading VB] 65533 verts, 2047 Kb
* [Loading VB] 65508 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 23843 verts, 745 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65534 verts, 2047 Kb
* [Loading VB] 65535 verts, 2047 Kb
* [Loading VB] 65523 verts, 2047 Kb
* [Loading VB] 65520 verts, 2047 Kb
* [Loading VB] 65294 verts, 2040 Kb
* [Loading VB] 7152 verts, 223 Kb
* [Loading IB] 1048575 indices, 2047 Kb [8]
* [Loading IB] 671655 indices, 1311 Kb
* [Loading VB] 65535 verts, 767 Kb [2]
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65535 verts, 767 Kb [3]
* [Loading VB] 65534 verts, 767 Kb
* [Loading VB] 65533 verts, 767 Kb
* [Loading VB] 40551 verts, 475 Kb
* [Loading IB] 1048575 indices, 2047 Kb [4]
* [Loading IB] 126591 indices, 247 Kb
* phase time: 116 ms
* phase cmem: 1019 K
* phase time: 14 ms
* phase cmem: 1019 K
* [DETAILS] VertexConsts(256), Batch(61)
* [DETAILS] 45323 v(20), 30317 p
* [DETAILS] Batch(61), VB(885K), IB(177K)
* phase time: 197 ms
* phase cmem: 1019 K
* Loading HOM: z:/home/teme/desktop/anomaly/anomaly-1.5.1.2gamedatalevelsl05_barlevel.hom
* phase time: 8 ms
* phase cmem: 1019 K
* phase time: 1 ms
* phase cmem: 1019 K
* phase time: 23 ms
* phase cmem: 1011 K
CResourceManager::DeferredUpload -> START, size = 2072
! Fallback to default bump map: build_details_bump
! Fallback to default bump map: build_details_bump#
texture loading time: 713
* t-report — base: 2055, 2214416 K
* t-report — lmap: 17, 17410 K
* phase time: 1074 ms
* phase cmem: 1018 K
* phase time: 23 ms
* phase cmem: 1018 K
* [x-ray]: Full Memory Stats
* [win32]: free[136405532252 K], reserved[1031291028 K], committed[2130128 K]
* [ D3D ]: textures[2326697 K]
* [x-ray]: process heap[1018 K]
* [x-ray]: economy: strings[66502 K], smem[55764 K]
! Fallback to default bump map: actnewloneract_gasmask_bump#
! Invalid ogg-comment version, file: z:/home/teme/desktop/anomaly/anomaly-1.5.1.2gamedatasoundsweaponssaigasaiga_reload.ogg
! Can’t find texture ‘sights’
! Can’t find texture ‘pm’
! Can’t find sound ‘weaponsgenericgp30_grenshoot’
collectgarbage before=38782912Kb
collectgarbage after=30404636Kb
! z:/home/teme/desktop/anomaly/anomaly-1.5.1.2appdatashaders_cacher4models_laserbeam.ps2048111100110000001000010000110233114010181000
! error: common_functions.h(29,6): warning X3205: conversion from larger type to smaller, possible loss of data
common_functions.h(66,2): warning X3206: implicit truncation of vector type
common_functions.h(71,49): warning X3206: implicit truncation of vector type
common_functions.h(103,2): warning X3206: implicit truncation of vector type
gbuffer_stage.h(123,24): warning X3206: ‘Load’: implicit truncation of vector type
gbuffer_stage.h(124,23): warning X3206: ‘Load’: implicit truncation of vector type
(9,8): error X3003: redefinition of ‘shader_param_5’

Feb 2 2022

Anchor

temetsu

Bro I found the fix for you. You have to edit the models_laserbeam.ps file in gamedata/shaders/r3 folder.
step1: In line no.9 put \ at start.
step2:In line no. 17 replace shader_param_5.x with 1.000000

That’s it!!!

in step 2 you have to replace it with the first value of shader_param_5 in user.ltx for me it was 1.000000.

You can also check that in game by typing shader_param_5 in console and it will give you some values, use the first one.

Feb 12 2022

Anchor

Hi Stalkers,  when I go to the dead cityI, i got a shader compile failed error, . Tried deleting user file and deleting shader cache but no change.
your help will be really welcome because i am lost !

compilation de shader vert [2]
compilation de shader vert_point
compilation de shader vert_spot
compilation de shader vert_l [2]
compilation de shader vert_dt [2]
compilation de shader simplecompilationde
shader simple_point
compilation de shader simple_spot
compilation de shader water_soft [2]
compilation de shader waterd_soft [2]
compilation de shader base_lplanes
compilation de shader impl_dt [2]
compilation shader impl_point
compilation shader impl_spot
compilation shader impl_l [2]
compilation shader lmap [2]
compilation shader lmap_point
compilation shader lmap_spot
compilation shader lmap_l [2]
compilation shader lmap_dt [2]
compilation shader lmapE
! c:/users/remif/desktop/s.t.a.l.k.e.r/bin/.. appdatashaders_cacher1lmape.ps100000
! erreur : (26) : erreur X3004 : identificateur non déclaré ‘v_ambient»

Problem Solved: I didn’t download the fix for the graphics glitches in the mod DX9 WATER IN DX8

Edited by: Sollacy

Feb 14 2022

Anchor

Hello guys, can anyone help me with this please ? I really have no idea what caused this

* DVB created: 4096K
* DIB created: 512K
* HWDST/PCF supported and used
* Managed textures disabled
THM chunk 2072 fixed, wrong size = 30, correct size = 31
! d:/games/s.t.a.l.k.e.r/s.t.a.l.k.e.r. anomalyappdatashaders_cacher3pp_blur.ps15361111001100000000000100000110204004101800000
! error: common_functions.h(43,34): warning X3206: implicit truncation of vector type
common_functions.h(63,2): warning X3206: implicit truncation of vector type
common_functions.h(68,49): warning X3206: implicit truncation of vector type
common_functions.h(100,2): warning X3206: implicit truncation of vector type
gbuffer_stage.h(123,24): warning X3206: ‘Load’: implicit truncation of vector type
gbuffer_stage.h(124,23): warning X3206: ‘Load’: implicit truncation of vector type
night_vision.h(323,37): warning X3206: ‘Load’: implicit truncation of vector type
night_vision.h(342,30): warning X3206: ‘Load’: implicit truncation of vector type
(12,41): error X3004: undeclared identifier ‘shader_param_8’

Thank you in advance !

Feb 27 2022

Anchor

Hey i also have a problem like this, would be nice if anyone could help me. Thanks for youre time!

«e:s.t.a.l.k.e.r. anomalybinanomalydx11.exe» -smap1536
* phase time: 0 ms
* phase cmem: 794962 K
* [x-ray]: Prefetching Data
Loading objects…
! Can’t find sound ‘weaponsak74ak74_switchtch’
! Can’t find sound ‘weaponsvintorezvintorez_unjam’
Loading models…
Loading textures…
CResourceManager::DeferredUpload -> START, size = 1061
! Fallback to default bump map: wpnwpn_scope_pso_1m2-1_lens_bump#
texture loading time: 10681
* [x-ray]: Prefetched Data
* [prefetch] time: 11726 ms
* [prefetch] memory: 56837Kb
S.T.A.L.K.E.R. Anomaly version 1.5.1
using marshal library
! [ERROR] — Failed to load script despawn_guns
# Loading ini: miscsmart_profiles.ltx
end setup
! ERROR: NPC Loadouts | something is wrong in [monolith_sniper_primary] — wpn_sv98_custom [2]
! ERROR: NPC Loadouts | something is wrong in [army_sniper_primary] — wpn_sv98_custom [2]

WARNING: Occlusion map ‘e:/s.t.a.l.k.e.r. anomalygamedatalevelsfake_startlevel.hom’ not found.

!WARNING treasure_manager.init_settings | item [journal] is missing info | kind: i_tool — tier: nil

! [ERROR] — Failed to load script despawn_guns
# Loading ini: miscsmart_profiles.ltx
end setup
! ERROR: NPC Loadouts | something is wrong in [monolith_sniper_primary] — wpn_sv98_custom [2]
! ERROR: NPC Loadouts | something is wrong in [army_sniper_primary] — wpn_sv98_custom [2]

! ERROR: NPC Loadouts | wrong ammo_type set for [wpn_dvl10_m1], missing value in ammo_class
Wrong animpoint smart_cover description animpoint_stay_ohrana, name esc_smart_terrain_2_12_animpoint_kamp17 [2]
! Missing ogg-comment, file: e:/s.t.a.l.k.e.r. anomalygamedatasoundsweaponsbm16bm16_reload_lr.ogg
! Missing ogg-comment, file: e:/s.t.a.l.k.e.r. anomalygamedatasoundsweaponsbm16bm16_reload_l.ogg
! Invalid ogg-comment version, file: e:/s.t.a.l.k.e.r. anomalygamedatasoundsweaponshandlingmosinbolt_new.ogg
! Invalid ogg-comment version, file: e:/s.t.a.l.k.e.r. anomalygamedatasoundsweaponshandlingsv_98sv98_bolt_after_shooting1.ogg
Wrong animpoint smart_cover description animpoint_stay_ohrana, name esc_smart_terrain_2_12_animpoint_kamp17
! Fallback to default bump map: actnewloneract_gasmask_bump#

! e:/s.t.a.l.k.e.r. anomalyappdatashaders_cacher4models_laserbeam.ps1536111100110000000000010000111201010010000000
! error: common_functions.h(29,6): warning X3205: conversion from larger type to smaller, possible loss of data
common_functions.h(66,2): warning X3206: implicit truncation of vector type
common_functions.h(71,49): warning X3206: implicit truncation of vector type
common_functions.h(103,2): warning X3206: implicit truncation of vector type
(9,8): error X3003: redefinition of ‘shader_param_5’

Mar 1 2022

Anchor

ajay902 wrote:

temetsu

Bro I found the fix for you. You have to edit the models_laserbeam.ps file in gamedata/shaders/r3 folder.
step1: In line no.9 put \ at start.
step2:In line no. 17 replace shader_param_5.x with 1.000000

That’s it!!!

in step 2 you have to replace it with the first value of shader_param_5 in user.ltx for me it was 1.000000.

You can also check that in game by typing shader_param_5 in console and it will give you some values, use the first one.

Thank you my friend, ill look into that very soon (been away from Anomaly for a while)

Mar 22 2022

Anchor

I got a crash to desktop seemingly out of nowhere. here’s the last few lines of my log. Should I delete my shadercache?

Time continual is:2558948
CRandomTask:give_task() task_id[simulation_task_7]
giver_id 19489
* [x-ray]: Full Memory Stats
* [win32]: free[137424138036 K], reserved[5882596 K], committed[8932776 K]
* [ D3D ]: textures[561632 K]
* [x-ray]: process heap[1601456 K]
* [x-ray]: economy: strings[69450 K], smem[347868 K]
* Saving spawns…
* Saving objects…
* 26000 objects are successfully saved
* Game wades — tempsave.scop is successfully saved to file ‘e:/games ;d/anomaly/bin/..appdatasavedgameswades — tempsave.scop’
Time continual is:2978130
DEBUG: set_scheme: scheme=’remark’, section=’remark@smoking_stand’
DEBUG: set_scheme: storage assigned
! Can’t find texture ‘wpnwpn_addon_scope_lens’
! Can’t find texture ‘wpnwpn_addon_scope_lens_arrow’
! e:/games ;d/anomaly/bin/..appdatashaders_cacher4models_laserbeam.ps2048111100110000000100010000110121114110000000
! error: common_functions.h(29,6): warning X3205: conversion from larger type to smaller, possible loss of data
common_functions.h(66,2): warning X3206: implicit truncation of vector type
common_functions.h(71,49): warning X3206: implicit truncation of vector type
common_functions.h(103,2): warning X3206: implicit truncation of vector type
(9,8): error X3003: redefinition of ‘shader_param_5’

Mar 23 2022

Anchor

El STALKER Anomaly me da el mismo error

——loading z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2gamedataconfigssystem.ltx [2]
Initializing Engine…
Starting INPUT device…
Available render modes[1]:
[renderer_r1]
command line «z:mediaadminpersonalinstaladorespara windowsgameanomaly-1.5.1.2binanomalydx8.exe» -smap2048 -dbg
Executing config-script «user.ltx»…
~ Invalid syntax in call to ‘renderer’
~ Valid arguments: renderer_r1
[z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2appdatauser.ltx] successfully loaded.
Loading DLL: xrRender_R1.dll
Loading DLL: xrGame.dll
* [x-ray]: Full Memory Stats
* [win32]: free[137438732504 K], reserved[32384 K], committed[188520 K]
* [ D3D ]: textures[0 K]
* [x-ray]: process heap[1028 K]
* [x-ray]: economy: strings[29467 K], smem[0 K]
SOUND: OpenAL: enumerate devices…
SOUND: OpenAL: EnumerationExtension Present
dir[1]=Z:mediaadminPERSONALInstaladoresPara WindowsGameAnomaly-1.5.1.2
dir[2]=Z:mediaadminPERSONALInstaladoresPara WindowsGameAnomaly-1.5.1.2bin
dir[3]=C:windowssystem32
CleanDeviceSpecifierList
CleanDeviceSpecifierList OpenAL Soft
devices OpenAL Soft
SOUND: OpenAL: system default SndDevice name is
SOUND: OpenAL: All available devices:
1. OpenAL Soft, Spec Version 1.1 eax[0] efx[no] xram[no]
Executing config-script «z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2gamedataconfigsdefault_controls.ltx»…
! Unknown command: g_old_aim
! Unknown command: input_exclusive_mode
[z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2gamedataconfigsdefault_controls.ltx] successfully loaded.
Executing config-script «user.ltx»…
Executing config-script «z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2gamedataconfigsrspec_default.ltx»…
[z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2gamedataconfigsrspec_default.ltx] successfully loaded.
Executing config-script «z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2gamedataconfigsdefault_controls.ltx»…
! Unknown command: g_old_aim
! Unknown command: input_exclusive_mode
[z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2gamedataconfigsdefault_controls.ltx] successfully loaded.
! Unknown command: r2_sun_far
~ Invalid syntax in call to ‘renderer’
~ Valid arguments: renderer_r1
! Unknown command: rs_borderless
! Unknown command: rs_fullscreen
[z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2appdatauser.ltx] successfully loaded.
SOUND: Selected device is OpenAL Soft
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 524296 kb, 38848 lines, 13820 bpl
Starting RENDER device…
* GPU [vendor:8086]-[device:162]: Intel(R) HD Graphics 4000
* GPU driver: 9.21.15.4352
* CREATE: DeviceREF: 1
* Vertex Processor: PURE HARDWARE
* Texture memory: 1520 M
* DDI-level: 9.0
* GPU shading: vs(fffe0300/3.0/30), ps(ffff0300/3.0/30)
* GPU vertex cache: unrecognized, 16
* NVAPI is missing.
* Starting rendering as 2-GPU.
* DVB created: 4096K
* DIB created: 512K
* distortion: used, dev(30),need(14)
* color_mapping: used, dev(30),need(14)
* Managed textures disabled
* SSample: 1360×768
compiling shader postprocess
! z:/media/admin/personal/instaladores/para windows/game/anomaly-1.5.1.2appdatashaders_cacher1postprocess.ps100000
Can’t compile shader hr=0x80004001

Apr 27 2022

Anchor

I’m getting this error and after a little testing it looks like it can’t find a lot of these .ltx files.

FATAL ERROR

[error]Expression : I
[error]Function : CInifile::Load::<lambda_afe2a7cfad7e52a484751a200f153816>::operator ()
[error]File : Xr_ini.cpp
[error]Line : 274
[error]Description : Can’t find include file:
[error]Arguments : prefetchprefetch_single.ltx

Any help would be much appreciated.

Apr 29 2022

Anchor

Hi lads

I have similar problem here with Stalker Anomaly.

Basically when I Launch it just stops working and a message pops up saying «Shader compilation Failed Please check the logs»

is there a way I can solve this ?

Here’s the Logs-

* Detected CPU: Intel(R) Core(TM) i5-7300HQ CPU @ 2.50GHz [GenuineIntel], F6/M14/S9, 2493.00 mhz, 34-clk ‘rdtsc’
* CPU features: RDTSC, MMX, SSE, SSE2, SSE3, SSSE3, SSE4.1, SSE4.2
* CPU cores/threads: 4/4

Found commandline file!
Initializing File System…
using fs-ltx fsgame.ltx
File System Ready…
FS: 64700 files cached 66 archives, 13077Kb memory used.
Init FileSystem 1.194342 sec
‘xrCore’ build 8267, Sep 25 2021

——loading d:/games/stalker anomalygamedataconfigssystem.ltx [2]
Initializing Engine…
Starting INPUT device…
Loading DLL: xrRender_R4.dll
Available render modes[1]:
[renderer_r4]
command line «d:gamesstalker anomalybinanomalydx11avx.exe» -smap2048
Executing config-script «user.ltx»…
[d:/games/stalker anomalyappdatauser.ltx] successfully loaded.
Loading DLL: xrRender_R4.dll
Loading DLL: xrGame.dll
* [x-ray]: Full Memory Stats
* [win32]: free[137434313420 K], reserved[4398896 K], committed[241092 K]
* [ D3D ]: textures[0 K]
* [x-ray]: process heap[65754 K]
* [x-ray]: economy: strings[52641 K], smem[0 K]
SOUND: OpenAL: enumerate devices…
SOUND: OpenAL: EnumerationExtension Present
dir[1]=D:GamesStalker Anomaly
dir[2]=D:GamesStalker Anomalybin
dir[3]=C:WINDOWSsystem32
CleanDeviceSpecifierList
CleanDeviceSpecifierList OpenAL Soft
devices OpenAL Soft
SOUND: OpenAL: system default SndDevice name is
SOUND: OpenAL: All available devices:
1. OpenAL Soft, Spec Version 1.1 eax[0] efx[no] xram[no]
Executing config-script «d:/games/stalker anomalygamedataconfigsdefault_controls.ltx»…
! Unknown command: g_old_aim
! Unknown command: input_exclusive_mode
[d:/games/stalker anomalygamedataconfigsdefault_controls.ltx] successfully loaded.
Executing config-script «user.ltx»…
Executing config-script «d:/games/stalker anomalygamedataconfigsrspec_default.ltx»…
[d:/games/stalker anomalygamedataconfigsrspec_default.ltx] successfully loaded.
Executing config-script «d:/games/stalker anomalygamedataconfigsdefault_controls.ltx»…
! Unknown command: g_old_aim
! Unknown command: input_exclusive_mode
[d:/games/stalker anomalygamedataconfigsdefault_controls.ltx] successfully loaded.
! Unknown command: g_end_modif
! Unknown command: g_firepos
! Unknown command: g_god
! Unknown command: g_unlimitedammo
! Unknown command: log_missing_ini
! Unknown command: ph_gravity
! Unknown command: time_factor
! Unknown command: rs_borderless
! Unknown command: rs_fullscreen
[d:/games/stalker anomalyappdatauser.ltx] successfully loaded.
SOUND: Selected device is OpenAL Soft
* sound: EAX 2.0 extension: absent
* sound: EAX 2.0 deferred: absent
* sound : cache: 524296 kb, 38848 lines, 13820 bpl
Starting RENDER device…
* GPU [vendor:10DE]-[device:1C8D]: NVIDIA GeForce GTX 1050
* CREATE: DeviceREF: 3
* Texture memory: 4021 M
* GPU shading: vs(0/4.0/40), ps(0/4.0/40)
* GPU vertex cache: unrecognized, 24
* NVidia MGPU: Logical(1), Physical(1)
* Starting rendering as 2-GPU.
* DVB created: 4096K
* DIB created: 512K

Informatix


  • #2

After learning about the pause and resume events I decided to re-create the program using a different approach.

I designed it so the Main program will load the asset manager and create two screens for the screen manager. I then created two classes, one to handle each screen. The Main just acts as a message-pump and forwards the show/resize/etc. events to each class as necessary.

I did the same thing for my current game. I think that’s the better code organization for libGDX.

Each class is initialized in the Show event for its screen.

At the start of the program, once the asset manager is done loading, I can initially display screen one or screen two with no errors.

If I display screen one initially and then try to switch to screen two, I get an error compiling shader while initializing the screen two class:

java.lang.IllegalArgumentException: Error compiling shader:
    at com.badlogic.gdx.graphics.g2d.SpriteBatch.createDefaultShader(SourceFile:157)
    at com.badlogic.gdx.graphics.g2d.SpriteBatch.<init>(SourceFile:120)
    at com.badlogic.gdx.graphics.g2d.SpriteBatch.<init>(SourceFile:77)
    at anywheresoftware.b4a.libgdx.graphics.lgSpriteBatch.Initialize(SourceFile:29)
    at com.badlogic.gdx.scenes.scene2d.Stage.<init>(SourceFile:130)
    at anywheresoftware.b4a.libgdx.scene2d.lgStage.Initialize(SourceFile:38)
    at phx.cards2.clscribscreen._initialize(clscribscreen.java:142)
    at phx.cards2.main._gamescreen_show(main.java:501)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:507)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:175)
    at anywheresoftware.b4a.libgdx.lgScreenManager$lgScreen.show(SourceFile:139)
    at anywheresoftware.b4a.libgdx.lgScreenManager.setCurrentScreen(SourceFile:61)
    at phx.cards2.main._titlescreen_class_play_click(main.java:746)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:507)
    at anywheresoftware.b4a.BA.raiseEvent2(BA.java:175)
    at anywheresoftware.b4a.keywords.Common$5.run(Common.java:952)
    at android.os.Handler.handleCallback(Handler.java:587)
    at android.os.Handler.dispatchMessage(Handler.java:92)
    at android.os.Looper.loop(Looper.java:130)
    at android.app.ActivityThread.main(ActivityThread.java:3689)
    at java.lang.reflect.Method.invokeNative(Native Method)
    at java.lang.reflect.Method.invoke(Method.java:507)
    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:842)
    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:600)
    at dalvik.system.NativeStart.main(Native Method)
java.lang.IllegalArgumentException: Error compiling shader:

The statement that causes the error is when I try to initialize the main stage for the screen (the stage and all groups/tables for the screen are declared in the class, not passed in); for example: MainStage.Initialize(«MainEvent») where MainStage is defined as lgScn2DStage.

I’m sure there is something fundamental that I’m not understanding or thread rule that I’m breaking that I don’t know about but for the life of me I can’t track it down.

Any suggestions would be most welcome!

Thanks in advance,
— Richard

Are you sure that you have only one stage and that you initialize it only once? Your Stage should be initialized in the Create event of libGDX, not in the screen classes. At the beginning of your screen code, in Show, call the Clear function of Stage if you want to display different actors from the previous screen.

Jeffrey Cameron


  • #3

Each class creates and manages it’s own stage, for example, in the «Class_Globals» of the class module:

Private moMainStage As lgScn2DStage     ' main stage that holds everything for this screen
Private moTitleBackTex As lgTexture     ' texture to hold the title screen backgroun (moMainTB.Background)
Private moMainTB As lgScn2DTable     ' main table that fills the main stage, it's background is the title screen

Then the class’ Initialize event creates the stage:

Public Sub Initialize(oCaller As Object, sBaseEvent As String)
    moCaller = oCaller
    msBaseEvent = sBaseEvent
 
    ' title screen background
    If moTitleBackTex.IsInitialized = False Then
         moTitleBackTex.InitializeWithPixmap(Main.AssetMgr.Get("title_screen.png"))
    End If
 
    ' main game stage
    If moMainStage.IsInitialized = False Then
        moMainStage.Initialize("TitleStage")
        SetupScreen  'creates the various widgets and fills the main stage
    End If
End Sub

Should the stage variables be created in the Main in the root render thread as opposed to being created in each class?

Informatix


  • #4

Each class creates and manages it’s own stage, for example, in the «Class_Globals» of the class module:

Private moMainStage As lgScn2DStage     ' main stage that holds everything for this screen
Private moTitleBackTex As lgTexture     ' texture to hold the title screen backgroun (moMainTB.Background)
Private moMainTB As lgScn2DTable     ' main table that fills the main stage, it's background is the title screen

Then the class’ Initialize event creates the stage:

Public Sub Initialize(oCaller As Object, sBaseEvent As String)
    moCaller = oCaller
    msBaseEvent = sBaseEvent

    ' title screen background
    If moTitleBackTex.IsInitialized = False Then
         moTitleBackTex.InitializeWithPixmap(Main.AssetMgr.Get("title_screen.png"))
    End If

    ' main game stage
    If moMainStage.IsInitialized = False Then
        moMainStage.Initialize("TitleStage")
        SetupScreen  'creates the various widgets and fills the main stage
    End If
End Sub

Should the stage variables be created in the Main in the root render thread as opposed to being created in each class?

If you want to create multiple stages, you have to initialize them with Initialize3 and manage yourself the SpriteBatch they use. But honestly, I can’t see the benefit of having multiple stages.

Jeffrey Cameron


  • #5

I created multiple stages because I was having an issue re-using the stage between screens. If I create just one stage and pass it to each class (using the stage’s .Clear method before I start filling in the stage) the second screen stage does not render properly, the background being displayed is the same background from the first screen even though this background was disposed during the pause event of the first screen.

Even stranger, if I create two separate stages and pass one to the first class and another to the second class, the button widgets on the first stage no longer respond to touch events (the _Clicked event in the class no longer fires and the button doesn’t switch between the «up» and «down» images).

Each class initializes a lgScn2dGroup that gets added to the stage and contains all other actors and widgets. Does the group object I’m creating need to be declared in the Main as well and not in each class?

Informatix


  • #6

I created multiple stages because I was having an issue re-using the stage between screens. If I create just one stage and pass it to each class (using the stage’s .Clear method before I start filling in the stage) the second screen stage does not render properly, the background being displayed is the same background from the first screen even though this background was disposed during the pause event of the first screen.

Although all screens in my game have a different background and use a different set of actors in the same stage, I never saw the problem that you mention so I think that you made a mistake somewhere.

Even stranger, if I create two separate stages and pass one to the first class and another to the second class, the button widgets on the first stage no longer respond to touch events (the _Clicked event in the class no longer fires and the button doesn’t switch between the «up» and «down» images).

This is normal. There’s only one input processor and gesture detector for all scenes. So when you initialize one, all others lose the ability to receive user events.

Each class initializes a lgScn2dGroup that gets added to the stage and contains all other actors and widgets. Does the group object I’m creating need to be declared in the Main as well and not in each class?

It has to be declared in the Globals section of the class so it is available for all class functions (and other classes if it is public). Why do you want to declare it in Main?

Jeffrey Cameron


  • #7

… Why do you want to declare it in Main?

I didn’t want to, that kind of defeats the purpose of the class, I was just querying to see if I needed to do it that way. I am still working on grasping the underlying mechanics of the library and am not sure which items need/can be declared where.

Do you draw your backgrounds in the render event, or are you using the background property? I create a lgScn2DTextureRegionDrawable from a texture (.Initialize4) that I then assign to the .Background property of a lgScn2dTable that is put inside the group (the table fills the whole group). I did it this way as the group object itself has no background property that I can find. The texture is created and disposed of in the class.

Perhaps I should just draw the texture in the render event and not use the background property?

Informatix


  • #8

Do you draw your backgrounds in the render event, or are you using the background property?

I use an actor (lgScn2DImage) and it is drawn automatically by Stage.Draw in the Render event. But there are other solutions. E.g. you can draw the texture directly in the Draw event of your stage.

I create a lgScn2DTextureRegionDrawable from a texture (.Initialize4) that I then assign to the .Background property of a lgScn2dTable that is put inside the group (the table fills the whole group). I did it this way as the group object itself has no background property that I can find. The texture is created and disposed of in the class.

What’s the usefulness of the group if it contains only a table that fills it ?

Jeffrey Cameron


  • #9

What’s the usefulness of the group if it contains only a table that fills it ?

The group contains everything for that screen; other actors, other tables, etc. I just happen to use that table’s .Background property to provide the background image since the background image is static and unchanging for the life of the screen.

Informatix


  • #10

The group contains everything for that screen; other actors, other tables, etc. I just happen to use that table’s .Background property to provide the background image since the background image is static and unchanging for the life of the screen.

The stage has already a group (root) to contain everything so it seems that your group is not necessary.

Jeffrey Cameron


  • #11

The stage has already a group (root) to contain everything so it seems that your group is not necessary.

I use a .MoveTo3 action on the group to have it slide in from one side, can you apply actions to the stage’s root group?

Informatix


  • #12

I use a .MoveTo3 action on the group to have it slide in from one side, can you apply actions to the stage’s root group?

Yes, it’s an ordinary group.

Jeffrey Cameron


  • #13

Yes, it’s an ordinary group.

Good to know, I’ll bear that in mind for my next project.

I have changed it from using the .Background property to just displaying a lgScn2DImage and it still renders the first screen’s background when you show the second screen. Basically, whatever screen is displayed second shows the background from the initially displayed screen (even though the texture was disposed in the hide event of the prior screen) instead of displaying the image that is created in the class.

The stage is .Clear’ed before I pass it to the class and the textures I’m using are created in the class initialize, disposed in the pause and re-created in the resume event. I’m at a loss to explain this particular behavior.

Informatix


  • #14

Good to know, I’ll bear that in mind for my next project.

I have changed it from using the .Background property to just displaying a lgScn2DImage and it still renders the first screen’s background when you show the second screen. Basically, whatever screen is displayed second shows the background from the initially displayed screen (even though the texture was disposed in the hide event of the prior screen) instead of displaying the image that is created in the class.

The stage is .Clear’ed before I pass it to the class and the textures I’m using are created in the class initialize, disposed in the pause and re-created in the resume event. I’m at a loss to explain this particular behavior.

It’s difficult to say where’s your mistake without the code. If you don’t want to make it public, send it to me in private.

Jeffrey Cameron


  • #15

I started a conversation with a download link, the project is too large to post to the forum due to the graphics.

Thank you so very much!

— Richard

Edited 12/8/2014 — 9:13am Solution:
If anyone was following this thread looking for a solution, the one I eventually came up with (thanks to Informatix) was to keep all of my images in an atlas and create the backgrounds from the atlas and not load from disk.

Last edited: Dec 8, 2014

wonder


  • #16

Hey guys!

Say hello to the newest member of the Error Compiling Shader Club! o_O
I’m still trying to figure out if I can manage to fix this without drastically changing the structure of my current code (implementing a Texture Atlas).

Wish me luck… :confused:

Last edited: Sep 20, 2015

wonder


  • #17

Alright, I’ve figured it out. :cool:

It seems that the screen change has to occur at the end of the Render event, at least in my case.

Before, I had the change screen instruction being called from a button click:

Sub Button1_Click
    LGSM.CurrentScreen = LG_Screen(1)
End Sub

All I had to do was to create a request variable in Process Globals and have the screen changed from the Render event:

Sub Process_Globals
    ...
    Dim ScreenChangeRequested = False as Boolean
    ...
End Sub

Sub Button1_Click
    ScreenChangeRequested = True
End Sub

Sub LGS0_Render(Delta As Float)
    ...
    ...
    ...
    ...
    If ScreenChangeRequested Then
        ScreenChangeRequested = False
        LGSM.CurrentScreen = LG_Screen(1)
    End If
End Sub

I hope this helps whoever faces the same challenge! :)

Apex Legends Season 10 has not been easy for both players and developers due to a sea of technical issues. The Evolution Collection event came with many server issues that prevented players from playing. Accompanying technical bugs like audio being completely cut out during a gunfight while playing a ranked game in Apex Legends.

Another recent issue players have been facing is the Loading and Compiling Shader issues. While starting Apex Legends, players noticed a Compiling Shader issue that takes forever to load. Some players have had to wait for over 15 minutes trying to enter the game.


Suggested fix for Apex Legends Loading and Compiling Shaders error

Apex Legends Season 10 has seen a sea of bugs and server issues impacting the players’ experience. Developers at Respawn Entertainment have been actively participating in forums such as Reddit, where players are constantly giving constructive feedback, which has been implemented in the game.

@PlayApex @Respawn please fix the loading and compiling shaders issue. very annoying.

Another issue that the Apex Legends community pointed out was the Loading and Compiling Shader problem. This issue can be frustrating for the Apex Legends player base as they have to wait a long time to enter the game. Players have complained of a long waiting period which has gone up to about 15 minutes.

The Apex Legends community has tried a variety of fixes, most of which involve players deleting and installing the game again. But these efforts did not bear fruit as they continued to complain about these problems.

Sources claim that Apex Legends was Loading and Compiling Shaders in an attempt to reduce lag. The issue was reported mainly by PC players. Therefore, the fix for this problem only applies to PC.

  • Update the graphic driver.
  • Locate the computer’s GPU control panel. Further, locate and disable the shader cache.
  • Apply the change that was made.
  • Locate the GPU control panel and re-enable the shader cache.
  • After making re-enabling the shader cache, restart the PC and load the game.

Developers at Respawn Entertainment are yet to issue an official statement to the Apex Legends community regarding a possible fix.

Edited by Srijan Sen

Thank You!

Profile picture

GIF

Cancel
Send IconReply

Profile picture

GIF

Cancel
Send IconReply

Понравилась статья? Поделить с друзьями:
  • Esc status error phantom 3 что это
  • Esc status error mavic pro
  • Esc status error mavic air
  • Europa universalis 4 ошибка при запуске 0xc0000142
  • Europa universalis 4 как изменить цвет страны