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Nov 19th, 2022
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  1. ******** : log created on : Thursday November 17 2022 @ 20:52:56
  2. 20:52:56 : [sys] running on x86 / Unknown (version 6.2) /
  3. 20:52:56 : [sys] DirectX version : 4.09.00.0904
  4. 20:52:56 : [cpu] GenuineIntel [11th Gen Intel(R) Core(TM) i7-11370H @ 3.30GHz] at ~3302MHz.
  5. 20:52:56 : [cpu] Features utilized: fpu cmov mmx sse sse2.
  6. 20:52:56 : [sys] using QPC / HPET timer (thread affinity: 2), frequency 10000000Hz
  7. 20:52:56 : [mem] physical memory detected (2097151K/2097151K)
  8. 20:52:56 : [mem] virtual memory detected (2097024K/1788728K)
  9. 20:52:56 : [mem] Trying to allocate memory pool (819200K)
  10. 20:52:58 : [zipfs] base.scs: mounted ok, 13318 entries [0x4bf87214]
  11. 20:52:58 : [ufs] registered symlink from /custom_build/online to /
  12. 20:52:58 : [zipfs] <mem-addr-file>: mounted ok, 86 entries [0x11ec5d98]
  13. 20:52:58 : [ufs] Home directory: 'C:/Users/Vwpna/OneDrive/Documents/UK Truck Simulator'.
  14. 20:52:58 : exec /home/config.cfg
  15. 20:52:58 : [sys] Executing /home/config.cfg ...
  16. 20:52:58 : uset g_view_dist "1.0"
  17. 20:52:58 : uset g_reflection "1"
  18. 20:52:58 : uset g_quality "2"
  19. 20:52:58 : uset g_mph "1"
  20. 20:52:58 : uset r_texture_detail "0"
  21. 20:52:58 : uset r_anisotropy_factor "0.5"
  22. 20:52:58 : uset r_device "gl"
  23. 20:52:58 : uset r_driver "gl"
  24. 20:52:58 : uset r_path "5"
  25. 20:52:58 : uset r_mode "1440x900x32x0"
  26. 20:52:58 : uset r_fullscreen "1"
  27. 20:52:58 : uset s_device "ds8"
  28. 20:52:58 : uset s_acceleration "0"
  29. 20:52:58 : uset s_mix_rate "44100"
  30. 20:52:58 : uset g_lang "en_eu"
  31. 20:52:58 : UK Truck Simulator init ver.1.32 (rev. 27318)
  32. 20:52:58 : [gl] ICD OpenGL driver detected.
  33. 20:52:58 : [gl] driver: Intel(R) Iris(R) Xe Graphics
  34. 20:52:58 : [gl] vendor: Intel
  35. 20:52:58 : [gl] version: 4.6.0 - Build 30.0.101.1631
  36. 20:52:58 : [gl] GL extensions: GL_3DFX_texture_compression_FXT1 GL_AMD_depth_clamp_separate GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_cl_event GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_robustness_isolation GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_separate_stencil GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_polygon_offset_clamp GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_semaphore GL_EXT_semaphore_win32 GL_EXT_separate_specular_color GL_EXT_shader_framebuffer_fetch GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_s3tc GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_IBM_texture_mirrored_repeat GL_INTEL_coarse_fragment_shader GL_INTEL_conservative_rasterization GL_INTEL_fragment_shader_ordering GL_INTEL_framebuffer_CMAA GL_INTEL_map_texture GL_INTEL_multi_rate_fragment_shader GL_INTEL_performance_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_shader_subgroup GL_KHR_shader_subgroup_arithmetic GL_KHR_shader_subgroup_ballot GL_KHR_shader_subgroup_basic GL_KHR_shader_subgroup_clustered GL_KHR_shader_subgroup_quad GL_KHR_shader_subgroup_shuffle GL_KHR_shader_subgroup_shuffle_relative GL_KHR_shader_subgroup_vote GL_KHR_texture_compression_astc_ldr GL_NV_blend_square GL_NV_conditional_render GL_NV_primitive_restart GL_NV_texgen_reflection GL_OVR_multiview GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
  37. 20:52:58 : [gl] GL_max_texture_size: 16384
  38. 20:52:58 : [gl] taking advantage of 'GL_multitexture'
  39. 20:52:58 : [gl] Sampler count: 8
  40. 20:52:58 : [gl] taking advantage of 'GL_ARB_fragment_program'
  41. 20:52:58 : [gl] taking advantage of 'GL_texture_mirrored_repeat'
  42. 20:52:58 : [gl] taking advantage of 'GL_texture_border_clamp'
  43. 20:52:58 : [gl] taking advantage of 'GL_texture_compression'
  44. 20:52:58 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
  45. 20:52:58 : [gl] taking advantage of 'GL_texture_cube_map'
  46. 20:52:58 : [gl] taking advantage of 'GL_texture_env_crossbar'
  47. 20:52:58 : [gl] taking advantage of 'GL_texture_env_combine'
  48. 20:52:58 : [gl] taking advantage of 'GL_texture_rectangle'
  49. 20:52:58 : [gl] taking advantage of 'GL_transpose_matrix'
  50. 20:52:58 : [gl] taking advantage of 'GL_vertex_buffer_object'
  51. 20:52:58 : [gl] taking advantage of 'GL_ARB_vertex_program'
  52. 20:52:58 : [gl] Vertex attribute count: 16
  53. 20:52:58 : [gl] taking advantage of 'GL_shader_objects'
  54. 20:52:58 : [gl] taking advantage of 'GL_vertex_shader'
  55. 20:52:58 : [gl] taking advantage of 'GL_fragment_shader'
  56. 20:52:58 : [gl] taking advantage of 'GL_draw_buffers'
  57. 20:52:58 : [gl] taking advantage of 'GL_blend_color'
  58. 20:52:58 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
  59. 20:52:58 : [gl] taking advantage of 'GL_draw_range_elements'
  60. 20:52:58 : [gl] taking advantage of 'GL_rescale_normal'
  61. 20:52:58 : [gl] taking advantage of 'GL_secondary_color'
  62. 20:52:58 : [gl] taking advantage of 'GL_separate_spcular_color'
  63. 20:52:58 : [gl] taking advantage of 'GL_texture3D'
  64. 20:52:58 : [gl] taking advantage of 'GL_texture_edge_clamp'
  65. 20:52:58 : [gl] taking advantage of 'GL_texture_env_add'
  66. 20:52:58 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
  67. 20:52:58 : [gl] Max anisotropy factor: 16
  68. 20:52:58 : [gl] taking advantage of 'GL_generate_mipmap'
  69. 20:52:58 : [gl] taking advantage of 'GL_framebuffer_object'
  70. 20:52:58 : [gl] taking advantage of 'WGL_ARB_extensions_string'
  71. 20:52:58 : [gl] WGL extensions: WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_ARB_robustness_application_isolation WGL_ARB_robustness_share_group_isolation WGL_ARB_create_context_robustness WGL_ARB_context_flush_control
  72. 20:52:58 : [gl] taking advantage of 'WGL_EXT_swap_control'
  73. 20:52:58 : [gl] taking advantage of 'WGL_ARB_pixel_format'
  74. 20:52:58 : [gl] taking advantage of 'GL_ARB_multisample'
  75. 20:52:58 : [gl] Detected support for 16x anti-aliasing.
  76. 20:52:58 : [gl] Detected support for 8x anti-aliasing.
  77. 20:52:58 : [gl] Detected support for 4x anti-aliasing.
  78. 20:52:58 : [gl] Detected support for 2x anti-aliasing.
  79. 20:52:58 : Rendering path available: GL1X
  80. 20:52:58 : Rendering path available: ARB1
  81. 20:52:58 : Rendering path available: ARB2
  82. 20:52:58 : Rendering path available: GL2X
  83. 20:52:58 : [dx9] Direct3D9Ex detected.
  84. 20:52:58 : [dx9] Number of adapters found: 1
  85. 20:52:58 : [dx9] Adapter #0: Intel(R) Iris(R) Xe Graphics (igdumdim32.dll) [driver version: 30.0.101.1631]
  86. 20:52:58 : Rendering path available: SM2X
  87. 20:52:58 : Rendering path available: SM3X
  88. 20:53:02 : [gl] CDS init: OK
  89. 20:53:02 : [gl] SetPixelFormat: OK (39, color 32 bits, depth 24 bits).
  90. 20:53:02 : [gl] wglCreateContext: OK
  91. 20:53:02 : [gl] OpenGL framebuffer context init OK
  92. 20:53:02 : [gfx] Created drawable (/procedural/truck0.tobj)
  93. 20:53:02 : [gfx] Created drawable (/procedural/truck1.tobj)
  94. 20:53:02 : [gfx] Created drawable (/procedural/truck2.tobj)
  95. 20:53:02 : [gfx] Created drawable (/procedural/truck3.tobj)
  96. 20:53:02 : [gfx] Created drawable (/procedural/truck4.tobj)
  97. 20:53:02 : [gfx] Created drawable (/procedural/truck5.tobj)
  98. 20:53:02 : [gfx] Created drawable (/procedural/truck6.tobj)
  99. 20:53:02 : [gfx] Created drawable (/procedural/truck7.tobj)
  100. 20:53:02 : [gfx] Created drawable (/procedural/truck8.tobj)
  101. 20:53:02 : [gfx] Created drawable (/procedural/truck9.tobj)
  102. 20:53:02 : [gfx] Created drawable (/procedural/dashboard.tobj)
  103. 20:53:02 : [gfx] Created drawable (/procedural/close_mirror.tobj)
  104. 20:53:02 : [gfx] Created drawable (/procedural/far_mirror.tobj)
  105. 20:53:02 : [gfx] Created drawable (/procedural/vehicle_env.tobj)
  106. 20:53:02 : [gfx] Created drawable (/procedural/generic_env.tobj)
  107. 20:53:02 : [gfx] Created drawable (/procedural/water_env.tobj)
  108. 20:53:02 : [gfx] Created drawable (/procedural/ocean_env.tobj)
  109. 20:53:02 : Setting UI reference mode to: 1152x864...
  110. 20:53:02 : [snd] select device (ds8)
  111. 20:53:02 : [ds8] Available device : Primary Sound Driver ().
  112. 20:53:02 : [ds8] Available device : Speakers (Realtek(R) Audio) ({0.0.0.00000000}.{65d2affa-34b7-4f51-996e-0f1d2a1c50f2}).
  113. 20:53:02 : [ds8] Available device : Speakers (Steam Streaming Speakers) ({0.0.0.00000000}.{0ea6be92-5ffb-467f-9f95-13469ab73bd8}).
  114. 20:53:02 : [ds8] Available device : AI Noise-cancelling Output (ASUS Utility) ({0.0.0.00000000}.{9178d31e-4fe5-4ded-a79d-95fe278f25ed}).
  115. 20:53:02 : [ds8] Available device : Speakers (Steam Streaming Microphone) ({0.0.0.00000000}.{e303e1f7-f0d3-449c-984e-ac6bff705a0c}).
  116. 20:53:02 : [ds8] Initialization OK.
  117. 20:53:03 : g_ui_recache
  118. 20:53:03 : exit
  119. 20:53:07 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
  120. 20:53:07 : Loading city data ....
  121. 20:53:07 : Loading cargo descriptions ....
  122. 20:53:21 : game
  123. 20:53:22 : [Ode] Starting physics server: Open Dynamics Engine (svn revision 1119)
  124. 20:53:22 : Loading resource server data ....
  125. 20:53:22 : Loading road data ....
  126. 20:53:22 : Loading terrain data ....
  127. 20:53:22 : Loading railing data ....
  128. 20:53:22 : Loading building data ....
  129. 20:53:22 : Loading model data ....
  130. 20:53:22 : Loading prefab data ....
  131. 20:53:22 : Loading sign data ....
  132. 20:53:22 : Loading traffic lights data ....
  133. 20:53:22 : Loading vegetation data ....
  134. 20:53:22 : Loading hinges data ....
  135. 20:53:22 : Loading stamp data ....
  136. 20:53:22 : Loading movers data ....
  137. 20:53:22 : Loading animated models ....
  138. 20:53:22 : Loading sound item data ....
  139. 20:53:22 : Loading live stream data ....
  140. 20:53:22 : Loading cargo data ....
  141. 20:53:22 : Loading company data ....
  142. 20:53:22 : Loading city data ....
  143. 20:53:22 : Loading cargo descriptions ....
  144. 20:53:22 : Map '/map/britain.mbd' loading started ....
  145. 20:53:23 : Map successfully loaded ....
  146. 20:53:23 : Starting the campaign ...
  147. 20:54:26 : [gl] ./gl_buffer.cpp:433 pre-BufferData - error 0x505 (out_of_memory)
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