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游侠NETSHOW论坛 游侠NETSHOW论坛 重返德军总部:旧血脉+重返德军总部:新秩序+德军总部 《重返德军总部:旧血脉》简体中文汉化补丁发布!【游侠 ...
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[原创] 《重返德军总部:旧血脉》简体中文汉化补丁发布!【游侠精弘汉化】 [复制链接]

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441#
发表于 2016-9-27 18:17:03 |只看该作者
脉免安装绿色版|Wolfenstein: The Old B

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442#
发表于 2016-9-28 22:36:28 |只看该作者
好得很

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443#
发表于 2016-11-3 21:30:06 |只看该作者
啦啦啦

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444#
发表于 2016-11-16 22:05:51 |只看该作者
需 要 需 要 需 要。

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445#
发表于 2016-12-1 09:59:23 |只看该作者
sa打扫负担起我父亲为服务器为

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446#
发表于 2016-12-1 20:27:09 |只看该作者
谢谢

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447#
发表于 2016-12-28 19:21:48 |只看该作者

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448#
发表于 2017-1-7 23:41:37 |只看该作者
ddddddddddddddddddddddddd

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449#
发表于 2017-1-9 18:00:39 |只看该作者
aaaaaaaaaaaaaaaaaaa

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450#
发表于 2017-1-19 22:05:20 |只看该作者
vvvv宝贝

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451#
发表于 2017-1-29 15:16:01 |只看该作者
顶~~~~~

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452#
发表于 2017-1-30 23:35:13 |只看该作者
精弘汉化】 [修改]精弘汉化】 [修改]

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453#
发表于 2017-2-16 13:26:00 |只看该作者
谢谢分享

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454#
发表于 2017-3-14 21:35:16 |只看该作者
支持一下

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455#
发表于 2017-3-20 12:14:34 |只看该作者
Wolfenstein The Old Blood.0.1448 win-x64 Retail  Apr 28 2015 11:29:58
Wolfenstein The Old Blood.0.1448
------ Initializing File System ------
Current search path:
C:/Users/Administrator/Saved Games/MachineGames/Wolfenstein The Old Blood/base/
F:/重返德军总部/旧血脉/Wolfenstein The Old Blood/base/
file system initialized.
BenchmarkGameData: ofs 0 and 0x139722752x
37 microseconds
14 microseconds
12 microseconds
12 microseconds
13 microseconds
12 microseconds
13 microseconds
55 microseconds
31 microseconds
13 microseconds
Average seek time without outliers: 18 microseconds
fileBenchmarkImpliesGameIsOnHD: true
---------------------------
idStreamingInstallManager::Init: using langMask 1 for lang english
1 CPU package, 4 physical cores, 8 logical cores
log file 'qconsole.log' opened on Mon Mar 20 12:04:00 2017

2592 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & SSSE3 & SSE41 & SSE42 & AVX & HTT
32768 kB 1st level cache, 262144 kB 2nd level cache, 6291456 kB 3rd level cache
16336 MB System Memory
Winsock Initialized
Found interface: {962A2EC5-56A4-405A-BFA0-E1042F7F3A30} Realtek PCIe GBE Family Controller - 192.168.1.104/255.255.255.0
Found interface: {B1862544-97A2-40B0-9BEA-B27D4AF2EFE4} Microsoft Wi-Fi Direct Virtual Adapter - 0.0.0.0 NULL netmask - skipped
Found interface: {A153226E-D5F3-4338-B8C2-2440CD33B073} Intel(R) Dual Band Wireless-AC 3165 - 0.0.0.0 NULL netmask - skipped
Sys_InitNetworking: adding loopback interface
Executing default.cfg for device #0...
Unknown command 'vehicle_stickControl'
execing joystick.cfg
Executing default.cfg for device #1...
Unknown command 'vehicle_stickControl'
execing joystick.cfg
Executing default.cfg for device #2...
Unknown command 'vehicle_stickControl'
execing joystick.cfg
Executing default.cfg for device #3...
Unknown command 'vehicle_stickControl'
execing joystick.cfg
idLib::SetProduction( PROD_PRODUCTION )
OpenDLCFileHandles: 0 packages mounted.
couldn't exec F:\
couldn't exec package.cfg
Command line is: "F:\重返德军总部\旧血脉\Wolfenstein The Old Blood\WolfOldBlood_x64.exe"
providerName: NVIDIA
driverDesc: NVIDIA GeForce GTX 965M
driverVersion: 21.21.13.7878
found driver version 21.21.13.7878
------- Initializing renderSystem --------
PreliminaryRenderSetup
---registered window class
---registered fake window class
---registered context window class
GetWGLExtensionsWithFakeWindow: OpenGL Vendor: "NVIDIA Corporation"
GetWGLExtensionsWithFakeWindow: OpenGL Renderer: "GeForce GTX 965M/PCIe/SSE2"
GetWGLExtensionsWithFakeWindow: OpenGL version: "4.5.0 NVIDIA 378.78"
---using WGL_EXT_swap_control
---using WGL_EXT_swap_control_tear
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
----- GL_Init -----
OpenGL version 3.2
GL_AMD_multi_draw_indirect              GL_AMD_seamless_cubemap_per_texture     
GL_AMD_vertex_shader_viewport_index     GL_AMD_vertex_shader_layer              
GL_ARB_arrays_of_arrays                 GL_ARB_base_instance                    
GL_ARB_bindless_texture                 GL_ARB_blend_func_extended              
GL_ARB_buffer_storage                   GL_ARB_clear_buffer_object              
GL_ARB_clear_texture                    GL_ARB_clip_control                     
GL_ARB_color_buffer_float               GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth               GL_ARB_compute_shader                  
GL_ARB_compute_variable_group_size      GL_ARB_conditional_render_inverted      
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_indirect                    
GL_ARB_draw_elements_base_vertex        GL_ARB_draw_instanced                  
GL_ARB_enhanced_layouts                 GL_ARB_ES2_compatibility               
GL_ARB_ES3_compatibility                GL_ARB_ES3_1_compatibility              
GL_ARB_ES3_2_compatibility              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_gpu_shader_int64                 GL_ARB_half_float_pixel                 
GL_ARB_half_float_vertex                GL_ARB_imaging                          
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_parallel_shader_compile         
GL_ARB_pipeline_statistics_query        GL_ARB_pixel_buffer_object              
GL_ARB_point_parameters                 GL_ARB_point_sprite                     
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_sample_locations                 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_ballot                    GL_ARB_shader_bit_encoding              
GL_ARB_shader_clock                     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_storage_buffer_object     
GL_ARB_shader_subroutine                GL_ARB_shader_texture_image_samples     
GL_ARB_shader_texture_lod               GL_ARB_shading_language_100            
GL_ARB_shader_viewport_layer_array      GL_ARB_shading_language_420pack         
GL_ARB_shading_language_include         GL_ARB_shading_language_packing         
GL_ARB_shadow                           GL_ARB_sparse_buffer                    
GL_ARB_sparse_texture                   GL_ARB_sparse_texture2                  
GL_ARB_sparse_texture_clamp             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_minmax            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_draw_buffers                     
GL_ATI_texture_float                    GL_ATI_texture_mirror_once              
GL_S3_s3tc                              GL_EXT_texture_env_add                  
GL_EXT_abgr                             GL_EXT_bgra                             
GL_EXT_bindable_uniform                 GL_EXT_blend_color                     
GL_EXT_blend_equation_separate          GL_EXT_blend_func_separate              
GL_EXT_blend_minmax                     GL_EXT_blend_subtract                  
GL_EXT_compiled_vertex_array            GL_EXT_Cg_shader                        
GL_EXT_depth_bounds_test                GL_EXT_direct_state_access              
GL_EXT_draw_buffers2                    GL_EXT_draw_instanced                  
GL_EXT_draw_range_elements              GL_EXT_fog_coord                        
GL_EXT_framebuffer_blit                 GL_EXT_framebuffer_multisample         
GL_EXTX_framebuffer_mixed_formats       GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object               GL_EXT_framebuffer_sRGB                 
GL_EXT_geometry_shader4                 GL_EXT_gpu_program_parameters           
GL_EXT_gpu_shader4                      GL_EXT_multi_draw_arrays               
GL_EXT_packed_depth_stencil             GL_EXT_packed_float                     
GL_EXT_packed_pixels                    GL_EXT_pixel_buffer_object              
GL_EXT_point_parameters                 GL_EXT_polygon_offset_clamp            
GL_EXT_post_depth_coverage              GL_EXT_provoking_vertex                 
GL_EXT_raster_multisample               GL_EXT_rescale_normal                  
GL_EXT_secondary_color                  GL_EXT_separate_shader_objects         
GL_EXT_separate_specular_color          GL_EXT_shader_image_load_formatted      
GL_EXT_shader_image_load_store          GL_EXT_shader_integer_mix               
GL_EXT_shadow_funcs                     GL_EXT_sparse_texture2                  
GL_EXT_stencil_two_side                 GL_EXT_stencil_wrap                     
GL_EXT_texture3D                        GL_EXT_texture_array                    
GL_EXT_texture_buffer_object            GL_EXT_texture_compression_dxt1         
GL_EXT_texture_compression_latc         GL_EXT_texture_compression_rgtc         
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_filter_minmax            GL_EXT_texture_integer                  
GL_EXT_texture_lod                      GL_EXT_texture_lod_bias                 
GL_EXT_texture_mirror_clamp             GL_EXT_texture_object                  
GL_EXT_texture_shared_exponent          GL_EXT_texture_sRGB                     
GL_EXT_texture_sRGB_decode              GL_EXT_texture_storage                  
GL_EXT_texture_swizzle                  GL_EXT_timer_query                     
GL_EXT_transform_feedback2              GL_EXT_vertex_array                     
GL_EXT_vertex_array_bgra                GL_EXT_vertex_attrib_64bit              
GL_EXT_window_rectangles                GL_EXT_import_sync_object               
GL_IBM_rasterpos_clip                   GL_IBM_texture_mirrored_repeat         
GL_KHR_context_flush_control            GL_KHR_debug                           
GL_KHR_no_error                         GL_KHR_robust_buffer_access_behavior   
GL_KHR_robustness                       GL_KTX_buffer_region                    
GL_NV_alpha_to_coverage_dither_control  GL_NV_bindless_multi_draw_indirect      
GL_NV_bindless_multi_draw_indirect_countGL_NV_bindless_texture                  
GL_NV_blend_equation_advanced           GL_NV_blend_equation_advanced_coherent  
GL_NV_blend_square                      GL_NV_command_list                     
GL_NV_compute_program5                  GL_NV_conditional_render               
GL_NV_conservative_raster               GL_NV_conservative_raster_dilate        
GL_NV_copy_depth_to_color               GL_NV_copy_image                        
GL_NV_depth_buffer_float                GL_NV_depth_clamp                       
GL_NV_draw_texture                      GL_NV_draw_vulkan_image                 
GL_NV_ES1_1_compatibility               GL_NV_ES3_1_compatibility               
GL_NV_explicit_multisample              GL_NV_fence                             
GL_NV_fill_rectangle                    GL_NV_float_buffer                     
GL_NV_fog_distance                      GL_NV_fragment_coverage_to_color        
GL_NV_fragment_program                  GL_NV_fragment_program_option           
GL_NV_fragment_program2                 GL_NV_fragment_shader_interlock         
GL_NV_framebuffer_mixed_samples         GL_NV_framebuffer_multisample_coverage  
GL_NV_geometry_shader4                  GL_NV_geometry_shader_passthrough      
GL_NV_gpu_program4                      GL_NV_internalformat_sample_query      
GL_NV_gpu_program4_1                    GL_NV_gpu_program5                     
GL_NV_gpu_program5_mem_extended         GL_NV_gpu_program_fp64                  
GL_NV_gpu_shader5                       GL_NV_half_float                        
GL_NV_light_max_exponent                GL_NV_multisample_coverage              
GL_NV_multisample_filter_hint           GL_NV_occlusion_query                  
GL_NV_packed_depth_stencil              GL_NV_parameter_buffer_object           
GL_NV_parameter_buffer_object2          GL_NV_path_rendering                    
GL_NV_path_rendering_shared_edge        GL_NV_pixel_data_range                  
GL_NV_point_sprite                      GL_NV_primitive_restart                 
GL_NV_register_combiners                GL_NV_register_combiners2               
GL_NV_sample_locations                  GL_NV_sample_mask_override_coverage     
GL_NV_shader_atomic_counters            GL_NV_shader_atomic_float               
GL_NV_shader_atomic_fp16_vector         GL_NV_shader_atomic_int64               
GL_NV_shader_buffer_load                GL_NV_shader_storage_buffer_object      
GL_NV_texgen_reflection                 GL_NV_texture_barrier                  
GL_NV_texture_compression_vtc           GL_NV_texture_env_combine4              
GL_NV_texture_multisample               GL_NV_texture_rectangle                 
GL_NV_texture_shader                    GL_NV_texture_shader2                  
GL_NV_texture_shader3                   GL_NV_transform_feedback               
GL_NV_transform_feedback2               GL_NV_uniform_buffer_unified_memory     
GL_NV_vertex_array_range                GL_NV_vertex_array_range2               
GL_NV_vertex_attrib_integer_64bit       GL_NV_vertex_buffer_unified_memory      
GL_NV_vertex_program                    GL_NV_vertex_program1_1                 
GL_NV_vertex_program2                   GL_NV_vertex_program2_option            
GL_NV_vertex_program3                   GL_NV_viewport_array2                  
GL_NV_viewport_swizzle                  GL_NVX_conditional_render               
GL_NVX_gpu_memory_info                  GL_NVX_multigpu_info                    
GL_NVX_nvenc_interop                    GL_NV_shader_thread_group               
GL_NV_shader_thread_shuffle             GL_KHR_blend_equation_advanced         
GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap                 
GL_SGIS_texture_lod                     GL_SGIX_depth_texture                  
GL_SGIX_shadow                          GL_SUN_slice_accum                     
GL_WIN_swap_hint                        WGL_EXT_swap_control                    
X..GL_AMD_multi_texsubimage not found
Couldn't find proc address for: glGetMultiQueryObjectuivAMD
---using GL_ARB_texture_multisample
---using GL_ARB_texture_compression
---using GL_EXT_texture_compression_s3tc
---using GL_EXT_texture_filter_anisotropic
---using GL_EXT_direct_state_access
---using GL_ARB_sampler_objects
---using GL_ARB_vertex_buffer_object
---using GL_ARB_map_buffer_range
---using GL_ARB_draw_elements_base_vertex
---using GL_ARB_vertex_array_object
---using GL_ARB_vertex_program
---using GL_ARB_get_program_binary
---using GL_ARB_uniform_buffer_object
---using GL_ARB_occlusion_query
---using GL_EXT_timer_query
---using GL_EXT_framebuffer_object
---using GL_EXT_framebuffer_blit
---using GL_ARB_pixel_buffer_object
---using GL_EXT_pixel_buffer_object
---using GL_EXT_depth_bounds_test
---using GL_ARB_sync
---using GL_ARB_buffer_storage
---using GL_ARB_debug_output
Free vram: 3909.10MiB
CreateOpenGLContextForCurrentThread: Assuming pre-checked Graphics Vendor: "NVIDIA Corporation"
CreateOpenGLContextOnDC: Using gl version 3.2
created OpenGL 3.2 context
CreateOpenGLContextForCurrentThread: Actually got context with Vendor: "NVIDIA Corporation"
Initializing OpenGL subsystem
ShowGameWindow: (0, 0) 1920 x 1080, full screen
OpenCachedPagesFile: F:\重返德军总部\旧血脉\Wolfenstein The Old Blood\virtualtextures\_vmtr.pages
21 pages locked in F:\重返德军总部\旧血脉\Wolfenstein The Old Blood\virtualtextures\_vmtr.pages
0.0 seconds for FinishFeedback()
PHYSICAL_PAGES_POOL_VMTR
------------------------
total  : 1024
locked :    4
current:    4
free   : 1020
100 % empty hash table entries
100 % pages 0 steps down the hash chain
   0 % pages 1 step down the hash chain
   0 % pages 2 steps down the hash chain
   0 % pages > 2 steps down the hash chain
------------------------
0.0 seconds to load and lock 21 pages
S 4096 4096  1 linr DXT5     clmp 16384k _physicalvmtrpages1
S 4096 4096  1 linr DXT1     clmp  8192k _physicalvmtrpages0
S 4096 4096  1 linr DXT5     clmp 16384k _physicalvmtrpages2
S 8192 8192  1 linr DXT5     clmp 65536k _physicaluniquepages1
S 8192 8192  1 linr DXT1     clmp 32768k _physicaluniquepages0
S 8192 8192  1 linr DXT5     clmp 65536k _physicaluniquepages2
S 1024 1024  1 linr DXT5     clmp  1024k _physicaluniquediffuseonlypages1
S  128  128  1 linr DXT5     clmp    16k _physicaluniquediffuseonly2pages1

virtual texture 1:
S 1024 1024 11 nmn  RG       clmp  2730k _vmtrpagetable
pool: VMTR
Page file: F:\重返德军总部\旧血脉\Wolfenstein The Old Blood\virtualtextures\_vmtr.pages
header.magic: 0x77339904
header.pagesWide: 1024
header.numLevels:   11
header.layoutVersion:    0
header.diskOffsetScale:    4
Pages resident per level:   0   0   0   0   0   0   0   0   2   1   1
Pages resident: 4
Pages locked: 4
2.7 total megs of page table images
Resetting cheat cvar: cu_singleStageHDP
----- Initializing Sound System ------
  0:
     2 channels, 48000 Hz
     Front Left and Front Right
     Default Console Device, Multimedia Device, Communications Device, and Game Device
  1: Realtek Digital Output (Realtek High Definition Audio)
     2 channels, 48000 Hz
     Front Left and Front Right
Using device 0
sound system initialized.
--------------------------------------
----- Initializing Decls -----
124 types, 0 declSource in 0 ms
------------------------------
Initializing class hierarchy
Reading strings/english.lang as UTF-8
3572 strings read

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
Loading named resource block: "init"
0.0 seconds to read 4305k table header
Resources skipped by layer tests: 0
Load 875 resources using 870 of 22539 total resource files, 0 streamed
--------- EndBackgroundLoads() ----------
IO: 0 seeks, 23 reads,   2MB,  43.1MB/s
Read       sleep msec:     0
Decompress sleep msec:     0
Foreground sleep msec:     2
Decompress work msec:    11
Ringbuf: freeWait 0ms/0, dataWait 23ms/18
Total            msec:    43
0.1 seconds to preload resources
Start time of bink logo video in ms: 2068
Loading named resource block: "common"
WARNING: idRenderSystemLocal::FreeBinkVideo: BinkRequestStopAsyncThread/BinkWaitStopAsyncThread failed
WARNING: (Sys_GetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_GetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
WARNING: (Sys_SetCurrentThreadPlaformAffinity) Not supported on windows/xboxes.
Couldn't create FileCacheHeader.bin
0.0 seconds to read 4305k table header
Resources skipped by layer tests: 0
Load 17768 resources using 21578 of 22539 total resource files, 0 streamed
WARNING: idRenderModelGui::Clear: waited for buffers for 16.384ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.394ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.161ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.197ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.780ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.768ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.669ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.243ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.825ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.468ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.305ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.059ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.678ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.206ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.209ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.097ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.975ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.220ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.827ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.392ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.124ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.089ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.772ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.781ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.957ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.861ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.022ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.470ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.201ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.005ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.469ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.561ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.222ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.625ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.109ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.011ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.198ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.418ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.056ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.010ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.030ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.011ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.382ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.521ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.334ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.156ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.690ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.677ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.734ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.417ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.084ms
WARNING: idRenderModelGui::Clear: waited for buffers for 16.927ms
WARNING: idRenderModelGui::Clear: waited for buffers for 17.400ms
Animweb compositing for 'ai/tungsten/composite/rifle' took 3.6950 milliseconds.
NOTE: MD6 mesh overload: weapons/hookpipe_left.md6 inherit weapons/hookpipe.md6 and both has a non-base mesh (md6/models/weapons/hookpipe/hookpipe_left.md6mesh, md6/models/weapons/hookpipe/hookpipe.md6mesh)
NOTE: MD6 mesh overload: weapons/sawedoff_shotgun.md6 inherit weapons/grandpa_shotgun_fp.md6 and both has a non-base mesh (md6/models/weapons/sawedoff_shotgun/sawedoff_shotgun.md6mesh, md6/models/weapons/grandpa_shotgun/grandpa_shotgun_fp.md6mesh)
NOTE: MD6 mesh overload: player/hands/hands_naked.md6 inherit player/hands.md6 and both has a non-base mesh (md6/models/characters/player/player_hands_naked.md6mesh, md6/models/characters/player/player_hands.md6mesh)
--------- EndBackgroundLoads() ----------
IO: 1 seeks, 1118 reads,  73MB,  43.8MB/s
Read       sleep msec:     0
Decompress sleep msec:     0
Foreground sleep msec:     2
Decompress work msec:   687
Ringbuf: freeWait 14970ms/439, dataWait 198ms/255
Total            msec: 18711
18.9 seconds to preload resources
WARNING: LoadNamedResourceBlock _globalshadowsimage missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _oceanframeatlas0 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _radiositypreview missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _ssrmap missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _frontdiffuse missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _automapfog missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _savedgamethumb missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic0 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic1 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic2 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _gamerpic3 missing from idResourceManagerLocal::Init2 but referenced
------- Initializing renderSystem media --------
WARNING: couldn't read production file for decl 'generated/decls/material/lights/solidwhite.decl' while loading material:lights/solidWhite
renderSystem initialized.
--------------------------------------
idDeclGlobalFlag::LoadAllDecls
idDeclDifficulty::LoadAllDecls
WARNING: Sources are different than the amount of difficulties might get unwanted results
idDeclAiEvent::LoadAllDecls
ReadTitleStorage: MANUALLY CREATED
Num args: 0
EnumerateDownloadableContent: F:\重返德军总部\旧血脉\Wolfenstein The Old Blood\dlc
OpenDLCFileHandles: 0 packages mounted.
------------- Warnings ---------------
during Wolfenstein The Old Blood initialization...
WARNING: idRenderSystemLocal::FreeBinkVideo: BinkRequestStopAsyncThread/BinkWaitStopAsyncThread failed
WARNING: LoadNamedResourceBlock _globalshadowsimage missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _oceanframeatlas0 missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _radiositypreview missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _ssrmap missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _frontdiffuse missing from idResourceManagerLocal::Init2 but referenced
WARNING: LoadNamedResourceBlock _autom

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456#
发表于 2017-3-23 14:34:38 |只看该作者
十分感谢

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457#
发表于 2017-5-2 23:29:29 |只看该作者

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458#
发表于 2017-5-13 12:59:57 |只看该作者
看看哈

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发表于 2017-5-24 16:37:57 |只看该作者
简体中文汉化补丁发布

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460#
发表于 2017-5-24 18:21:14 |只看该作者
fsdfsdfsdfsdfsdfsf

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