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console.log

Vital Engine ZL
Copyright (C) 1998,99 by
Sergey Zabaryansky /Collizion, sound, objects/
Roman Lut /Rendering engine, editors/
-----------------------------------------------
Initializing,debug mode=False
Processor: GenuineIntel, P6 family, model:15, MMX detected
Direct3D initialized
Videomode 1280x960x32, ZbufferBitDepth=24
204M of system memory is used for texture cache
102M of system memory is used for models cache
800 videotextures created
1389 materials loaded
Console initialized
SplashText initialized
Objects initialized
INITGAME successfull
DBG: dsRealInit: 1
DBG: dsRealInit: 2
DBG: dsRealInit: 3
DBG: dsRealInit: 4
DBG: dsRealInit: 5
DBG: dsRealInit: 6
DBG: dsRealInit: 7
DBG: dsRealInit: 8
DBG: dsRealInit: 9
DBG: dsRealInit: A
DBG: dsRealInit: B
DBG: dsRealInit: 10
DBG: volume=0.76
volume=0.60
SndMuteLAYER 0
DBG: SndUNMuteLAYER 1
DBG: CACHE SIZE: 14688
DBG: CACHE SIZE: 94348
DBG: CACHE SIZE: 109036
Engine initialized
DDRVAl = No error
DDRVAl = No error
DDRVAl = No error
DDRVAl = No error
*************** EXCEPTION CAUGHT ! ********************
ExceptionMessage = Direct3D Error

EXECBUF_ChangeStateRender -> SetMaterial:
: -> EXECBUF_PREPARE -> lpD3DDevice.Execute

DirectDraw does not have enoug:
:h memory to perform the operation.
DDRVAl = DirectDraw does not have enough memory to perform the operation.
Attachments:
error.png (7 Kb)