![]() |
--- Common Initialization ---
Medal of Honor Allied Assault 1.10 win-x86 Jan 22 2002 ----- FS_Startup ----- Current search path: f:allied assultmainpak6.pk3 (61 files) f:allied assultmainPak5.pk3 (259 files) f:allied assultmainPak4.pk3 (593 files) f:allied assultmainPak3.pk3 (669 files) f:allied assultmainPak2.pk3 (4722 files) f:allied assultmainPak1.pk3 (772 files) f:allied assultmainPak0.pk3 (11175 files) f:allied assult/main ---------------------- 18251 files in pk3 files execing default.cfg execing menu.cfg execing newconfig.cfg Config: unnamedsoldier.cfg execing configs/unnamedsoldier.cfg execing newconfig.cfg couldn't exec localized.cfg execing autoexec.cfg Unknown command "fov" couldn't exec custom.cfg ...detecting CPU, found Intel Pentium III ------- Input Initialization ------- Initializing DirectInput... Couldn't set DI coop level Falling back to Win32 mouse support... ------- Input Initialization Complete ------- 162 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:WINNTSystem32opengl32.dll' ): succeeded ...setting mode 4: 800 600 FS ...using colorsbits of 32 ...calling CDS: ok ...registered window class ...created window@0,0 (800x600) Initializing OpenGL driver ...getting DC: succeeded ...GLW_ChoosePFD( 32, 24, 8 ) ...61 PFDs found ...hardware acceleration found ...PIXELFORMAT 5 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 ...ignoring GL_EXT_texture_env_combine ...using GL_EXT_compiled_vertex_array ...WGL_3DFX_gamma_control not found GL_VENDOR: NVIDIA Corporation GL_RENDERER: GeForce3/AGP/SSE2 GL_VERSION: 1.3.0 GL_EXTENSIONS: GL_ARB_imaging GL_EXTENSIONS: GL_ARB_multisample 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_dot3 GL_EXTENSIONS: GL_ARB_transpose_matrix GL_EXTENSIONS: GL_S3_s3tc GL_EXTENSIONS: GL_EXT_abgr GL_EXTENSIONS: GL_EXT_bgra GL_EXTENSIONS: GL_EXT_blend_color GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXTENSIONS: GL_EXT_blend_subtract 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_paletted_texture 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_shared_texture_palette GL_EXTENSIONS: GL_EXT_stencil_wrap GL_EXTENSIONS: GL_EXT_texture3D GL_EXTENSIONS: GL_EXT_texture_compression_s3tc GL_EXTENSIONS: GL_EXT_texture_edge_clamp GL_EXTENSIONS: GL_EXT_texture_env_add GL_EXTENSIONS: GL_EXT_texture_env_combine GL_EXTENSIONS: GL_EXT_texture_env_dot3 GL_EXTENSIONS: GL_EXT_texture_cube_map GL_EXTENSIONS: GL_EXT_texture_filter_anisotropic GL_EXTENSIONS: GL_EXT_texture_lod GL_EXTENSIONS: GL_EXT_texture_lod_bias GL_EXTENSIONS: GL_EXT_texture_object GL_EXTENSIONS: GL_EXT_vertex_array GL_EXTENSIONS: GL_EXT_vertex_weighting GL_EXTENSIONS: GL_IBM_texture_mirrored_repeat GL_EXTENSIONS: GL_KTX_buffer_region GL_EXTENSIONS: GL_NV_blend_square GL_EXTENSIONS: GL_NV_copy_depth_to_color GL_EXTENSIONS: GL_NV_evaluators GL_EXTENSIONS: GL_NV_fence GL_EXTENSIONS: GL_NV_fog_distance GL_EXTENSIONS: GL_NV_light_max_exponent GL_EXTENSIONS: GL_NV_multisample_filter_hint GL_EXTENSIONS: GL_NV_packed_depth_stencil GL_EXTENSIONS: GL_NV_register_combiners GL_EXTENSIONS: GL_NV_register_combiners2 GL_EXTENSIONS: GL_NV_texgen_reflection GL_EXTENSIONS: GL_NV_texture_compression_vtc GL_EXTENSIONS: GL_NV_texture_env_combine4 GL_EXTENSIONS: GL_NV_texture_rectangle GL_EXTENSIONS: GL_NV_texture_shader GL_EXTENSIONS: GL_NV_texture_shader2 GL_EXTENSIONS: GL_NV_vertex_array_range GL_EXTENSIONS: GL_NV_vertex_array_range2 GL_EXTENSIONS: GL_NV_vertex_program GL_EXTENSIONS: GL_SGIS_generate_mipmap GL_EXTENSIONS: GL_SGIS_multitexture GL_EXTENSIONS: GL_SGIS_texture_lod GL_EXTENSIONS: GL_SGIX_depth_texture GL_EXTENSIONS: GL_SGIX_shadow GL_EXTENSIONS: GL_WIN_swap_hint GL_EXTENSIONS: WGL_EXT_swap_control GL_MAX_TEXTURE_SIZE: 4096 GL_MAX_ACTIVE_TEXTURES_ARB: 4 PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits) MODE: 4, 800 x 600 fullscreen hz:60 GAMMA: hardware w/ 0 overbright bits CPU: Intel Pentium III rendering primitives: single glDrawElements texturemode: GL_LINEAR_MIPMAP_NEAREST picmip: 1 texture bits: 32 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: 10284 clocks glDrawPixels w/ RGB: 6736 clocks glTexSubImage2D w/ BGR: 2556120 clocks glTexSubImage2D w/ RGB: 1990772 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: partap IP: 192.168.1.101 ------- 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 - 2 speakers reverb - OFF samplebits - 16 speed - 22050 ---------------------- ------- Sound Initialization Complete ------- 636 ms Setting up Shaders Loading inventory... ----- Client Initialization Complete ----- 5480 ms --- Common Initialization Complete --- 7886 ms Working directory: f:allied assult Loading Localization File global/localization.txt ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- Called FadeSound with: 0.000000 ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- 24.156.15.176:12203 resolved to 24.156.15.176:12203 UI_DrawConnect called ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- Called FadeSound with: 0.000000 Called FadeSound with: 0.000000 ------- Sound Begin Registration ------- ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- ------- Sound Begin Registration Complete ------- UI_DrawConnect called -----------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: 19.110000 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: 1.491000 seconds. -------------UBERDIALOG DONE--------------- stitched 696 LoD cracks ...loaded 11507 faces, 534 meshes, 0 trisurfs, 0 flares ----------- Loading DCL file maps/dm/mohdm7.dcl --------- !!! BSP file is newer than DCL file. !!! The DCL file needs to be updated. ------ Finished loading DCL file maps/dm/mohdm7.dcl ----- ^~^~^ Box data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ Morph targets data is corrupted for 'models/human/allied_pilot/allied_pilot.skd' ^~^~^ CGame (Event: 'avelocity', Object: 'ClientGameCommandManager') : Index 5 out of range ^~^~^ CG_ProcessInitCommands: Bad init client command 'avelocity' in 'models/emitters/lightswarmers_small.tik' ^~^~^ 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: 0.03 seconds CL_InitCGame: 62.54 seconds ERROR PlaySound: needs an alias in ubersound.scr or uberdialog.scr - Please fix. ERROR PlaySound: needs an alias in ubersound.scr or uberdialog.scr - Please fix. ERROR PlaySound: needs an alias in ubersound.scr or uberdialog.scr - Please fix. ERROR PlaySound: needs an alias in ubersound.scr or uberdialog.scr - Please fix. Called FadeSound with: 0.000000 |D[]G[]Ta|_ has entered the battle BAZBOW was sniped by McBagpipes in the upper torso BAZBOW was perforated by General_Crazy's SMG in the upper torso McBagpipes was sniped by SUDDEN DEATH in the neck CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded CG_MakeBulletTracer: MAX_BULLER_TRACERS exceeded WARNING: CG_ReadNextSnapshot: way out of range, 2481 > 669 Mutilator was sniped by SUDDEN DEATH in the upper torso |D[]G[]Ta|_ was sniped by SUDDEN DEATH in the upper torso BAZBOW was sniped by SUDDEN DEATH in the head Mutilator was machine-gunned by BAZBOW in the lower torso McBagpipes was perforated by General_Crazy's SMG in the pelvis SUDDEN DEATH was machine-gunned by BAZBOW in the middle torso BAZBOW was perforated by General_Crazy's SMG in the upper right arm SUDDEN DEATH is picking McBagpipes's shrapnel out of his teeth BAZBOW was sniped by McBagpipes in the lower torso McBagpipes was perforated by General_Crazy's SMG in the upper right arm McBagpipes was machine-gunned by BAZBOW in the head BAZBOW was perforated by General_Crazy's SMG in the upper torso SUDDEN DEATH took Mutilator's rocket right in the kisser Mutilator was perforated by General_Crazy's SMG in the pelvis General_Crazy was machine-gunned by McBagpipes in the lower torso Mutilator was sniped by |D[]G[]Ta|_ in the upper torso You killed Mutilator SUDDEN DEATH was machine-gunned by BAZBOW in the middle torso General_Crazy was sniped by |D[]G[]Ta|_ in the upper torso You killed General_Crazy BAZBOW took Mutilator's rocket in the face McBagpipes was sniped by SUDDEN DEATH in the upper torso SUDDEN DEATH was machine-gunned by McBagpipes in the upper torso SUDDEN DEATH was machine-gunned by McBagpipes in the upper right leg BAZBOW was blown away by Mutilator Mutilator was machine-gunned by McBagpipes in the pelvis McBagpipes was perforated by General_Crazy's SMG in the upper right leg Mutilator was sniped by SUDDEN DEATH in the neck General_Crazy was machine-gunned by McBagpipes in the lower left leg General_Crazy was machine-gunned by BAZBOW in the upper right leg BAZBOW was machine-gunned by McBagpipes in the lower left arm McBagpipes was sniped by SUDDEN DEATH in the upper torso ------- S_StopAllSounds (don't stop music) ------- ------- S_StopAllSounds Complete------- Called FadeSound with: 0.000000 Called FadeSound with: 0.000000 ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- Called FadeSound with: 0.000000 ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- Called FadeSound with: 0.000000 Called FadeSound with: 0.000000 Setting up Shaders ------- Sound Begin Registration ------- ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- ------- Sound Begin Registration Complete ------- UI_DrawConnect called -----------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: 0.131000 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: 1.630000 seconds. -------------UBERDIALOG DONE--------------- stitched 0 LoD cracks ...loaded 6043 faces, 120 meshes, 0 trisurfs, 0 flares Cmd_AddCommand: ter_restart already defined ----- CL_Shutdown ----- ------- S_StopAllSounds (stop music) ------- ------- S_StopAllSounds Complete------- 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 ----------------------- Tried to read from a zip file textures/models/items/tall_pitcher.tga that was not open as u can see everytime the france map comes on in the mp game the game quits and says this in the window thingi i reinstalled the game and everything i have the 1.1 patch i can play every other map online except this one its relly annoying me somene please help |
HOLY SHIT !!!!!!!!!
------------------ The "DAWG" |
you may have to shoot it
|
Try this: Uninstall the game.
Delete your EA Games folder. open regedit (start -> run -> regedit) and search for and delete anything that says 2015, MOHAA, or EA Games (unless you have other EA Games.) Copy all the files from both CDs to your hard drive. Put them in separate folders called Disk1 and Disk2 respectively. Run the setup file from Disk1, and then when it asks for Disk 2, point it to the directory where you copied all the files from Disk 2 from. I had a similar error, but it was with Single Player. I could play some levels, but not others. It turns out that my CD-ROM isn't working properly, and it corrupted the files during the install. Also, try the following: Update DirectX (if you don't have WindowsXP) and update your video and sound card drivers. |
can someone please help?
|
All times are GMT -6. The time now is 10:03 AM. |
Powered by vBulletin® Version 3.8.12 by ScriptzBin
Copyright ©2000 - 2025, vBulletin Solutions Inc.
© 1998 - 2007 by Rudedog Productions | All trademarks used are properties of their respective owners. All rights reserved.