moi j'a le meme probleme et j'ai une geforce 9800 gt
sa quite et j'ai ce mesage d'ereur :
...Queued c cutscene ccf context id: 1 team: resistance required: true name:
'char/characters/cutscenes/stage1/damien.ccfinstan
ce'
...Queued c cutscene ccf context id: 2 team: resistance required: true name:
'char/characters/cutscenes/stage1/dhafer.ccfinstan
ce'
...Queued c cutscene ccf context id: 3 team: resistance required: true name:
'char/characters/cutscenes/stage1/ryan.ccfinstance
'
...Queued random team ccf context id: 17 team: resistance required: false name:
'char/characters/mp_bots/goodcop_bot.ccfinstance'
...Queued random team ccf context id: 18 team: resistance required: false name:
'char/characters/mp_bots/firestarter_bot.ccfinstan
ce'
...Queued random team ccf context id: 19 team: resistance required: false name: 'char/characters/mp_bots/bot_08.ccfinstance'
...Queued random team ccf context id: 20 team: resistance required: false name: 'char/characters/mp_bots/bot_06.ccfinstance'
Queued 8 resistance ccfs
Queued 8 security ccfs
Total 16 ccfs queued
Parsed gui 'hud' in 23 ms
Parsed gui 'limbo' in 85 ms
Parsed gui 'chat' in 0 ms
Parsed gui 'takeviewnote' in 0 ms
Parsed gui 'scoreboard' in 2 ms
Parsed gui 'democharge' in 0 ms
Parsed gui 'endgamereview' in 64 ms
Parsed gui 'taskmenu' in 1 ms
Parsed gui 'infobox' in 0 ms
Parsed gui 'commandpostmenu' in 2 ms
Parsed gui 'fademenu' in 0 ms
Parsed gui 'cutscene' in 0 ms
Spawning entities
WARNING: idAnimManagerLocal::StubStreamingAnim - stubbing failure!
WARNING: idAnimManagerLocal::StubStreamingAnim - stubbing failure!
WARNING: Thread : InitBotTypes: Unknown bot class for key 'bot_class' on 'escort_bot_controller'
Static items: spawned 0 models, 436 lights, 3029 collision
WARNING: sdGameMapScriptState::CallClassEvent Failed to set up data for Event Call 'bindToJoint'
bot classes set
Resetting bot skills...
Bot skills reset
Opening lower outer doors
Opening lower inner doors
STOP pushing player from LOWER doorways
Opening upper outer doors
STOP pushing player from UPPER doorways
Closing upper inner doors
elevator_state.elevator_at_bottom_powered_off()
elevator_state = 10
elevator_state.destroyed_elevator_at_bottom()
Elevator is powered off, so go to bottom
elevator_state = 10
...1261 entities spawned, 0 inhibited
InitFromNewMap: 'maps/mp/aquarium.entities'
0: 'aqrint_csc' StopCutscene...
0: 'aqsint_csc' StopCutscene...
0: 'aqoutro_csc' StopCutscene...
0: 'aqmid_csc' StopCutscene...
Spent 8ms waiting
Spent 474ms total
Finished compositing contextId -1 team resistance (1) cinematic: false
Spent 6ms waiting
Spent 433ms total
Finished compositing contextId 1 team security (0) cinematic: false
Spent 7ms waiting
Spent 469ms total
Finished compositing contextId 2 team security (0) cinematic: false
Spent 9ms waiting
Spent 489ms total
Finished compositing contextId 3 team security (0) cinematic: false
Spent 113ms waiting
Spent 558ms total
Finished compositing contextId 17 team security (0) cinematic: false
Spent 22ms waiting
Spent 401ms total
Finished compositing contextId 18 team security (0) cinematic: false
Spent 121ms waiting
Spent 632ms total
Finished compositing contextId 19 team security (0) cinematic: false
Spent 5ms waiting
Spent 446ms total
Finished compositing contextId 20 team security (0) cinematic: false
Spent 4ms waiting
Spent 378ms total
Finished compositing contextId 21 team security (0) cinematic: false
Spent 7ms waiting
Spent 468ms total
Finished compositing contextId 1 team resistance (1) cinematic: true
Spent 7ms waiting
Spent 465ms total
Finished compositing contextId 2 team resistance (1) cinematic: true
Spent 7ms waiting
Spent 431ms total
Finished compositing contextId 3 team resistance (1) cinematic: true
Spent 163ms waiting
Spent 695ms total
Finished compositing contextId 17 team resistance (1) cinematic: false
Spent 8ms waiting
Spent 462ms total
Finished compositing contextId 18 team resistance (1) cinematic: false
Spent 21ms waiting
Spent 455ms total
Finished compositing contextId 19 team resistance (1) cinematic: false
Spent 5ms waiting
Spent 436ms total
Finished compositing contextId 20 team resistance (1) cinematic: false
--- Completed loading sequence in 12.42s ---
----- idSoundCache::EndLevelLoad -----
_vmtrpages: locked 1106846 bytes (8.44 cache lines) in physical image, 0 cache lines in disk cache
maps/mp/aquarium: locked 295080 bytes (2.25 cache lines) in physical image, 0 cache lines in disk cache
Virtual textures loaded and locked in 0.15s
0: 'aqrint_csc' StopCutscene...
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqrint_actor_1
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqrint_actor_2
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqrint_actor_3
...precaching anims for actor: ( maps/mp/aquarium.entities ) aqrint_player
0: 'aqsint_csc' StopCutscene...
0: 'aqoutro_csc' StopCutscene...
0: 'aqmid_csc' StopCutscene...
=== Allow user to skip loading screen ===
-----------------------------------
00:16 to load maps/mp/aquarium.entities
sdAbilityManager::OnLocalPlayerClassChanged: 0
Received abilities from client 0
...'grenade_molotov' set as bind 0
...'landmine' set as bind 8
...'charge' set as bind 16
...'spotting' set as bind 17
...'repairing' set as bind 18
...'disarming' set as bind 19
...'building' set as bind 20
...'revive' set as bind 21
...'hacking' set as bind 22
...'sprinting_reload' set as bind 23
...'give_ammo' set as bind 56
...'life_buff1' set as bind 57
...'weapon_buff1' set as bind 58
...'disguise_self' set as bind 59
14 abilities set
done setting 14 local abilities
All Stats Cleared
OnIntroCutsceneStart
99: Cinematic (correct) model for 'aqrint_actor_1' composited (uses id 1, expected id 1), ccfIndex 9
99: Cinematic (correct) model for 'aqrint_actor_2' composited (uses id 2, expected id 2), ccfIndex 10
99: Cinematic (correct) model for 'aqrint_actor_3' composited (uses id 3, expected id 3), ccfIndex 11
99: Non-cinematic (correct) model for 'aqrint_player' composited (uses id -1, expected id -1), ccfIndex 0
OnIntroCutsceneEnd
Player Team: resistance
Fade in victory splash
All Stats Cleared
All Stats Cleared
Syncing stats to clients...
Mapscripts: setup objective from match state
...OnMatchStatePrimary 0
...OnMatchStateOther 0 0
...OnMatchStateOther 1 0
...OnMatchStateOther 2 0
...OnMatchStateOther 3 0
...OnMatchStateOther 4 0
...OnMatchStateOther 5 0
...OnMatchStateOther 6 0
...OnMatchStateOther 7 0
...OnMatchStateOther 8 0
...OnMatchStateOther 9 0
...OnMatchStateOther 10 0
...OnMatchStateOther 11 0
...OnMatchStateOther 12 0
...OnMatchStateOther 13 0
...OnMatchStateOther 14 0
...OnMatchStateOther 15 0
...OnMatchStateOther 16 0
...OnMatchStateOther 17 0
Mapscripts: done setting up objective from match state
8 mins to go
client 15 connected.
OnClientConnect: Clearing abilities for client 15
Syncing match state to client 15
Finished compositing contextId 1 team resistance (1) cinematic: false
Finished compositing contextId 3 team resistance (1) cinematic: false
client 14 connected.
OnClientConnect: Clearing abilities for client 14
Syncing match state to client 14
WARNING: Thread : GetNetVarFloat: 'assault_rifle_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 13 connected.
OnClientConnect: Clearing abilities for client 13
Syncing match state to client 13
client 12 connected.
OnClientConnect: Clearing abilities for client 12
Syncing match state to client 12
WARNING: Thread : GetNetVarFloat: 'pistol_02_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 11 connected.
OnClientConnect: Clearing abilities for client 11
Syncing match state to client 11
Finished compositing contextId 2 team resistance (1) cinematic: false
client 10 connected.
OnClientConnect: Clearing abilities for client 10
Syncing match state to client 10
client 9 connected.
OnClientConnect: Clearing abilities for client 9
Syncing match state to client 9
client 8 connected.
OnClientConnect: Clearing abilities for client 8
Syncing match state to client 8
WARNING: Thread : GetNetVarFloat: 'pistol_03_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 7 connected.
OnClientConnect: Clearing abilities for client 7
Syncing match state to client 7
WARNING: Thread : GetNetVarFloat: 'pistol_03_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 6 connected.
OnClientConnect: Clearing abilities for client 6
Syncing match state to client 6
client 5 connected.
OnClientConnect: Clearing abilities for client 5
Syncing match state to client 5
client 4 connected.
OnClientConnect: Clearing abilities for client 4
Syncing match state to client 4
client 3 connected.
OnClientConnect: Clearing abilities for client 3
Syncing match state to client 3
client 2 connected.
OnClientConnect: Clearing abilities for client 2
Syncing match state to client 2
WARNING: Thread '': GetNetVarFloat: 'pistol_03_reload_complete_fraction' 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 1 connected.
OnClientConnect: Clearing abilities for client 1
Syncing match state to client 1
Resetting bot skills...
Bot skills reset
Migration other match state 1: 1
Security skill bumped up, Resistance down
Migration other match state 1: 2
Security skill bumped up, Resistance down
Migration other match state 5: 2
WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/legs: State 'MountedDefault' has no transitions, machine is stuck
WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/torso: State 'MountedDefault' has no transitions, machine is stuck
WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/legs: State 'MountedDefault' has no transitions, machine is stuck
WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/torso: State 'MountedDefault' has no transitions, machine is stuck
Migration other match state 1: 1
6 mins to go
Security skill bumped up, Resistance down
Migration other match state 2: 2
WARNING: Enter_NBG_AvoidaDanger without current danger. BotNum:11
Migration other match state 1: 2
WARNING: Bot 9 failed to perform objective buff_player_damage because of time expiration limits when performing (bot action index: -1)
WARNING: Bot 13 is stuck
WARNING: Bot 6 is stuck
Migration other match state 1: 1
Migration other match state 2: 1
Security skill bumped up, Resistance down
WARNING: Bot 5 is stuck
play Question
entered
Migration other match state 2: 2
play Question
entered
Security skill bumped up, Resistance down
4 mins to go
bot class changes (4 mins remain)
WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/legs: State 'MountedDefault' has no transitions, machine is stuck
WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/torso: State 'MountedDefault' has no transitions, machine is stuck
Migration other match state 2: 1
Migration other match state 1: 2
WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/legs: State 'MountedDefault' has no transitions, machine is stuck
WARNING: RES1004: Invalid input data - sdDeclAnimStateMachine: player/torso: State 'MountedDefault' has no transitions, machine is stuck
tracked globals.game.commandPostActiveSecurity skill bumped up, Resistance down
WARNING: Enter_NBG_AvoidaDanger without current danger. BotNum:8
tracked
globals.game.commandPostActive********************
FATAL ERROR: AllocRenderModel called from a different thread for
'models/items/syringe/world/syringe_held.staticmod
el'
mouse: Failed to remove raw input device
...unloading Raw Input DLL
------- Input Initialization -------
Initializing DirectInput8...
...calling LoadLibrary( 'user32.dll' ): succeeded
...initializing Raw Input
mouse: Raw Input initialized.
...calling LoadLibrary( 'imm32.dll' ): succeeded
...initializing Input Method Editor
------------------------------------
AllocRenderModel called from a different thread for
'models/items/syringe/world/syringe_held.staticmod
el'
mouse: Failed to remove raw input device
...unloading Raw Input DLL
Shutting down OpenGL subsystem
...releasing DC
...destroying window
...shutting down QGL
...unloading OpenGL DLL
...unloading Windows Terminal Server API DLL