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#1 |
Senior Member
Iscritto dal: Feb 2001
Città: Roma
Messaggi: 3695
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Caricamento missione 2 MOHAA problema!
Quando provo a caricare la suddetta missione mi viene fuori questo errore e non va avanti. Per chiarezza posto tutta la console
![]() Aiutatemi ciao --- Common Initialization --- Medal of Honor Allied Assault 1.00 win-x86 Dec 6 2001 ----- FS_Startup ----- Current search path: C:\Programmi\EA GAMES\MOHAA\main\Pak5.pk3 (76 files) C:\Programmi\EA GAMES\MOHAA\main\Pak4.pk3 (593 files) C:\Programmi\EA GAMES\MOHAA\main\Pak3.pk3 (669 files) C:\Programmi\EA GAMES\MOHAA\main\Pak2.pk3 (4722 files) C:\Programmi\EA GAMES\MOHAA\main\Pak1.pk3 (772 files) C:\Programmi\EA GAMES\MOHAA\main\Pak0.pk3 (11175 files) C:\Programmi\EA GAMES\MOHAA/main ---------------------- 18007 files in pk3 files execing default.cfg execing menu.cfg couldn't exec newconfig.cfg Config: unnamedsoldier.cfg execing configs/unnamedsoldier.cfg couldn't exec localized.cfg execing autoexec.cfg Unknown command "fov" couldn't exec custom.cfg ...detecting CPU, found AMD w/ 3DNow! ------- Input Initialization ------- Initializing DirectInput... Couldn't set DI coop level Falling back to Win32 mouse support... ------- Input Initialization Complete ------- 66 You are now setup for easy mode. ----- Client Initialization ----- Called FadeSound with: 0.000000 ----- Initializing Renderer ---- ----- R_Init ----- Initializing OpenGL subsystem ...initializing QGL ...calling LoadLibrary( 'C:\WINDOWS\SYSTEM\opengl32.dll' ): succeeded ...setting mode 3: 640 480 FS ...using colorsbits of 16 ...calling CDS: ok ...registered window class ...created window@0,0 (640x480) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 16, 16, 0 ) ...27 PFDs found ...hardware acceleration found ...PIXELFORMAT 3 selected ...creating GL context: succeeded ...making context current: succeeded Initializing OpenGL extensions ...ignoring GL_EXT_texture_compression_s3tc ...ignoring GL_ARB_texture_compression ...using GL_EXT_texture_env_add ...using WGL_EXT_swap_control ...using GL_ARB_multitexture ...GL_EXT_texture_env_combine not found ...using GL_EXT_compiled_vertex_array ...WGL_3DFX_gamma_control not found GL_VENDOR: ATI Technologies Inc. GL_RENDERER: Radeon 7000 SDR x86/MMX/3DNow!/SSE GL_VERSION: 1.3.2493 Win9x Release GL_EXTENSIONS: GL_ARB_multitexture GL_EXTENSIONS: GL_ARB_texture_border_clamp GL_EXTENSIONS: GL_ARB_texture_compression GL_EXTENSIONS: GL_ARB_texture_cube_map GL_EXTENSIONS: GL_ARB_texture_env_add GL_EXTENSIONS: GL_ARB_texture_env_combine GL_EXTENSIONS: GL_ARB_texture_env_crossbar GL_EXTENSIONS: GL_ARB_texture_env_dot3 GL_EXTENSIONS: GL_ARB_transpose_matrix GL_EXTENSIONS: GL_ARB_vertex_blend GL_EXTENSIONS: GL_ARB_window_pos GL_EXTENSIONS: GL_S3_s3tc GL_EXTENSIONS: GL_ATI_envmap_bumpmap GL_EXTENSIONS: GL_ATI_map_object_buffer GL_EXTENSIONS: GL_ATI_texture_mirror_once GL_EXTENSIONS: GL_ATI_vertex_array_object GL_EXTENSIONS: GL_ATI_vertex_streams GL_EXTENSIONS: GL_ATIX_texture_env_combine3 GL_EXTENSIONS: GL_ATIX_texture_env_route GL_EXTENSIONS: GL_ATIX_vertex_shader_output_point_size GL_EXTENSIONS: GL_EXT_abgr GL_EXTENSIONS: GL_EXT_bgra GL_EXTENSIONS: GL_EXT_clip_volume_hint GL_EXTENSIONS: GL_EXT_compiled_vertex_array GL_EXTENSIONS: GL_EXT_draw_range_elements GL_EXTENSIONS: GL_EXT_fog_coord GL_EXTENSIONS: GL_EXT_packed_pixels GL_EXTENSIONS: GL_EXT_point_parameters GL_EXTENSIONS: GL_EXT_rescale_normal GL_EXTENSIONS: GL_EXT_secondary_color GL_EXTENSIONS: GL_EXT_separate_specular_color GL_EXTENSIONS: GL_EXT_stencil_wrap GL_EXTENSIONS: GL_EXT_texgen_reflection GL_EXTENSIONS: GL_EXT_texture_env_add GL_EXTENSIONS: GL_EXT_texture3D GL_EXTENSIONS: GL_EXT_texture_compression_s3tc GL_EXTENSIONS: GL_EXT_texture_cube_map GL_EXTENSIONS: GL_EXT_texture_edge_clamp GL_EXTENSIONS: GL_EXT_texture_env_combine GL_EXTENSIONS: GL_EXT_texture_env_dot3 GL_EXTENSIONS: GL_EXT_texture_lod_bias GL_EXTENSIONS: GL_EXT_texture_filter_anisotropic GL_EXTENSIONS: GL_EXT_texture_object GL_EXTENSIONS: GL_EXT_vertex_array GL_EXTENSIONS: GL_KTX_buffer_region GL_EXTENSIONS: GL_NV_texgen_reflection GL_EXTENSIONS: GL_NV_blend_square GL_EXTENSIONS: GL_SGI_texture_edge_clamp GL_EXTENSIONS: GL_SGIS_texture_border_clamp GL_EXTENSIONS: GL_SGIS_texture_lod GL_EXTENSIONS: GL_SGIS_multitexture GL_EXTENSIONS: GL_WIN_swap_hint GL_EXTENSIONS: WGL_EXT_extensions_string GL_EXTENSIONS: WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 1024 GL_MAX_ACTIVE_TEXTURES_ARB: 3 PIXELFORMAT: color(16-bits) Z(16-bit) stencil(0-bits) MODE: 3, 640 x 480 fullscreen hz:N/A GAMMA: hardware w/ 0 overbright bits CPU: AMD w/ 3DNow! rendering primitives: single glDrawElements texturemode: gl_linear_mipmap_linear picmip: 2 texture bits: 16 multitexture: enabled compiled vertex arrays: enabled texenv add: enabled compressed textures: disabled Initializing Shaders Setting up Shaders ----- finished R_Init ----- ------- profiling DrawBackground methods ------- glDrawPixels w/ BGR: 695963 clocks glDrawPixels w/ RGB: 680229 clocks glTexSubImage2D w/ BGR: 1539593 clocks glTexSubImage2D w/ RGB: 1328527 clocks DrawBackground: using glDrawPixels with RGB data ------------------------------- ------ Force Feedback Initialization ----- Loading ff... ff: Creating feedback device: ff: ...no ff mouse found Failed to load ff dll ------------------------------------------ --------- Force Feedback Shutdown -------- ------------------------------------------ Winsock Initialized Opening IP socket: localhost:12203 Hostname: vito IP: 127.0.0.1 ------- Sound Initialization (full) ------- Sound opened using Direct Sound 'Miles Fast 2D Positional Audio' provider opened. Loading global/sound0.txt ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- ----- Sound Info ----- driver - Miles Fast 2D Positional Audio speaker setup - 4 speakers reverb - OFF samplebits - 16 speed - 11025 ---------------------- ------- Sound Initialization Complete ------- 314 ms Setting up Shaders Loading inventory... ----- Client Initialization Complete ----- 3357 ms --- Common Initialization Complete --- 5949 ms Working directory: C:\Programmi\EA GAMES\MOHAA Loading Localization File global/localization.txt ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- trFMV:: play(), playing EAlogo.RoQ ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- trFMV:: play(), playing 2015intro.RoQ ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- trFMV:: play(), playing intro.RoQ ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- Loading game...briefing_briefing20002 ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- ------ Server Initialization ------ Server: briefing/briefing2 Called FadeSound with: 0.000000 Called FadeSound with: 0.000000 ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- Called FadeSound with: 0.000000 Setting up Shaders UI_DrawConnect called ^~^~^ Add the following line to the *_precache.scr map script: cache models/player/american_army.tik Game Loaded ------ Server Initialization Complete ------ 6.03 seconds Called FadeSound with: 0.000000 ------- Sound Begin Registration ------- ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- ------- Sound Begin Registration Complete ------- -----------PARSING UBERSOUND------------ Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level. Parse/Load time: 0.098000 seconds. -------------UBERSOUND DONE--------------- -----------PARSING UBERDIALOG------------ Any SetCurrentTiki errors means that tiki wasn't prefetched and tiki-specific sounds for it won't work. To fix prefetch the tiki. Ignore if you don't use that tiki on this level. Parse/Load time: 0.245000 seconds. -------------UBERDIALOG DONE--------------- stitched 0 LoD cracks ...loaded 6 faces, 0 meshes, 0 trisurfs, 0 flares R_LevelMarksLoad: maps/briefing/briefing2.dcl not found ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_paper_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_paper_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_wood_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_wood_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_metal_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_metal_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_stone_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_stone_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_dirt_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_dirt_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_grass_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_grass_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_mud_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_mud_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_water_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_water_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_glass_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_glass_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_sand_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_sand_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_foliage_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_foliage_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_snow_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_snow_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_carpet_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_carpet_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_human_uniform_lite.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bh_human_uniform_hard.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/water_trail_bubble.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_base.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/bazookaexp_base.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_paper.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_wood.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_metal.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_stone.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_dirt.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_grass.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_mud.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_water.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_gravel.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_sand.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_foliage.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_snow.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/grenexp_carpet.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/water_ripple_still.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/water_ripple_moving.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/barrel_oil_leak_big.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/barrel_oil_leak_medium.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/barrel_oil_leak_small.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/barrel_oil_leak_splat.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/barrel_water_leak_big.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/barrel_water_leak_medium.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/barrel_water_leak_small.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/barrel_water_leak_splat.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/fs_light_dust.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/fs_heavy_dust.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/fs_dirt.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/fs_grass.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/fs_mud.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/fs_puddle.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/fs_sand.tik ^~^~^ Add the following line to the *_precache.scr map script: cache models/fx/fs_snow.tik ------- Sound End Registration ------- ------- Sound End Registration Complete ------- CL_EndRegistration: 0.00 seconds CL_InitCGame: 1.51 seconds Called FadeSound with: 0.000000 ------- S_StopAllSounds (don't stop music) ------- ------- S_StopAllSounds Complete------- ERROR PlaySound: snd_step_metal needs an alias in ubersound.scr or uberdialog.scr - Please fix. ERROR PlaySound: snd_step_equipment needs an alias in ubersound.scr or uberdialog.scr - Please fix. ^~^~^ Add the following line to the *_precache.scr map script: cache models/player/american_army_fps.tik ERROR PlaySound: snd_landing_metal needs an alias in ubersound.scr or uberdialog.scr - Please fix. ------ Server Initialization ------ Server: m2l1 Called FadeSound with: 0.000000 ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- Called FadeSound with: 0.000000 Setting up Shaders UI_DrawConnect called ----- CL_Shutdown ----- Called FadeSound with: 0.000000 ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- ------- Sound Shutdown (full) ------- ------- Sound Shutdown Complete ------- RE_Shutdown( 1 ) Shutting down OpenGL subsystem ...wglMakeCurrent( NULL, NULL ): success ...deleting GL context: success ...releasing DC: success ...hiding window ...destroying window ...window successfully destroyed ...resetting display ...shutting down QGL ...unloading OpenGL DLL ----------------------- ----- Server Shutdown ----- --------------------------- Z_TagMalloc: failed on allocation of 2043673516 bytes Scusate se è troppa roba ma è l'unico modo per essere chiaro. |
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#2 |
Utente sospeso
Iscritto dal: Aug 2000
Città: Padova
Messaggi: 10860
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hai provato ad aggiornare i driver ?
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Tutti gli orari sono GMT +1. Ora sono le: 13:52.