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MoH General Discussion General Discussion about Medal of Honor: Allied Assault, expansions and Pacific Assault

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  (#1)
geforce3 is Offline
Junior Member
 
Posts: 2
Join Date: Jan 2002
Location: dfshf
   
Default 01-29-2002, 10:56 AM

--- 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
  
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Old
  (#2)
BigDawg is Offline
Junior Member
 
Posts: 25
Join Date: Jan 2002
Location: NewBedford Ma. USA
   
Default 01-30-2002, 10:23 AM

HOLY SHIT !!!!!!!!!

------------------
The "DAWG"
  
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Old
  (#3)
eelray is Offline
Junior Member
 
Posts: 20
Join Date: Jan 2002
   
Default 01-30-2002, 10:36 AM

you may have to shoot it
  
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Old
  (#4)
Patton is Offline
Senior Member
 
Posts: 119
Join Date: Jan 2002
Location: Fairview Park, OH, USA
 Send a message via ICQ to Patton  
Default 01-30-2002, 10:42 AM

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.
  
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Old
  (#5)
geforce3 is Offline
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Posts: 2
Join Date: Jan 2002
Location: dfshf
   
Default 01-30-2002, 11:34 AM

can someone please help?
  
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