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Everything posted by Tian318
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The first smart thing that's been said here
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This is my quote from a log file(To attain this crash i had to remove 2 GB of my 4 GB ram mem). "|Vision Core: Resized memory for Entities to 3242 kB. ?SpawnPoint "traffic_car05": Assigned path "traffic_car05" is blocked. ?SpawnPoint "traffic_car02": Assigned path "traffic_car02" is blocked. ?SpawnPoint "firecheck02": Assigned path "traffic_person03" is blocked. Rotation of GameObject: -0.050437 -0.998727 0.000000 0.998727 -0.050437 0.000000 0.000000 0.000000 1.000000 ?SpawnPoint "firecheck22": Assigned path "taxi_town04_waiter" is blocked. Rotation of GameObject: 0.371455 -0.928451 0.000000 0.928451 0.371455 0.000000 0.000000 0.000000 1.000000 Rotation of GameObject: -0.388990 -0.921242 0.000000 0.921242 -0.388990 0.000000 0.000000 0.000000 1.000000 ?SpawnPoint "firecheck02": Assigned path "traffic_person03" is blocked. ?SpawnPoint "firecheck22": Assigned path "taxi_town04_waiter" is blocked. !Buy patrol car ?SpawnPoint "firecheck02": Assigned path "traffic_person03" is blocked. !WARNING: global listener object is still registered! Unregister listener before destroying object!" You see i played the standard map. and floated it. had all PD cruisers patrolling, all fire trucks etc in on the map. and roughly 75% of the Ambulances at the map. When i got the call for a "car theft" (he could not drive any where as there was trafic jams all of the place). He shot at a car until it blow up. When it exploded. i got the message you see above. So i'm pretty sure it's a memory thing. Edit:I'm sure of that because: 1. My frame rate dropped from 75 down to 10 when it exploded. 2. When i floaded the map with all types of vehicles the game got lagy(on the cound of to low RAM memory, to many particles to render). 3. When it happed. nothing else was going on. no rain, no fog, daytime, no other accidents or other missions still active. Just that on small car that exploded. End edit Maby not your Video memory, But it could also be a RAM-Memory problem. Well we can't see what your problem is. Until you upload a log file. On what we can see what causes the crash. Use the upload funtion on the bottom-right of the text field(when you type a message or reply) In that way we can see what happend. you can find a log file on your drive where you have installed the game. Just open the emergency 4 folder. and look for "logfile.txt" Then upload it.
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Quote from your log file: "|Vision Core: Resized memory" also: "!WARNING: global listener object is still registered! Unregister listener before destroying object!" Looks like 2 problems to me(but i'm not sure of it) 1. memory problem either your graphics card is out of memory. Or you system RAM-Mem is full or your system page file crapt out on you. solutions:(if your memory is realy the problem) Graphic card mem: reduce your game resolution, use lower partical/shader/Anti Aliasing settings. System RAM-Mem: Try above,close all background applications or if still buy corresponding ram memory from a supplier and build it in. System Page file: increase your page file. 2. you either lost a unit/building in the game that was still in use when it got destroyed(combine that with low memory) And you have yourself a crash. or you have made a incorrect modification on L.A. mod. Causing a unit/vehicle/building to do something, that is not in the script. there for returns to 0Flag and stays there. Causing a memory "bumb" and crashes the game. But like i said i'm not sure i'm correct. But trying to run it with less background applications/lower settings will never hurt you.
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15 POLIZIA LAMBORGHINI I think the lambo is the best
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Be sure that you take the mobile driver not always the same as an home driver one.
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De pents if you believe in reincarnation or not If you believe in reincarnation, you can never die, nor where you nothing before you where born. If you look at the christen aspect of the game. You are a small piece from god, there for you are something before you where born. But when you die, you stay a (ghost, angel call it what you want) on the side of god. There for being dead is very much different than before you where born. (neither religions allow you to be nothing before you where born nor to be nothing when you die.) I don't know how it works in the other faiths. So if you want a spiritual side on this topic, you would first have to determine what you are willing to believe and what not. Personal, i think that it is different because; Before you where something you did not matter. But when you have lived you have left a mark on society. Maby not a big mark, but you where known Although it would not matter to much for your self. I mean, How many people do you know that can tell you something about the time that they were nothing. Or tell you how it is when your dead.
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Lol when i first tried Zmodeler. i was glad i got a 50 poly count on it but now a few hours later i already got a higher poly gen (still low) learning is pretty simple though. i used this realy basic tutorial i found in the inet. http://www.etspe.ca/zmt/v1/ maby to some use for some here.(it helped me a lot)
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1. Direct X 11 is going to have the ability for game designers to put in real time images. (As i work with those images(camera/video/pictures on a daily base i know how much data transfer you would need to get a good output of FPS) 2. Look on youtube and Typ in something like Direct X 11, Or The miracle of Direct X 11, Flight with Direct X 11. you will get lots of results. (And you can alway look on the Microsoft page; Since Direct X 11 is integrated into Windows© 7) 3. It does not matter on FPS, it has to do with your BIT TRANSFER rate on a 256bit rate you simply have to little free lines to sent all the data to you MB(ERGO) your CPU and MEM tot process it. With my 2 cards, i get a 512Bit transfer rate, but still i need to reboot give or take every 3 to 4 hours (on the count that my Bit rate is floated by the data it receives from video images. Direct X 11, Promises that they remodeled the system in a way that that is less likely to happen. so a transfer rate of 512BIT should be enough for the time being. (To give you an idea of the data rate:When i read out the data of ONE camera(1 Angele 45degrees) for 10minutes. My bit transfer gets give or take 65gigabit per second to read.) (when you got games, with real time imaging,(that need to be generated, adapted, filled, sent, receive, move, do stuff) You can bed you ass that it will be much higher(since some of the games to day already go to the 30/45gigabit per second A 256bit rate is still good, but will be slower very fast. Another reason why some gamers take a SLI set up. Is simply because you can take 2 low budget cards, link them up. and improve(if you got the right card and settings on MB) them up to almost 60%. So you get more bytes and rates for the buck. 4. If you got like me 3 screens on one PC, there really is no other good solution to hook them on(don't come talking to me about splitters converters, streamers etc, we tried that already) (but that is just i think for the special use of your graphic card).
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Whow dude, did not know you would get pissed at this. geez nevermind Reason for 2 card is something you will find out when game company's are going to use Direct X 11 And you need a bigger data transfer port than a 256bit interface because otherwise it will lag. Furter more i need it for work(i develop and test software for security hardware. You need lots of mem, GPU and tranfer rate. Furthermore it was just suggestion Sorry that i mis red the topic then. But that's no reason to bitch at some-1 for giving a tip.
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P.S. http://www.alternate.nl/html/categoryListi...t=6&bfbox=1 Pick an compare with 2x nvidia cards. you will see what i mean;-)
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End of life or not. I got 2 cards in my system. Play the most heavy 3d games in Full force with no lag or slow down. and you need to look a LOT better then just shops my friend: 512mb version: http://www.alternate.nl/html/product/Grafi...mp;l3=GeForce+9 1024mb version: http://www.alternate.nl/html/product/Grafi...mp;l3=GeForce+9
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You realy need to get it cheap if you want to beat the 150/160€ for 2x 9800's
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1 x ATI HD4890 1024MB Asus EAH4890/HTDI 2 x DVI, TV (Graphic Card) Take 1 out, trow it in the bin. Replace for 2 x Nvidia EN9800GT TOP/HD from asus.(in SLI mode offcourse) Will give you a better (and cheaper) solition for 1 ATI HD4890 1gig.
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Well i got a strange feeling that you where talking about my mail to u So let's put that mail in the open so others also get the "info" i posted to you 1. People don't stay on the side walk(not that they need to) But they leave there way point. and stop in the middle of the street.(not such a big problem) Except when that happens on a busy street, it will jam traffic up to next Sunday. (in the LA mod) i spent almost 45% of the time directing traffic. so my "EM" units can reach the area. (i fixed that myself now, by looking what units and lanes get jammed. and place officers there to sent traffic of the map). 2. Bridges and underpasses. If you need to respond on a bridge, or under a bridge, you can kiss that mission good bye. When you sent a car or person to do something on top of a bridge. He will walk/drive underneath it. if you finally got him to do what you want, and you completed the mission(or need to sent stretchers back in their ambulances. They will get confused some times to, and will walk back under the bridge. 3. Busy traffic. Tokyo has like many major city also 2/3/4lane streets. In real life when a accident happens, the police will set off 1 lane of that street and redirect traffic to use the other 3/2/1lanes. I found out that in the current game and mods that is not possible. you need to stop the traffic of send them back with traffic jams as result, Because the cars from lane one will just turn in to lane 2, weather there is a car or unit there.) Maby there is a way for u and your team to change that. 4. Stations. The way stations in mods are used is just brilliant and i hope to see them when your done to. Still there could be some troubles with that to. In the in almost every mod i've played(even the original game) After a big disaster. you need to send lots of units back to the HQ or station. The once returning to HQ will do so and without problems. But the once who need to go to the stations, will jam them selfs upon another. (In the LA mod for instance. if you sent 4 fire trucks back to the fire station. only one will enter the station, the other 3 will jam up behind the doors of the station. You (now) must use an inter fall time of a 20/30 seconds or the vehicles will jam.) 5. types of calls. In EM4 on the free play there isn't lots of variety in accidents. You get 4 medical calls(stroke, heart attack, suicide, and a combine of traffic/cop calls(like shooting fighting) 4 police calls(robbing, shooting, bombing, hostage) and 3 fire missions(fire, accident, assist in suicide) For the support units there is hardly a real call except the traffic light failure.(i'll explain in point 6.) (correct me if i'm wrong) but the point would be, this get boring. To little variety in the game the accidents will happen in a "random" place but still on a defined string(with a random factor on what string it will happen) i think that to little variety of strings use is the problem of that. (now i can almost calculate what/where will happen) and already place my units on that spot to do instant call work(mission time give or take 20/30sec). Use of more strings/higher change rate would remiss that i think. If you got a string where you can have a traffic accident and also fire/shoplifting what ever, you get a bigger range in what where to use(basic math) the type of calls you get.. well at this point i did not think about that how i would see that. but i'll give you some more feedback on that on a later time. 6. In real life there is much more call for the "support" units in the game that sadly never made it into the game. Think of power failure, Fallen trees(after lightning strike ) Setting of lanes on the sight of an accident. Repairing/towing broken cars. (just to name a few) i don't know how deep you guys are modding the game. But if you go that deep maby it is something to think about. 7. The way the game makes use of it's accident/accident formula. In the game, and every mod i've played so far.(this is the same formula sins EM1 to EM4(including all the mods). The game calculates what, where and when it is happening(logic) But it is has a sort of "Safe" Keeping version. Meaning, if you are fighting of a mayor fire in one part of the city. Then in the city nothing else will happen, or something small(depending on the call you got first) (if you got a house block burning) then you will get a call for shoplifting, or stroke/heart attack or something(if any at all) But the game never allows to have one major fire and a huge traffic accident at the same time. (or something like that). :blah: :blah: By the way i did not ment it in a way HOW to make your mod. I just named a few problems i had found in exciting mods. So you guy can (try) if you want to. to take those problems out or avoid them..
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Cool thanks for the info
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you seem to know what your are talking about. So can you tell me what is give or take the max of polygens u can use in one model. Before it will slow down the game? Or more important. become's to hard to rework/paste skin on to?