Oczywiście, instalowałem, musiałem zapomnieć dopisać w pierwszym poście. Jutro zainstaluje Gothica 2 jeszcze raz i sprawdzę z DX11 czy ruszy.
Aktualnie sprawdzam wszystko na Gothicu 1 - właśnie tutaj po wgraniu DX11 gra się włącza ale zalicza crash - bo program przestaje odpowiadać w trakcie ładownia (po intro). Oczywiście mam wszystko co potrzebne. Włączyłem zSpy, wklejam ostatnie 100 linijek zgodnie z zaleceniem kolegi.
Spoiler
00:29 Info: 5 U: GUILDS:Guild-attitude-table changed : GIL_ATTITUDES .... <oGuilds.cpp,#132>
00:29 Info: 3 U: GAM: Init-Script finished. .... <oGame.cpp,#846>
00:29 Info: 3 B: ---------- 92% ---------- .... <zviewprogressbar.cpp,#142>
00:29 Info: 5 U: PAR: Warning : Engine calls an undefined function. (index : 0 ) .... <zError.cpp,#462>
00:29 Info: 3 B: ---------- 94% ---------- .... <zviewprogressbar.cpp,#142>
00:29 Info: 2 D: MDL: Loading Model-Script '\_WORK\DATA\ANIMS\HUMANS.MDS' ... .... <zModelProto.cpp,#3965>
00:29 Info: 5 D: MDL: Loading Model-Hierarchy: HUMANS.mdh .... <zModelProto.cpp,#1664>
00:29 Info: 5 D: MDL: Parsing 'aniEnum'... .... <zModelProto.cpp,#3445>
00:29 Info: 5 C: Creating Sound Instance M_FALL_SMALL (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WALK_WATER (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WALK_WATER (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIM (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIM (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIM (alternative: 2) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIM (alternative: 3) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIMWAVES (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIMWAVES (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIMWAVES (alternative: 2) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIMBACK (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIMBACK (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIM2HANG (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SWIM2DIVE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance DIVEWAVES (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance DIVEWAVES (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BREATHBUBBLES (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BREATHBUBBLES (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BREATHBUBBLES (alternative: 2) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance DROWN (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance DRAWSOUND_BOW (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WHOOSH (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WHOOSH (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WHOOSH (alternative: 2) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WHOOSH (alternative: 3) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WHOOSH (alternative: 4) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WHOOSH (alternative: 5) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BACK (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BACK (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance FIG_SWORDFINAL (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BOWSHOOT (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BOWRELOAD (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance CROSSBOWSHOOT (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance DRINKBOTTLE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance RELEASECORK (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance EAT_APPLE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance EAT_BREAD (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance EAT_MEAT (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance EAT_SOUP (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SMOKE_JOINT (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance INST_ALARM (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SCROLL_UNFOLD (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance MAP_UNFOLD (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance SPIT_FIRE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance INST_LUTE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance INST_LUTE (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance INST_LUTE (alternative: 2) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance INST_LUTE (alternative: 3) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance INST_LUTE (alternative: 4) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance INST_LUTE (alternative: 5) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance INST_LUTE (alternative: 6) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance CHAIR_USE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance LADDER_STEP (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance LADDER_STEP (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance LADDER_STEP (alternative: 2) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BACKPACK_HANDLE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BELLOWS_OUT (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance BELLOWS_IN (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance COULDRON_STIR (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance COULDRON_STIR (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance PICKORE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance PICKORE (alternative: 1) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance PICKORE (alternative: 2) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WASHSELF01 (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance WASHSELF02 (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance HUMAN_PISSOFF (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance MFX_FIRESPELL_HUMANBURN (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance MFX_FIRESTORM_COLLIDE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance MFX_THUNDERBALL_COLLIDE4 (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance MFX_FIREBALL_COLLIDE1 (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance MFX_FIREBALL_COLLIDE3 (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 C: Creating Sound Instance MFX_THUNDERBALL_COLLIDE (alternative: 0) .... <zSndMSS.cpp,#1208>
00:29 Info: 5 D: MDL: numAnis: 1321, numMAN: 864 .... <zModelProto.cpp,#3924>
00:29 Info: 5 D: MDL: fpsRates min, max, avg: 1, 30, 20.19 .... <zModelProto.cpp,#3926>
00:29 Info: 3 D: MDL: Loading Model-Mesh: HUM_BODY_NAKED0.mdm .... <zModelProto.cpp,#4343>
00:29 Info: 3 D: MORPH: Loading MorphMesh: HUM_HEAD_PONY.mmb .... <zMorphMesh.cpp,#374>
00:29 Info: 3 B: ---------- 95% ---------- .... <zviewprogressbar.cpp,#142>
00:29 Info: 5 C: *** camera system v0.5... .... <zError.cpp,#462>
00:29 Info: 3 C: CAM: Loading file 'system\camera.src or .dat' .... <zAICamera.cpp,#332>
00:29 Info: 5 U: PAR: Loading CAMERA.DAT .... <zError.cpp,#462>
00:29 Info: 5 U: PAR: Linking skipped. .... <zError.cpp,#462>
00:29 Info: 5 U: PAR: Symbols : 59 .... <zError.cpp,#462>
00:29 Info: 5 U: PAR: Code Size : 4170 bytes. .... <zError.cpp,#462>
00:29 Info: 5 U: PAR: Linking ok (0s). .... <zError.cpp,#462>
00:29 Info: 5 C: reading dialog presets ... .... <zError.cpp,#462>
00:29 Info: 5 D: ARC: .. Closing (75 objects) .... <zError.cpp,#462>
00:29 Info: 3 B: ---------- 96% ---------- .... <zviewprogressbar.cpp,#142>
00:29 Info: 3 B: ---------- 97% ---------- .... <zviewprogressbar.cpp,#142>
00:29 Info: 3 B: ---------- 98% ---------- .... <zviewprogressbar.cpp,#142>
00:33 Info: 5 C: Shutting down MSS .... <zSndMSS.cpp,#554>
00:33 Info: 5 X: EmergencyExit: Releasing all DirectX-Objects ... .... <zRndD3D_Render.cpp,#266>
00:33 Info: 5 X: EmergencyExit: D3DXUninitialize done .... <zRndD3D_Render.cpp,#284>