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[求助] 跳出跳出跳出!!请老鸟帮忙看看怎么解决~

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2011-5-4
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发表于 2011-8-7 11:47 | 只看该作者 回帖奖励 |倒序浏览 |阅读模式
星云大大的那个破解版,没打任何补丁,玩一会战役就跳出,弹出这个框!快捷方式目标改成这个   "D:\Program Files\Bethesda Softworks\Brink\brink.exe" seta com_allowConsole "1"    没有用!驱动精灵更新显卡驱动也一样跳出!



Finished compositing contextId 18 team security (0) cinematic: false
Spent 451ms waiting
Spent 935ms total
Finished compositing contextId 19 team security (0) cinematic: false
Spent 111ms waiting
Spent 530ms total
Finished compositing contextId 20 team security (0) cinematic: false
--- Completed loading sequence in 20.32s ---
----- idSoundCache::EndLevelLoad -----
_vmtrpages: locked 1106846 bytes (8.44 cache lines) in physical image, 0 cache lines in disk cache
maps/mp/aquarium: locked 295080 bytes (2.25 cache lines) in physical image, 0 cache lines in disk cache
Virtual textures loaded and locked in 0.20s
0: 'aqrint_csc' StopCutscene...
0: 'aqsint_csc' StopCutscene...
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_1
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_2
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_actor_3
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_extra_5
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_extra_6
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqsint_player
0: 'aqoutro_csc' StopCutscene...
0: 'aqmid_csc' StopCutscene...
=== Allow user to skip loading screen ===
-----------------------------------
00:22 to load maps/mp/aquarium.entities
sdAbilityManager::OnLocalPlayerClassChanged: 0
Received abilities from client 0
...'grenade_molotov' set as bind 0
...'landmine' set as bind 8
...'charge' set as bind 16
...'spotting' set as bind 17
...'repairing' set as bind 18
...'disarming' set as bind 19
...'building' set as bind 20
...'revive' set as bind 21
...'hacking' set as bind 22
...'hardened_skin' set as bind 23
...'give_ammo' set as bind 56
...'life_buff1' set as bind 57
...'weapon_buff1' set as bind 58
...'disguise_self' set as bind 59
14 abilities set
done setting 14 local abilities
All Stats Cleared
OnIntroCutsceneStart
99: Cinematic (correct) model for 'aqsint_actor_1' composited (uses id 1, expected id 1), ccfIndex 9
99: Cinematic (correct) model for 'aqsint_actor_2' composited (uses id 2, expected id 2), ccfIndex 10
99: Cinematic (correct) model for 'aqsint_actor_3' composited (uses id 3, expected id 3), ccfIndex 11
99: Non-cinematic (correct) model for 'aqsint_extra_5' composited (uses id 17, expected id -2), ccfIndex 12
99: Non-cinematic (correct) model for 'aqsint_extra_6' composited (uses id 18, expected id -2), ccfIndex 13
99: Non-cinematic (correct) model for 'aqsint_player' composited (uses id -1, expected id -1), ccfIndex 0
WARNING: game time hitch of 17 ms. game is now lagging behind sound by 17 ms
WARNING: RES1000: Missing asset - sdDeclGUITheme: default: Could not find material 'new_unlock_icon_material'
WARNING: LookupMaterial: 'limbo' material '_default' (alias 'new_unlock_icon_material') used without proper sort
WARNING: RES1000: Missing asset - sdDeclGUITheme: default: Could not find material 'new_unlock_icon_material'
WARNING: LookupMaterial: 'limbo' material '_default' (alias 'new_unlock_icon_material') used without proper sort
OnIntroCutsceneEnd
Player Team: security
Fade in victory splash
All Stats Cleared
Finished compositing contextId 1 team security (0) cinematic: false
Finished compositing contextId 3 team security (0) cinematic: false
All Stats Cleared
Syncing stats to clients...
Mapscripts: setup objective from match state
...OnMatchStatePrimary 0
...OnMatchStateOther 0 0
...OnMatchStateOther 1 0
...OnMatchStateOther 2 0
...OnMatchStateOther 3 0
...OnMatchStateOther 4 0
...OnMatchStateOther 5 0
...OnMatchStateOther 6 0
...OnMatchStateOther 7 0
...OnMatchStateOther 8 0
...OnMatchStateOther 9 0
...OnMatchStateOther 10 0
...OnMatchStateOther 11 0
...OnMatchStateOther 12 0
...OnMatchStateOther 13 0
...OnMatchStateOther 14 0
...OnMatchStateOther 15 0
...OnMatchStateOther 16 0
...OnMatchStateOther 17 0
Mapscripts: done setting up objective from match state
client 15 connected.
OnClientConnect: Clearing abilities for client 15
Syncing match state to client 15
client 14 connected.
OnClientConnect: Clearing abilities for client 14
Syncing match state to client 14
WARNING: Thread '': GetNetVarFloat: 'pistol_03_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 13 connected.
OnClientConnect: Clearing abilities for client 13
Syncing match state to client 13
WARNING: Thread '': GetNetVarFloat: 'pistol_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 12 connected.
OnClientConnect: Clearing abilities for client 12
Syncing match state to client 12
client 11 connected.
OnClientConnect: Clearing abilities for client 11
Syncing match state to client 11
WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 10 connected.
OnClientConnect: Clearing abilities for client 10
Syncing match state to client 10
client 9 connected.
OnClientConnect: Clearing abilities for client 9
Syncing match state to client 9
client 8 connected.
OnClientConnect: Clearing abilities for client 8
Syncing match state to client 8
WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 7 connected.
OnClientConnect: Clearing abilities for client 7
Syncing match state to client 7
client 6 connected.
OnClientConnect: Clearing abilities for client 6
Syncing match state to client 6
Finished compositing contextId 2 team security (0) cinematic: false
client 5 connected.
OnClientConnect: Clearing abilities for client 5
Syncing match state to client 5
client 4 connected.
OnClientConnect: Clearing abilities for client 4
Syncing match state to client 4
client 3 connected.
OnClientConnect: Clearing abilities for client 3
Syncing match state to client 3
client 2 connected.
OnClientConnect: Clearing abilities for client 2
Syncing match state to client 2
client 1 connected.
OnClientConnect: Clearing abilities for client 1
Syncing match state to client 1
WARNING: Thread '': GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread '': GetNetVarFloat: 'pistol_04_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
Resetting bot skills...
Bot skills reset
8 mins to go
tracked globals.game.commandPostActivetracked globals.game.commandPostActivetracked globals.game.commandPostActivetracked globals.game.commandPostActiveplay Question
entered
Migration other match state 1: 1
WARNING: Bot 7 is stuck
Security skill bumped up, Resistance down
play Question
entered
Migration other match state 2: 1
Migration other match state 5: 2
Security skill bumped up, Resistance down
********************
FATAL ERROR: AllocRenderModel called from a different thread for 'particles/weapons/tracers/tracer_01'
********************
mouse: Failed to remove raw input device
...unloading Raw Input DLL

------- Input Initialization -------
Initializing DirectInput8...
...calling LoadLibrary( 'user32.dll' ): succeeded
...initializing Raw Input
mouse: Raw Input initialized.
...calling LoadLibrary( 'imm32.dll' ): succeeded
...initializing Input Method Editor
------------------------------------
AllocRenderModel called from a different thread for 'particles/weapons/tracers/tracer_01'
mouse: Failed to remove raw input device
...unloading Raw Input DLL
Shutting down OpenGL subsystem
...releasing DC
...destroying window
...shutting down QGL
...unloading OpenGL DLL
...unloading Windows Terminal Server API DLL
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