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[Release] GunZ 2 Standalone Edition - Play Local!

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If you are getting the error on load "My loading state : FAILED" the go here and download this, also make sure you have map id "10001" (its really good)

 
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Here's an update of my progress.

The NPC's now respawn, move, and can follow/sense where you are.
Here are some pics;
WM0N - [Release] GunZ 2 Standalone Edition - Play Local! - RaGEZONE Forums

sNQXu - [Release] GunZ 2 Standalone Edition - Play Local! - RaGEZONE Forums

VFoM - [Release] GunZ 2 Standalone Edition - Play Local! - RaGEZONE Forums
 

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Code:
bool ZApplication::OnEvent(MEvent* pEvent)
{
	if (m_bCreate == false)
		return false;


	switch(pEvent->nMessage)
	{
	case MWM_KEYUP:
		{
			// 
			switch(pEvent->nKey)
			{
			case VK_F1:
				// ZClientState_Battle ¿¡¼­ µð¹ö±× Á¤º¸ Åä±Û
				break;
			case VK_F2:
				// ZClientState_Battle ¿¡¼­ FPS Á¤º¸ Åä±Û
				break;
			case VK_F3:
				m_eRenderMode = ( RENDER_MODE ) ( ((int)m_eRenderMode + 1 ) % RM_END );
				break;
			case VK_F4:
				// ZClientState_Battle ¿¡¼­ ÆÐŶ Á¤º¸ Åä±Û
				break;
			case VK_F5:
				// ZClientState_Battle ¿¡¼­ Effect & GCS ¸®µµµå
				break;
			case VK_F6:
				// ZClientState_Battle ¿¡¼­ HDR Åä±Û
				break;
			case VK_F7:
				// ZClientState_Battle ¿¡¼­ SSAO Åä±Û
				break;
			case VK_F8:
				// ZClientState_Battle ¿¡¼­ ÇÁ¸®Ä«¸Þ¶ó Åä±Û
				break;
			case VK_F9:
				// ZClientState_Battle ¿¡¼­ ¸®Ç÷¹ÀÌ Åä±Û
				break;
			case VK_F10:
				// F10 Å°´Â ½Ã½ºÅÛÅ°´Ù.
				break;
			case VK_F11:
				ToggleVideoCapture();
				return true;
			case VK_SNAPSHOT:
				SaveScreenShot();
				return true;
			case VK_OEM_5:
				m_bDisplayScreenFolder = !m_bDisplayScreenFolder;
				return true;
			}
		}
		break;


	case MWM_SYSKEYDOWN:
		if (pEvent->nKey == VK_F10)
		{
			if (m_pDebugScreenFolderMgr)
			{
				m_pDebugScreenFolderMgr->SetEnable(!m_pDebugScreenFolderMgr->IsEnable());
			};
		}


		if (pEvent->bAlt)
		{
			if (pEvent->nKey == VK_F9)
			{
				m_pConsole->ParseCommand("/loadreplay");
			}


			if (pEvent->nKey == VK_RETURN)
			{			
				static bool bToggle = false;


				bToggle = !bToggle;


				if (bToggle == true)
				{
					m_pConsole->ParseCommand("/fullscreen on");
				}
				else
				{
					m_pConsole->ParseCommand("/fullscreen off");
				}


				return true;
			}
		}


		break;
	case MWM_CHAR:
		break;
	}


	if (m_pDebugScreenFolderMgr)
	{
		m_pDebugScreenFolderMgr->OnEvent(pEvent);
	}
	return m_pClient->OnEvent(pEvent);
}

anddddd
Code:
bool ZClientScene_Battle::OnEvent(MEvent* pEvent)
{
	if (m_pClient->GetBattlePeer() == NULL) return false;


	RActor* pACtor = 0;


	switch(pEvent->nMessage)
	{
	case MWM_KEYUP:
		switch (pEvent->nKey)
		{
		case VK_TAB:
			ShowScore(false);
			break;
		}
		break;
	case MWM_KEYDOWN:
		switch (pEvent->nKey)
		{
		case VK_ESCAPE:
			{
				GClientState_Login* pState_Login = m_pClient->GetClientStateMgr()->GetComponent<GClientState_Login>();
				if (pState_Login != NULL && pState_Login->GetDirectlyEnterBattle() == true)
				{
					//m_pClient->GetNetClient()->DisconnectServerTCP(GNetClient::GAMEFARM_SERVER);
					char nKind = LEAVE_BATTLE_KIND::NORMAL;
					m_pClient->Post(CMD_REQUEST_LEAVE_BATTLE, m_pClient->GetNetClient()->GameFarmTCPID(), nKind);
				}
				else
				{
					/// Àӽà ÄÚµå ½ÃÀÛ ///
					char nKind = LEAVE_BATTLE_KIND::NORMAL;
					m_pClient->Post(CMD_REQUEST_LEAVE_BATTLE, m_pClient->GetNetClient()->GameFarmTCPID(), nKind);
					/// Àӽà ÄÚµå ³¡ ///
					//pStateUI->ToggleBattleMenu();
				}
			}
			break;
		case VK_TAB:
			ShowScore(true);
			break;
		case VK_F1:
			m_bDebugInfo = !m_bDebugInfo;
			ZDebugRender::Enable(m_bDebugInfo);
			break;
		case VK_F2:
			SetDrawProfileInfo( !GetDrawProfileInfo() );
			break;
		case VK_F3: // ZApplication¿¡¼­ ¿ÍÀ̾î ÇÁ·¹ÀÓ Åä±Û
			break;
		case VK_F4:
			break;
		case VK_F5:
			m_pClient->GetConsole()->ParseCommand("/reload script");
			m_pClient->GetConsole()->ParseCommand("/reload effect");
			m_pClient->GetConsole()->ParseCommand("/reload item");
			break;
		case VK_F6:
			m_pClient->GetBattlePeer()->ToggleHDR();
			break;
		case VK_F7:
			m_pClient->GetBattlePeer()->ToggleSSAO();
			break;	
		case VK_F8:
			{
				static bool bToggle = false;
				bToggle = !bToggle;


				m_pClient->GetConsole()->ParseCommand(bToggle ? "/freecamera on" : "/freecamera off");
			}
			break;
		case VK_F9:			
			m_pClient->GetConsole()->ParseCommand("/togglereplay");
			break;
		case VK_F10:
			// ZApplication¿¡¼­ Àü±¤ÆÇ Åä±Û
			break;
		case VK_F11:
			// ZApplication¿¡¼­ ¹ÝµðĸÃÄ Åä±Û
			break;		
		case VK_SNAPSHOT:
			// ZApplication¿¡¼­ ½ºÅ©¸°¼¦
			break;		
		case VK_NUMPAD0:
		case VK_NUMPAD1:
		case VK_NUMPAD2:
		case VK_NUMPAD3:
		case VK_NUMPAD4:
			ZDebugRender::ToggleChannel((ZDEBUG_CHANNEL)(pEvent->nKey - VK_NUMPAD0));
			break;
		case VK_HOME:
			ZClientSceneManager::ToggleVisibility();
			break;
		case VK_END:
			m_pClient->GetSoundEffectMgr()->ToggleMusic();
			break;
		}
		break;
	case MWM_SYSKEYDOWN:
		if (pEvent->bAlt)
		{
			switch (pEvent->nKey)
			{
			case VK_F6:
				{
					m_bRenderKynapseLine = !m_bRenderKynapseLine;
					if (m_bRenderKynapseLine)
					{
						m_pClient->GetBattleData()->GetKynapseWorld()->SetVisualizer(m_pKynapseVisualizer, NULL);
						m_pClient->GetBattleData()->GetKynapseWorld()->RecomputeVisualizer();
					}
					else
						m_pClient->GetBattleData()->GetKynapseWorld()->SetVisualizer(NULL, NULL);
				}
				
				break;
			case VK_F7:
				{					
					m_bRenderScriptArea = !m_bRenderScriptArea;
				}
				break;
			case VK_F8:
				pACtor = ZObjectHelper::FindObjectLook(*GetUserObject())->GetViewActor();
				for(int i=0;i<pACtor->GetActorNodeCount();i++)
				{
					RActorNode *pActorNode = pACtor->GetActorNodes()[i];
					
					if( pActorNode->m_pMeshNode->isClothMesh() )
					{
						RClothActorNode* pClothActorNode = dynamic_cast<RClothActorNode*>(pActorNode);


						pClothActorNode->getClothInfo()->getParameter()->setDrawCollision(
							!pClothActorNode->getClothInfo()->getParameter()->getDrawCollision());
					}
				}
				break;
			case VK_F9:			
				break;
			case VK_F1:
				m_pClient->GetConsole()->ParseCommand("/godmode");
				break;
			case VK_F2:
				{
					static bool bUsingFlyCam = false;


					bUsingFlyCam = !bUsingFlyCam;
					if (bUsingFlyCam)
						m_pClient->GetBattlePeer()->GetUserController()->SetFlyCameraMode();
					else
						m_pClient->GetBattlePeer()->GetUserController()->SetUserCameraMode();


					if (!bUsingFlyCam)
					{
						ZCamera* pCam = m_pClient->GetCamera();
						ZEvent_Set_GlobalPose evt;
						evt.quatRot = CalcObjectRotation(pCam->GetDirection(), pCam->GetUp());
						evt.vPos = pCam->GetPosition();


						ZObject* pObject = m_pClient->GetBattleData()->GetUserObject();


						if (pObject != NULL)
							pObject->DirectObjectEvent(ZEVENT_DISTRIBUTER_COMMON, &evt);
					}
				}
				
				break;
			}			
		}
		break;
	}


	m_pClient->GetBattlePeer()->OnEvent(pEvent);


	return false;
}
 
Junior Spellweaver
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Messages
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Code:
bool ZApplication::OnEvent(MEvent* pEvent)
{
    if (m_bCreate == false)
        return false;


    switch(pEvent->nMessage)
    {
    case MWM_KEYUP:
        {
            // 
            switch(pEvent->nKey)
            {
            case VK_F1:
                // ZClientState_Battle ¿¡¼­ µð¹ö±× Á¤º¸ Åä±Û
                break;
            case VK_F2:
                // ZClientState_Battle ¿¡¼­ FPS Á¤º¸ Åä±Û
                break;
            case VK_F3:
                m_eRenderMode = ( RENDER_MODE ) ( ((int)m_eRenderMode + 1 ) % RM_END );
                break;
            case VK_F4:
                // ZClientState_Battle ¿¡¼­ ÆÐŶ Á¤º¸ Åä±Û
                break;
            case VK_F5:
                // ZClientState_Battle ¿¡¼­ Effect & GCS ¸®µµµå
                break;
            case VK_F6:
                // ZClientState_Battle ¿¡¼­ HDR Åä±Û
                break;
            case VK_F7:
                // ZClientState_Battle ¿¡¼­ SSAO Åä±Û
                break;
            case VK_F8:
                // ZClientState_Battle ¿¡¼­ ÇÁ¸®Ä«¸Þ¶ó Åä±Û
                break;
            case VK_F9:
                // ZClientState_Battle ¿¡¼­ ¸®Ç÷¹ÀÌ Åä±Û
                break;
            case VK_F10:
                // F10 Å°´Â ½Ã½ºÅÛÅ°´Ù.
                break;
            case VK_F11:
                ToggleVideoCapture();
                return true;
            case VK_SNAPSHOT:
                SaveScreenShot();
                return true;
            case VK_OEM_5:
                m_bDisplayScreenFolder = !m_bDisplayScreenFolder;
                return true;
            }
        }
        break;


    case MWM_SYSKEYDOWN:
        if (pEvent->nKey == VK_F10)
        {
            if (m_pDebugScreenFolderMgr)
            {
                m_pDebugScreenFolderMgr->SetEnable(!m_pDebugScreenFolderMgr->IsEnable());
            };
        }


        if (pEvent->bAlt)
        {
            if (pEvent->nKey == VK_F9)
            {
                m_pConsole->ParseCommand("/loadreplay");
            }


            if (pEvent->nKey == VK_RETURN)
            {            
                static bool bToggle = false;


                bToggle = !bToggle;


                if (bToggle == true)
                {
                    m_pConsole->ParseCommand("/fullscreen on");
                }
                else
                {
                    m_pConsole->ParseCommand("/fullscreen off");
                }


                return true;
            }
        }


        break;
    case MWM_CHAR:
        break;
    }


    if (m_pDebugScreenFolderMgr)
    {
        m_pDebugScreenFolderMgr->OnEvent(pEvent);
    }
    return m_pClient->OnEvent(pEvent);
}

anddddd
Code:
bool ZClientScene_Battle::OnEvent(MEvent* pEvent)
{
    if (m_pClient->GetBattlePeer() == NULL) return false;


    RActor* pACtor = 0;


    switch(pEvent->nMessage)
    {
    case MWM_KEYUP:
        switch (pEvent->nKey)
        {
        case VK_TAB:
            ShowScore(false);
            break;
        }
        break;
    case MWM_KEYDOWN:
        switch (pEvent->nKey)
        {
        case VK_ESCAPE:
            {
                GClientState_Login* pState_Login = m_pClient->GetClientStateMgr()->GetComponent<GClientState_Login>();
                if (pState_Login != NULL && pState_Login->GetDirectlyEnterBattle() == true)
                {
                    //m_pClient->GetNetClient()->DisconnectServerTCP(GNetClient::GAMEFARM_SERVER);
                    char nKind = LEAVE_BATTLE_KIND::NORMAL;
                    m_pClient->Post(CMD_REQUEST_LEAVE_BATTLE, m_pClient->GetNetClient()->GameFarmTCPID(), nKind);
                }
                else
                {
                    /// Àӽà ÄÚµå ½ÃÀÛ ///
                    char nKind = LEAVE_BATTLE_KIND::NORMAL;
                    m_pClient->Post(CMD_REQUEST_LEAVE_BATTLE, m_pClient->GetNetClient()->GameFarmTCPID(), nKind);
                    /// Àӽà ÄÚµå ³¡ ///
                    //pStateUI->ToggleBattleMenu();
                }
            }
            break;
        case VK_TAB:
            ShowScore(true);
            break;
        case VK_F1:
            m_bDebugInfo = !m_bDebugInfo;
            ZDebugRender::Enable(m_bDebugInfo);
            break;
        case VK_F2:
            SetDrawProfileInfo( !GetDrawProfileInfo() );
            break;
        case VK_F3: // ZApplication¿¡¼­ ¿ÍÀ̾î ÇÁ·¹ÀÓ Åä±Û
            break;
        case VK_F4:
            break;
        case VK_F5:
            m_pClient->GetConsole()->ParseCommand("/reload script");
            m_pClient->GetConsole()->ParseCommand("/reload effect");
            m_pClient->GetConsole()->ParseCommand("/reload item");
            break;
        case VK_F6:
            m_pClient->GetBattlePeer()->ToggleHDR();
            break;
        case VK_F7:
            m_pClient->GetBattlePeer()->ToggleSSAO();
            break;    
        case VK_F8:
            {
                static bool bToggle = false;
                bToggle = !bToggle;


                m_pClient->GetConsole()->ParseCommand(bToggle ? "/freecamera on" : "/freecamera off");
            }
            break;
        case VK_F9:            
            m_pClient->GetConsole()->ParseCommand("/togglereplay");
            break;
        case VK_F10:
            // ZApplication¿¡¼­ Àü±¤ÆÇ Åä±Û
            break;
        case VK_F11:
            // ZApplication¿¡¼­ ¹ÝµðĸÃÄ Åä±Û
            break;        
        case VK_SNAPSHOT:
            // ZApplication¿¡¼­ ½ºÅ©¸°¼¦
            break;        
        case VK_NUMPAD0:
        case VK_NUMPAD1:
        case VK_NUMPAD2:
        case VK_NUMPAD3:
        case VK_NUMPAD4:
            ZDebugRender::ToggleChannel((ZDEBUG_CHANNEL)(pEvent->nKey - VK_NUMPAD0));
            break;
        case VK_HOME:
            ZClientSceneManager::ToggleVisibility();
            break;
        case VK_END:
            m_pClient->GetSoundEffectMgr()->ToggleMusic();
            break;
        }
        break;
    case MWM_SYSKEYDOWN:
        if (pEvent->bAlt)
        {
            switch (pEvent->nKey)
            {
            case VK_F6:
                {
                    m_bRenderKynapseLine = !m_bRenderKynapseLine;
                    if (m_bRenderKynapseLine)
                    {
                        m_pClient->GetBattleData()->GetKynapseWorld()->SetVisualizer(m_pKynapseVisualizer, NULL);
                        m_pClient->GetBattleData()->GetKynapseWorld()->RecomputeVisualizer();
                    }
                    else
                        m_pClient->GetBattleData()->GetKynapseWorld()->SetVisualizer(NULL, NULL);
                }
                
                break;
            case VK_F7:
                {                    
                    m_bRenderScriptArea = !m_bRenderScriptArea;
                }
                break;
            case VK_F8:
                pACtor = ZObjectHelper::FindObjectLook(*GetUserObject())->GetViewActor();
                for(int i=0;i<pACtor->GetActorNodeCount();i++)
                {
                    RActorNode *pActorNode = pACtor->GetActorNodes()[i];
                    
                    if( pActorNode->m_pMeshNode->isClothMesh() )
                    {
                        RClothActorNode* pClothActorNode = dynamic_cast<RClothActorNode*>(pActorNode);


                        pClothActorNode->getClothInfo()->getParameter()->setDrawCollision(
                            !pClothActorNode->getClothInfo()->getParameter()->getDrawCollision());
                    }
                }
                break;
            case VK_F9:            
                break;
            case VK_F1:
                m_pClient->GetConsole()->ParseCommand("/godmode");
                break;
            case VK_F2:
                {
                    static bool bUsingFlyCam = false;


                    bUsingFlyCam = !bUsingFlyCam;
                    if (bUsingFlyCam)
                        m_pClient->GetBattlePeer()->GetUserController()->SetFlyCameraMode();
                    else
                        m_pClient->GetBattlePeer()->GetUserController()->SetUserCameraMode();


                    if (!bUsingFlyCam)
                    {
                        ZCamera* pCam = m_pClient->GetCamera();
                        ZEvent_Set_GlobalPose evt;
                        evt.quatRot = CalcObjectRotation(pCam->GetDirection(), pCam->GetUp());
                        evt.vPos = pCam->GetPosition();


                        ZObject* pObject = m_pClient->GetBattleData()->GetUserObject();


                        if (pObject != NULL)
                            pObject->DirectObjectEvent(ZEVENT_DISTRIBUTER_COMMON, &evt);
                    }
                }
                
                break;
            }            
        }
        break;
    }


    m_pClient->GetBattlePeer()->OnEvent(pEvent);


    return false;
}
Is this code usable(do you have the game source/code injection)? or you are just showing off the hotkeys?
 
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jetman82;737646i3 said:
Well damn, guess I wasted my time invented qbf for no reason (sadface). Maybe years down the line someone will find a way to re-introduce it.

You invented the QBF?.. Also I don't think removing k-style from the game is such a bad thing ^^.​
 
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The FPS lag comes from SSAO shaders, and other post-processing effects. Press F4-11 to change those settings ingame, on/off. you'll notice performance increases/decreases. Also, even if the source was public you can say "we need the source" I just don't think unless 5-6 of you worked together you'd complete the game, this is a verrryy early alpha build.
 
Joined
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The FPS lag comes from SSAO shaders, and other post-processing effects. Press F4-11 to change those settings ingame, on/off. you'll notice performance increases/decreases. Also, even if the source was public you can say "we need the source" I just don't think unless 5-6 of you worked together you'd complete the game, this is a verrryy early alpha build.

I noticed F4-11 does alter the effects and what not, but I'm just curious if it will always be this laggy, even after release.
We would all love the source, but it's better not to rely on it, rather than just do what you can with the resources you've already gained, hence, what I'm doing.

But now that I know it's from the SSAO shaders, there's not much my knowledge can do for it :/.. I will just have to wait and see if it's any better after release or in the future, which it probably is.
 
Junior Spellweaver
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Here the game runs fine, i don't know if physx is enabled but if it is and you are not using nvidia cards it will be laggy. Anyone here with FPS lag are (not) using nvidia cards?
 
Newbie Spellweaver
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Is it possible to make this client available in lan match (agaisn't other people, with tunngle)
If it's possible, can you make it ? it will be more fun to play agaisn't friends or other people ^^

But thank you so much for this ! i love u <3
 
Newbie Spellweaver
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Is it already possible to play with another class?
Like changing the ID number of the class you will begin with, like we can change the map :)
 
Joined
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Is it already possible to play with another class?
Like changing the ID number of the class you will begin with, like we can change the map :)

Still experimenting with this, you CAN play with the male version of the current class, just very untextured and most animations don't work.

I suggest playing with the class that you're using now, but to answer your question, yes, you can change the ID number and load a different class, but most of them aren't playable.
 
Newbie Spellweaver
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Looks like it works for everyone, but not me. I've got this problem , it won't even start loading and i've tried all the maps.
 
Newbie Spellweaver
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Code:
2012/12/31 12:12:14 INFO  [Gunz2] Gunz II Client Release Build @ Jun  2 2011 / 18:46:25 (.\main.cpp:128)
2012/12/31 12:12:14 INFO  [Gunz2] Game Data version info (time=18 ms) (.\ZProtocol.cpp:82)
2012/12/31 12:12:14 DEBUG [Gunz2] Protocol md5 value : e3 65 7d 22 be 1e b3 5f 4d e6 63 88 ab 07 b4 a3  (.\ZProtocol.cpp:91)
2012/12/31 12:12:16 INFO  [Gunz2.client.MainClient2] Local logger is initialized successfully! (.\GNetClient.cpp:506)
2012/12/31 12:12:17 INFO  [Gunz2] EnterState 2 (.\GClientStateMgr.cpp:43)
2012/12/31 12:12:17 ERROR [Gunz2.Resource] Effect preloading failed. name -  (.\ZVisualEffectManager.cpp:170)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_DashF_tp , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_Dash_FB_normal , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_Dash_Foot , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_Dash_LR_normal , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_footstep_normal , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_landing_lawn , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_landing_normal , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_landing_sand , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_landing_snow , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_landing_steel , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_landing_stone , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_landing_water1 , 1 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_wallslip_lumber_valley_normal , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Cha_wallslip_normal , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Dam_Bloodsword_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Dam_Boomgranade_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Dam_Boomgrenade_07 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Dam_Boomgrenade_08 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Dam_Damsword_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Dam_Damsword_02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Dam_Damsword_03 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Dam_blood01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Env_Explosion_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Env_Steam_high02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Env_dust_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Env_dust_02 , 1 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Env_fire01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Env_fire02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Env_fire04 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_AAgunhit , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_Caterpillar , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_Footfrag , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_Missiletrail , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_Primaryblow , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_Primaryfire , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_Shockwave , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_clusterblow , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_clustertrail , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_dust01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_dust02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_explosion01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_explosion02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_explosion03 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_explosion04 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_generating , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_gunfire , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_silofire , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_siloopen , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_smoke01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_smoke02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_spark01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_spark02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_stormping , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_subblow , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_NPC_bos003_subfire , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Ass_Katana_Slash_Dash_B , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Ass_Katana_Slash_Dash_F , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Ass_Katana_Slash_Dash_Jump , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Ass_Katana_Slash_Dash_L , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Ass_Katana_Slash_Dash_R , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Ass_Katana_Slash_Upper , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Katana_Slash_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Katana_Slash_Short02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Katana_Slash_Short03 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Minigunfire_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistoconf_glass1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistoconf_lawn , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistoconf_normal , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistoconf_sand , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistoconf_snow , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistoconf_steel1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistoconf_stone , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistoconf_wood1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_PistolBullet_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistolfire_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistolfire_02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Pistolfire_03 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_RifleBullet_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rifleconf_glass1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rifleconf_lawn , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rifleconf_normal02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rifleconf_sand , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rifleconf_snow , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rifleconf_steel1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rifleconf_stone , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rifleconf_water1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rifleconf_wood1 , 1 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Riflefire_04 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Rocketfire_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_ShotgunBullet_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsconf_glass1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsconf_lawn , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsconf_normal1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsconf_sand , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsconf_snow , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsconf_steel1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsconf_stone , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsconf_water1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsconf_wood1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsfire_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Slugsfire_03 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Smgfire_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_Snipefire_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_launcherBullet_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_launcherfire_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_slugconf_steel1 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_Wpn_throwerfire_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_test , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache G2EF_test. , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache meteor_explosion , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache sbsG2EF_Dam_Hit_01 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache sbsG2EF_Wpn_Slugsfire_02 , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache teamcolor_blue , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache teamcolor_red , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZVisualEffectManager::LoadToCache teamcolor_white , 0 ms (.\ZVisualEffectManager.cpp:167)
2012/12/31 12:12:17 INFO  [Gunz2] ZPreloader::PreloadEffects 14 ms (.\ZPreloader.cpp:41)
2012/12/31 12:12:17 INFO  [Gunz2] ----- Start Async Loading Task : Preloading (.\GAsyncLoader.cpp:41)
2012/12/31 12:12:17 INFO  [Gunz2] Waiting for effect preloading - 115 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 115 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 115 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 115 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 115 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 115 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 115 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 115 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 ERROR [Gunz2.Resource] Effect preloading failed. name - G2EF_Cha_landing_steel (.\ZVisualEffectManager.cpp:299)
2012/12/31 12:12:18 ERROR [Gunz2.Resource] Effect preloading failed. name - G2EF_Dam_Damsword_03 (.\ZVisualEffectManager.cpp:299)
2012/12/31 12:12:18 ERROR [Gunz2.Resource] Effect preloading failed. name - G2EF_Wpn_Rocketfire_01 (.\ZVisualEffectManager.cpp:299)
2012/12/31 12:12:18 ERROR [Gunz2.Resource] Effect preloading failed. name - G2EF_Wpn_ShotgunBullet_01 (.\ZVisualEffectManager.cpp:299)
2012/12/31 12:12:18 ERROR [Gunz2.Resource] Effect preloading failed. name - G2EF_Wpn_slugconf_steel1 (.\ZVisualEffectManager.cpp:299)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 45 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 ERROR [Gunz2.Resource] Effect preloading failed. name - G2EF_test. (.\ZVisualEffectManager.cpp:299)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 38 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 INFO  [Gunz2] Waiting for effect preloading - 0 (.\ZAsyncTaskPreloading.cpp:15)
2012/12/31 12:12:18 INFO  [Gunz2] ----- Finish Async Loading Task : Preloading, elapsed 1100 ms (.\GAsyncLoader.cpp:46)
2012/12/31 12:12:18 INFO  [Gunz2] ----- Start Foreground works for Task : Preloading (.\GAsyncLoader.cpp:168)
2012/12/31 12:12:18 INFO  [Gunz2] ----- Finish Foreground works for Task : Preloading, elapsed 0 ms (.\GAsyncLoader.cpp:170)
2012/12/31 12:12:20 WARN  [Gunz2] Error dialog: ??? ??? ???? ???? (?? :24?, ?? : 12?)[1087] (.\ZClient.cpp:688)
2012/12/31 12:12:22 INFO  [Gunz2] ----- Attempt to Destroy AsyncLoader.. (.\GAsyncLoader.cpp:109)
2012/12/31 12:12:22 INFO  [Gunz2] ----- Destroyed! (.\GAsyncLoader.cpp:140)
2012/12/31 12:12:22 INFO  [Gunz2] ----- Attempt to Destroy AsyncLoader.. (.\GAsyncLoader.cpp:109)
2012/12/31 12:12:22 INFO  [Gunz2] ----- Destroyed! (.\GAsyncLoader.cpp:140)
2012/12/31 12:12:22 INFO  [Gunz2] ----- Attempt to Destroy ZAsyncTaskManager.. (.\ZAsyncTaskManager.cpp:101)
2012/12/31 12:12:22 INFO  [Gunz2] ----- Destroyed! (.\ZAsyncTaskManager.cpp:121)
2012/12/31 12:12:22 INFO  [Gunz2.client.MainClient2] GClient::Destroy() | Start. (.\GClient.cpp:136)
2012/12/31 12:12:22 TRACE [Gunz2] MClient::Destroy() | Start. (.\GNetClient.cpp:86)
2012/12/31 12:12:22 INFO  [Gunz2.client.MainClient2] GNetClient::Stop() | Start - End. (.\GNetClient.cpp:321)
2012/12/31 12:12:22 INFO  [Gunz2] GNetClient::DisconnectAll() | Start. (.\GNetClient.cpp:276)
2012/12/31 12:12:22 INFO  [Gunz2] GNetClient::DisconnectAll() | DestroyUDP(). (.\GNetClient.cpp:280)
2012/12/31 12:12:22 INFO  [Gunz2] GNetClient::DisconnectAll() | End. (.\GNetClient.cpp:287)
2012/12/31 12:12:22 TRACE [Gunz2] MClient::Destroy() | End. (.\GNetClient.cpp:92)
2012/12/31 12:12:22 INFO  [Gunz2.client.MainClient2] MClient::Destroy() | End. (.\GClient.cpp:138)
2012/12/31 12:12:22 INFO  [Gunz2.client.MainClient2] Logging shutdown... (.\GNetClient.cpp:62)
                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                2012/12/31 12:15:51 INFO  [Gunz2] ----- Attempt to Destroy AsyncLoader.. (.\GAsyncLoader.cpp:109)
2012/12/31 12:15:51 INFO  [Gunz2] ----- Destroyed! (.\GAsyncLoader.cpp:140)
2012/12/31 12:15:51 INFO  [Gunz2] ----- Attempt to Destroy AsyncLoader.. (.\GAsyncLoader.cpp:109)
2012/12/31 12:15:51 INFO  [Gunz2] ----- Destroyed! (.\GAsyncLoader.cpp:140)
2012/12/31 12:15:51 INFO  [Gunz2] ----- Attempt to Destroy ZAsyncTaskManager.. (.\ZAsyncTaskManager.cpp:101)
2012/12/31 12:15:51 INFO  [Gunz2] ----- Destroyed! (.\ZAsyncTaskManager.cpp:121)
2012/12/31 12:15:51 INFO  [Gunz2.client.MainClient1] GClient::Destroy() | Start. (.\GClient.cpp:136)
2012/12/31 12:15:51 TRACE [Gunz2] MClient::Destroy() | Start. (.\GNetClient.cpp:86)
2012/12/31 12:15:51 INFO  [Gunz2.client.MainClient1] GNetClient::Stop() | Start - End. (.\GNetClient.cpp:321)
2012/12/31 12:15:51 INFO  [Gunz2] GNetClient::DisconnectAll() | Start. (.\GNetClient.cpp:276)
2012/12/31 12:15:51 INFO  [Gunz2] GNetClient::DisconnectAll() | DestroyUDP(). (.\GNetClient.cpp:280)
2012/12/31 12:15:51 INFO  [Gunz2] GNetClient::DisconnectAll() | End. (.\GNetClient.cpp:287)
2012/12/31 12:15:51 TRACE [Gunz2] MClient::Destroy() | End. (.\GNetClient.cpp:92)
2012/12/31 12:15:51 INFO  [Gunz2.client.MainClient1] MClient::Destroy() | End. (.\GClient.cpp:138)
2012/12/31 12:15:51 INFO  [Gunz2.client.MainClient1] Logging shutdown... (.\GNetClient.cpp:62)
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