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Old 22-04-2002, 19:50   #1
rizzi
Senior Member
 
Iscritto dal: Feb 2001
Città: Roma
Messaggi: 3695
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.
rizzi è offline   Rispondi citando il messaggio o parte di esso
Old 22-04-2002, 19:54   #2
Rez
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Iscritto dal: Aug 2000
Città: Padova
Messaggi: 10860
hai provato ad aggiornare i driver ?
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