Als ik extreme trucker speel dan sluit het spel naar een minuut af
Hier het logje
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******** : log created on : Sunday November 01 2009 @ 18:50:27
18:50:27 : [sys] running on x86 / Windows XP (version 5.1) / Service Pack 3
18:50:27 : [sys] DirectX version : 4.09.00.0904
18:50:27 : [cpu] AuthenticAMD [AMD Athlon(tm) 64 Processor 3000+] at ~2009MHz.
18:50:27 : [cpu] Features utilized: fpu cmov mmx mmxext 3dnow 3dnowext sse sse2.
18:50:27 : [sys] using QPC / ACPI (PM Clock) timer (thread affinity: 0), frequency 3579545Hz
18:50:27 : [mem] physical memory detected (523568K/123556K)
18:50:27 : [mem] virtual memory detected (2097024K/2063720K)
18:50:27 : [mem] Trying to allocate memory pool (261784K)
18:50:27 : [zipfs] ../../base.scs: mounted ok, 9602 entries [crc_0x265e1a79]
18:50:27 : [zipfs] <mem-addr-file>: mounted ok, 3 entries [crc_0xfaf7f89f]
18:50:27 : [ufs] Home directory: 'C:/Documents and Settings/Administrator/Mijn documenten/18 WoS Extreme Trucker'.
18:50:27 : [fs] Unable to open file for reading. (/home/profiles.sii)
18:50:27 : load_filtered_unit_array() - Failed to open file (/home/profiles.sii)
18:50:27 : Profiles loaded (0).
18:50:27 : exec /home/config.cfg
18:50:27 : [sys] Executing /home/config.cfg ...
18:50:27 : uset g_view_dist "1.0"
18:50:27 : uset g_reflection "0"
18:50:27 : uset g_quality "1"
18:50:27 : uset g_detail_veg "1"
18:50:27 : uset r_texture_detail "0"
18:50:27 : uset r_anisotropy_factor "0.2"
18:50:27 : uset r_device "dx9"
18:50:27 : uset r_driver "dx9"
18:50:27 : uset r_path "21"
18:50:27 : uset r_mode "1024x768x32x0"
18:50:27 : uset r_fullscreen "1"
18:50:27 : uset s_device "ds8"
18:50:27 : uset s_acceleration "0"
18:50:27 : uset s_mix_rate "44100"
18:50:27 : uset g_lang "en_us"
18:50:27 : 18 WoS Extreme Trucker init ver.1.00 (rev. 24893)
18:50:28 : [gl] ICD OpenGL driver detected.
18:50:28 : [gl] driver: RADEON 9550 x86/MMX/3DNow!/SSE2
18:50:28 : [gl] vendor: ATI Technologies Inc.
18:50:28 : [gl] version: 1.5.4581 WinXP Release
18:50:28 : [gl] GL extensions: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_multisample GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_element_array GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_map_object_buffer GL_ATI_separate_stencil GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_ATI_vertex_array_object GL_ATI_vertex_attrib_array_object GL_ATI_vertex_streams GL_ATIX_texture_env_combine3 GL_ATIX_texture_env_route GL_ATIX_vertex_shader_output_point_size GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_vertex_array GL_EXT_vertex_shader GL_HP_occlusion_test GL_NV_texgen_reflection GL_NV_blend_square GL_NV_occlusion_query GL_ARB_point_sprite GL_SGI_color_matrix GL_SGIS_texture_edge_clamp GL_SGIS_texture_border_clamp GL_SGIS_texture_lod GL_SGIS_generate_mipmap GL_SGIS_multitexture GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_extensions_string WGL_EXT_swap_control
18:50:28 : [gl] GL_max_texture_size: 2048
18:50:28 : [gl] taking advantage of 'GL_ARB_multitexture'
18:50:28 : [gl] Sampler count: 8
18:50:28 : [gl] taking advantage of 'GL_ARB_fragment_program'
18:50:28 : [gl] taking advantage of 'GL_ARB_texture_mirrored_repeat'
18:50:28 : [gl] taking advantage of 'GL_ARB_texture_border_clamp'
18:50:28 : [gl] taking advantage of 'GL_ARB_texture_compression'
18:50:28 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
18:50:28 : [gl] taking advantage of 'GL_ARB_texture_cube_map'
18:50:28 : [gl] taking advantage of 'GL_ARB_texture_env_crossbar'
18:50:28 : [gl] taking advantage of 'GL_ARB_texture_env_combine'
18:50:28 : [gl] taking advantage of 'GL_EXT_texture_rectangle'
18:50:28 : [gl] taking advantage of 'GL_ARB_transpose_matrix'
18:50:28 : [gl] taking advantage of 'GL_ARB_vertex_buffer_object'
18:50:28 : [gl] taking advantage of 'GL_ARB_vertex_program'
18:50:28 : [gl] Vertex attribute count: 32
18:50:28 : [gl] The attribute count limit clamped down to 16 from 32.
18:50:28 : [gl] taking advantage of 'GL_ARB_shader_objects'
18:50:28 : [gl] taking advantage of 'GL_ARB_vertex_shader'
18:50:28 : [gl] taking advantage of 'GL_ARB_fragment_shader'
18:50:28 : [gl] taking advantage of 'GL_ATI_fragment_shader'
18:50:28 : [gl] taking advantage of 'GL_ATI_vertex_array_object'
18:50:28 : [gl] taking advantage of 'GL_ATI_draw_buffers'
18:50:28 : [gl] taking advantage of 'GL_ATI_texture_env_combine3'
18:50:28 : [gl] taking advantage of 'GL_EXT_blend_color'
18:50:28 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
18:50:28 : [gl] taking advantage of 'GL_EXT_draw_range_elements'
18:50:28 : [gl] taking advantage of 'GL_EXT_rescale_normal'
18:50:28 : [gl] taking advantage of 'GL_EXT_secondary_color'
18:50:28 : [gl] taking advantage of 'GL_EXT_separate_specular_color'
18:50:28 : [gl] taking advantage of 'GL_EXT_texture3D'
18:50:28 : [gl] taking advantage of 'GL_EXT_texture_edge_clamp'
18:50:28 : [gl] taking advantage of 'GL_EXT_texture_env_add'
18:50:28 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
18:50:28 : [gl] Max anisotropy factor: 16
18:50:28 : [gl] taking advantage of 'GL_SGIS_generate_mipmap'
18:50:28 : [gl] taking advantage of 'WGL_ARB_extensions_string'
18:50:28 : [gl] WGL extensions: WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_swap_control
18:50:28 : [gl] taking advantage of 'WGL_EXT_swap_control'
18:50:28 : [gl] taking advantage of 'WGL_ARB_pixel_format'
18:50:28 : [gl] taking advantage of 'WGL_ARB_pbuffer'
18:50:28 : [gl] taking advantage of 'WGL_ARB_render_texture'
18:50:28 : [gl] taking advantage of 'GL_ARB_multisample'
18:50:28 : [gl] Detected support for 6x anti-aliasing.
18:50:28 : [gl] Detected support for 4x anti-aliasing.
18:50:28 : [gl] Detected support for 2x anti-aliasing.
18:50:28 : Rendering path available: GL1X
18:50:28 : Rendering path available: ARB1
18:50:28 : Rendering path available: R2XX
18:50:28 : Rendering path available: ARB2
18:50:28 : Rendering path available: GL2X
18:50:28 : [dx9] Direct3D9 detected.
18:50:28 : [dx9] Number of adapters found: 1
18:50:28 : [dx9] Adapter #0: ATI Radeon 9550 / X1050 Series (ati2dvag.dll) [driver version: 6.14.10.6925]
18:50:28 : Rendering path available: SM2X
18:50:29 : [weather] Weather subsystem inited (defs loaded).
18:50:29 : Setting UI reference mode to: 1680x1050...
18:50:29 : [dx9] D3D9 device sucessfully created [HWVP]
18:50:29 : [gfx] Created drawable (/procedural/dashboard.tobj)
18:50:29 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
18:50:29 : [gfx] Created drawable (/procedural/generic_env.tobj)
18:50:29 : [gfx] Created drawable (/procedural/water_env.tobj)
18:50:29 : Game viewport set to: aspect ratio=1.60 (window aspect ratio=1.33); viewport bounds=[left=0.00 right=1024.00 bottom=64.00 top=704.00]
18:50:30 : [snd] select device (ds8)
18:50:30 : [ds8] Available device : Primair geluidsstuurprogramma ().
18:50:30 : [ds8] Available device : Sennheiser USB Headset (usbaudio.sys).
18:50:30 : [ds8] Available device : NVIDIA(R) nForce(TM) Audio (nvapu.sys).
18:50:30 : [ds8] Initialization OK.
18:50:30 : g_ui_recache
18:50:30 : exit
18:50:35 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
18:50:35 : Loading resource server data ....
18:50:35 : Loading road data ....
18:50:35 : Loading terrain data ....
18:50:35 : Loading railing data ....
18:50:36 : Loading building data ....
18:50:38 : Loading model data ....
18:50:43 : Loading prefab data ....
18:50:44 : Loading sign data ....
18:50:45 : Loading traffic lights data ....
18:50:45 : Loading vegetation data ....
18:50:45 : Loading hinges data ....
18:50:45 : Loading stamp data ....
18:50:45 : Loading movers data ....
18:50:46 : Loading animated models ....
18:50:46 : Loading sound item data ....
18:50:46 : Loading locations ....
18:50:46 : Loading mission data ....
18:50:51 : Map successfully loaded ....
18:50:51 : [weather] New location set (flow='wflow.ice_road'; daylight: from 10:00 to 18:20; sun/moon inclination=-73.00 degrees). Waiting for time init...
18:50:51 : [weather] Time set to 11:00. Initialization completed - ready to run.
18:51:21 : New profile created [ID=01, index=00, name="arthihan"].
18:51:28 : Map successfully loaded ....
18:51:28 : [weather] New location set (flow='wflow.ice_road'; daylight: from 10:00 to 18:20; sun/moon inclination=-73.00 degrees). Waiting for time init...
18:51:28 : [weather] Time set to 11:00. Initialization completed - ready to run.
18:51:28 : Active profile switched to [ID=01, index=00, name="arthihan"].
18:51:29 : g_ui_recache
18:51:48 : game
18:51:49 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
18:51:49 : Loading resource server data ....
18:51:49 : Loading road data ....
18:51:49 : Loading terrain data ....
18:51:49 : Loading railing data ....
18:51:49 : Loading building data ....
18:51:49 : Loading model data ....
18:51:49 : Loading prefab data ....
18:51:49 : Loading sign data ....
18:51:49 : Loading traffic lights data ....
18:51:49 : Loading vegetation data ....
18:51:49 : Loading hinges data ....
18:51:49 : Loading stamp data ....
18:51:49 : Loading movers data ....
18:51:49 : Loading animated models ....
18:51:49 : Loading sound item data ....
18:51:49 : Loading locations ....
18:51:49 : Loading mission data ....
18:51:52 : Map successfully loaded ....
18:51:53 : [weather] New location set (flow='wflow.ice_road'; daylight: from 10:00 to 18:20; sun/moon inclination=-73.00 degrees). Waiting for time init...
18:51:53 : [weather] Time set to 12:50. Initialization completed - ready to run.
18:52:24 : [dx9] Failed to allocate vertex buffer of 2899116 bytes. [0x8876017c]
18:52:24 : .\dx9_buffer.cpp(110): ??0vertex_buffer_t@dx9@prism@@QAE@IQAVr_buffer_t@2@QAVdevice_t@12@@Z: Failed to allocate vertex buffer