Couldn't find image for shader 0

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Liberator
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Couldn't find image for shader 0

Post by Liberator »

Hi everybody ;)

Hope anyone can help..
I still dont know what this message means. I wrote "logfile 1" and it gave me this: (Once someone told me to)


-------- CL_Vid_Restart_f --------
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration 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
----- Initializing Renderer ----
----- R_Init -----
Cmd_AddCommand: r_infostaticmodels already defined
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded
...setting mode 4: 800 600 FS
...using colorsbits of 32
...calling CDS: ok
...created window@0,0 (800x600)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 32, 0 )
...51 PFDs found
...hardware acceleration found
...PIXELFORMAT 3 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...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 X1600 Series x86/SSE2
GL_VERSION: 2.0.5819 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture
GL_EXTENSIONS: GL_EXT_texture_env_add
GL_EXTENSIONS: GL_EXT_compiled_vertex_array
GL_EXTENSIONS: GL_S3_s3tc
GL_EXTENSIONS: GL_ARB_depth_texture
GL_EXTENSIONS: GL_ARB_fragment_program
GL_EXTENSIONS: GL_ARB_fragment_program_shadow
GL_EXTENSIONS: GL_ARB_fragment_shader
GL_EXTENSIONS: GL_ARB_multisample
GL_EXTENSIONS: GL_ARB_occlusion_query
GL_EXTENSIONS: GL_ARB_point_parameters
GL_EXTENSIONS: GL_ARB_point_sprite
GL_EXTENSIONS: GL_ARB_shader_objects
GL_EXTENSIONS: GL_ARB_shading_language_100
GL_EXTENSIONS: GL_ARB_shadow
GL_EXTENSIONS: GL_ARB_shadow_ambient
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_texture_mirrored_repeat
GL_EXTENSIONS: GL_ARB_transpose_matrix
GL_EXTENSIONS: GL_ARB_vertex_blend
GL_EXTENSIONS: GL_ARB_vertex_buffer_object
GL_EXTENSIONS: GL_ARB_vertex_program
GL_EXTENSIONS: GL_ARB_vertex_shader
GL_EXTENSIONS: GL_ARB_window_pos
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 8

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: 0
picmip_models: 0
picmip_sky: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
performing W2K gamma clamp.
Initializing Shaders
Setting up Shaders
----- finished R_Init -----
------- profiling DrawBackground methods -------
glDrawPixels w/ BGR: 9171266 clocks
glDrawPixels w/ RGB: 7754618 clocks
glTexSubImage2D w/ BGR: 5102316 clocks
glTexSubImage2D w/ RGB: 3670252 clocks
DrawBackground: using glTexSubImage2D with RGB data
-------------------------------
Setting up Shaders
----- finished CL_Vid_Restart_f ----
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
^~^~^ Can't find 0.tga
Couldn't find image for shader 0
sv_maxclients will be changed upon restarting.
g_gametype will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: dm/the_forest
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 wit


Can anyone see what makes the trouble?

Lib;)
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tltrude
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Trouble

Post by tltrude »

I don't see anything wrong in the console log. Is the game crashing back to the desktop?
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lizardkid
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Post by lizardkid »

i think putting the game in developer (if you havent) and using logfile 2 would give us the problem.
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Liberator
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Re: Trouble

Post by Liberator »

tltrude wrote:I don't see anything wrong in the console log. Is the game crashing back to the desktop?
Hi tltrude,

It crashes back to MOH menu with the console open

Lib
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Liberator
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Post by Liberator »

lizardkid wrote:i think putting the game in developer (if you havent) and using logfile 2 would give us the problem.
In developer...? how do I do that? maybe I allready know...im not sure :roll:

Lib
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tltrude
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Post by tltrude »

The target line of your desktop shortcut should look something like this.

"C:\Program Files\EA GAMES\MOHAA\MOHAA.exe" +set cl_playintro 0 +set ui_skip_eamovie 1 +set ui_skip_titlescreen 1 +set ui_skip_legalscreen 1 +set ui_console 1 +set developer 1
Tom Trude,

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Liberator
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Post by Liberator »

Hi tltrude,

My shortcut icon looks like this :
"C:\Program Files\EA GAMES\MOHAA\moh_spearhead.exe" +set cl_playintro 0 +set ui_skip_eamovie 1 +set ui_skip_titlescreen 1 +set ui_skip_legalscreen 1 +set

I wrote it in "destination". Its starts the game, like it use to do. What should happend? Im not sure I understand the way to do it... :(

Lib
I liberate stuff...the danish way..
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Liberator
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Post by Liberator »

is this logfile 2:


----- CL_Shutdown -----
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Shutdown (full) -------
------- S_MILES_StopAllSounds -------
------- S_MILES_StopMP3 -------
------- Q_AIL_shutdown -------
------- S_MILES_FreeDLL -------
------- S_MILES_FreeDLL Finished! -------
------- Miles DLL Removed -------
------- Sound Deallocation (4) -------
Deallocating 0x 4 (Done)
Deallocating 0x 4 (Done)
Deallocating 0x 4 (Done)
------- 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
-----------------------


Lib
I liberate stuff...the danish way..
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tltrude
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Post by tltrude »

When you add +set developer 1 , it prints everything that happens in the game. The only difference between logfile 1 and logfile 2 is that one of them just keeps adding more data and does not erase the old data -- can't remember which.
Tom Trude,

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Liberator
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Post by Liberator »

Ok I wrote "logfile 2+set developer 1" (hope its right) and it gave me this:


-------- CL_Vid_Restart_f --------
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration 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
----- Initializing Renderer ----
----- R_Init -----
Cmd_AddCommand: r_infostaticmodels already defined
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded
...setting mode 4: 800 600 FS
...using colorsbits of 32
...calling CDS: ok
...created window@0,0 (800x600)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 32, 0 )
...51 PFDs found
...hardware acceleration found
...PIXELFORMAT 3 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...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 X1600 Series x86/SSE2
GL_VERSION: 2.0.5819 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture
GL_EXTENSIONS: GL_EXT_texture_env_add
GL_EXTENSIONS: GL_EXT_compiled_vertex_array
GL_EXTENSIONS: GL_S3_s3tc
GL_EXTENSIONS: GL_ARB_depth_texture
GL_EXTENSIONS: GL_ARB_fragment_program
GL_EXTENSIONS: GL_ARB_fragment_program_shadow
GL_EXTENSIONS: GL_ARB_fragment_shader
GL_EXTENSIONS: GL_ARB_multisample
GL_EXTENSIONS: GL_ARB_occlusion_query
GL_EXTENSIONS: GL_ARB_point_parameters
GL_EXTENSIONS: GL_ARB_point_sprite
GL_EXTENSIONS: GL_ARB_shader_objects
GL_EXTENSIONS: GL_ARB_shading_language_100
GL_EXTENSIONS: GL_ARB_shadow
GL_EXTENSIONS: GL_ARB_shadow_ambient
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_texture_mirrored_repeat
GL_EXTENSIONS: GL_ARB_transpose_matrix
GL_EXTENSIONS: GL_ARB_vertex_blend
GL_EXTENSIONS: GL_ARB_vertex_buffer_object
GL_EXTENSIONS: GL_ARB_vertex_program
GL_EXTENSIONS: GL_ARB_vertex_shader
GL_EXTENSIONS: GL_ARB_window_pos
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 8

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: 0
picmip_models: 0
picmip_sky: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
performing W2K gamma clamp.
Initializing Shaders
Setting up Shaders
----- finished R_Init -----
------- profiling DrawBackground methods -------
glDrawPixels w/ BGR: 13305976 clocks
glDrawPixels w/ RGB: 14871734 clocks
glTexSubImage2D w/ BGR: 7008734 clocks
glTexSubImage2D w/ RGB: 9064666 clocks
DrawBackground: using glTexSubImage2D with BGR data
-------------------------------
Setting up Shaders
----- finished CL_Vid_Restart_f ----
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
^~^~^ Can't find 0.tga
Couldn't find image for shader 0
-------- CL_Vid_Restart_f --------
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration 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
----- Initializing Renderer ----
----- R_Init -----
Cmd_AddCommand: r_infostaticmodels already defined
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\WINDOWS\system32\opengl32.dll' ): succeeded
...setting mode 4: 800 600 FS
...using colorsbits of 32
...calling CDS: ok
...created window@0,0 (800x600)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 32, 0 )
...51 PFDs found
...hardware acceleration found
...PIXELFORMAT 3 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...GL_EXT_texture_compression_s3tc not found
...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 X1600 Series x86/SSE2
GL_VERSION: 2.0.5819 WinXP Release
GL_EXTENSIONS: GL_ARB_multitexture
GL_EXTENSIONS: GL_EXT_texture_env_add
GL_EXTENSIONS: GL_EXT_compiled_vertex_array
GL_EXTENSIONS: GL_S3_s3tc
GL_EXTENSIONS: GL_ARB_depth_texture
GL_EXTENSIONS: GL_ARB_fragment_program
GL_EXTENSIONS: GL_ARB_fragment_program_shadow
GL_EXTENSIONS: GL_ARB_fragment_shader
GL_EXTENSIONS: GL_ARB_multisample
GL_EXTENSIONS: GL_ARB_occlusion_query
GL_EXTENSIONS: GL_ARB_point_parameters
GL_EXTENSIONS: GL_ARB_point_sprite
GL_EXTENSIONS: GL_ARB_shader_objects
GL_EXTENSIONS: GL_ARB_shading_language_100
GL_EXTENSIONS: GL_ARB_shadow
GL_EXTENSIONS: GL_ARB_shadow_ambient
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_texture_mirrored_repeat
GL_EXTENSIONS: GL_ARB_transpose_matrix
GL_EXTENSIONS: GL_ARB_vertex_blend
GL_EXTENSIONS: GL_ARB_vertex_buffer_object
GL_EXTENSIONS: GL_ARB_vertex_program
GL_EXTENSIONS: GL_ARB_vertex_shader
GL_EXTENSIONS: GL_ARB_window_pos
GL_MAX_TEXTURE_SIZE: 4096
GL_MAX_ACTIVE_TEXTURES_ARB: 8

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: 0
picmip_models: 0
picmip_sky: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
performing W2K gamma clamp.
Initializing Shaders
Setting up Shaders
----- finished R_Init -----
------- profiling DrawBackground methods -------
glDrawPixels w/ BGR: 15872352 clocks
glDrawPixels w/ RGB: 15655868 clocks
glTexSubImage2D w/ BGR: 8216194 clocks
glTexSubImage2D w/ RGB: 5898524 clocks
DrawBackground: using glTexSubImage2D with RGB data
-------------------------------
^~^~^ Can't find 0.tga
Couldn't find image for shader 0
Setting up Shaders
----- finished CL_Vid_Restart_f ----
Called FadeSound with: 0.000000
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
^~^~^ Can't find 0.tga
Couldn't find image for shader 0




Lib
I liberate stuff...the danish way..
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Liberator
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Post by Liberator »

No reply at all...? :cry:

By the way....what is shader 0?

Lib
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At0miC
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Post by At0miC »

Damage?

Do you have any cheats on?
Do you have any mods installed or are you using additions or cheats that's not supported in moh?
Might also be that the the files coming with the map are corrupted, or that the the original moh files are corrupted while e.g. installing.
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tltrude
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+set developer 1

Post by tltrude »

(+set developer 1) should be at the end of your desktop shortcut target line.

"C:\Program Files\EA GAMES\MOHAA\moh_spearhead.exe" +set cl_playintro 0 +set ui_skip_eamovie 1 +set ui_skip_titlescreen 1 +set ui_skip_legalscreen 1 +set developer 1

When you start the game with the desktop shotcut, you will automatically be in developer mode.

Just before you load the map, type logfile 2 in the console.

After it crashes, shut down the game and go to the folder named "main" and locate the file named "qconsole.log".

Open qconsole.log with Notepad and copy all the text to this forum.
Tom Trude,

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Liberator
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Location: Denmark

Post by Liberator »

Hi again! :)

Merry x-mas and happy new year ;)

I cant post the copy/paste stuff... :( is there a limit for letters?

Lib
I liberate stuff...the danish way..
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Liberator
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Location: Denmark

Post by Liberator »

I try again...


sv_maxclients will be changed upon restarting.
g_gametype will be changed upon restarting.
g_gametypestring will be changed upon restarting.
cheats will be changed upon restarting.
------ Server Initialization ------
Server: dm/obc_smallhills
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
^~^~^ Can't find maps/dm/obc_smallhills.min
Setting up Shaders
UI_DrawConnect called
^~^~^ Can't find textures/dmloading/testload.tga
WARNING: R_FindImageFile could not find 'textures/dmloading/testload.tga' in shader 'SmallHills_loadscreen'
LoadLibrary (mainta/gamex86.dll)
==== InitGame ====
sizeof(Actor) == 3020
Magic sizeof actor numer: 2956

------------------
Event system initialized: 178 classes 1468 events 1045216 total memory in response list

==== CleanupGame ====
CM_LoadMap( maps/dm/obc_smallhills.bsp, 0 )
^~^~^ Can't find textures/general_structure/jh_adobwalltall1.tga
-------------------- Spawning Entities -----------------------
soundtrack switched to .
-------------------- Actual Spawning Entities -----------------------
^~^~^ Add the following line to the *_precache.scr map script:
cache models/statweapons/flak88base.tik
spawn 'turretweapon_german_88mmflakbase': 0.62 seconds
-------------------- Actual Spawning Entities Done ------------------ 622 ms
0 teams with 0 entities
Adding script: 'dm/obc_smallhills.scr'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss.skc' or 'models/player/allied_oss.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss_fps.skc' or 'models/player/allied_oss_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss_fps.tik
^~^~^ 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'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo.skc' or 'models/player/german_elite_gestapo.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo_fps.skc' or 'models/player/german_elite_gestapo_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo_fps.tik
Channel named Bip01 L Clavicle pos not added. (Bone will not work without it)
Channel named Bip01 R Clavicle pos not added. (Bone will not work without it)
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1.skc' or 'models/player/german_winter1.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1_fps.skc' or 'models/player/german_winter1_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1_fps.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2.skc' or 'models/player/german_winter2.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2.tik
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2_fps.skc' or 'models/player/german_winter2_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2_fps.tik
1 entities spawned
3 simple entities spawned
0 entities inhibited
-------------------- Spawning Entities Done ------------------ 4679 ms


-----------PARSING 'ubersound/uberdialog.scr' (SERVER)------------
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.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Parse/Load time: 0.603000 seconds.
-------------PARSING 'ubersound/uberdialog.scr' DONE (SERVER)---------------



-----------PARSING 'ubersound/ubersound.scr' (SERVER)------------
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.
CG_Command_ProcessFile: ubersound/ubersound.scr
Parse/Load time: 0.096000 seconds.
-------------PARSING 'ubersound/ubersound.scr' DONE (SERVER)---------------

------ Server Initialization Complete ------ 5.93 seconds
SV packet loopback : connect
SVC_DirectConnect ()
>>>\challenge\0\qport\5899\protocol\17\name\[OBC]_Liberator_SPC/D2(DK)_DF\rate\25000\snaps\20\dm_playermodel\american_army\dm_playergermanmodel\german_wehrmacht_soldier<<<
version 17 connecting to 17
Going from CS_FREE to CS_CONNECTED for [OBC]_Liberator_SPC/D2(DK)_DF
CL packet loopback: connectResponse
[OBC]_Liberator_SPC/D2(DK)_DF : dropped gamestate, resending
SV_SendClientGameState() for [OBC]_Liberator_SPC/D2(DK)_DF
Going from CS_CONNECTED to CS_PRIMED for [OBC]_Liberator_SPC/D2(DK)_DF
Called FadeSound with: 0.000000
------- Sound Begin Registration -------
------- S_StopAllSounds (stop music) -------
------- S_StopAllSounds Complete-------
------- Sound Begin Registration Complete -------
LoadLibrary (mainta/cgamex86.dll)

------------------
Event system initialized: 7 classes 144 events 4032 total memory in response list

CM_LoadMap( maps/dm/obc_smallhills.bsp, 1 )


-----------PARSING 'uberdialog.scr'------------
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.
CG_Command_ProcessFile: ubersound/uberdialog.scr
Parse/Load time: 0.675000 seconds.
-------------PARSING 'uberdialog.scr' DONE---------------



-----------PARSING 'ubersound.scr'------------
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.
CG_Command_ProcessFile: ubersound/ubersound.scr
Parse/Load time: 1.755000 seconds.
-------------PARSING 'ubersound.scr' DONE---------------

stitched 0 LoD cracks
...loaded 1322 faces, 0 meshes, 0 trisurfs, 0 flares
Using ter_maxtris = 24576
Terrain: 1.88 MB tris, 1.31 MB verts, 0.31 MB in 440 patches, 3.50 MB total
R_LevelMarksLoad: maps/dm/obc_smallhills.dcl not found
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss.skc' or 'models/player/allied_oss.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss.tik
RE_RegisterModel: Registration failed for 'models/player/allied_oss.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/allied_oss_fps.skc' or 'models/player/allied_oss_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/allied_oss_fps.tik
RE_RegisterModel: Registration failed for 'models/player/allied_oss_fps.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo.skc' or 'models/player/german_elite_gestapo.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo.tik
RE_RegisterModel: Registration failed for 'models/player/german_elite_gestapo.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_elite_gestapo_fps.skc' or 'models/player/german_elite_gestapo_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_elite_gestapo_fps.tik
RE_RegisterModel: Registration failed for 'models/player/german_elite_gestapo_fps.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1.skc' or 'models/player/german_winter1.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter1.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter1_fps.skc' or 'models/player/german_winter1_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter1_fps.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter1_fps.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2.skc' or 'models/player/german_winter2.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter2.tik'
SkeletorCacheFileCallback: Could not open binary file 'newanim/models/player/german_winter2_fps.skc' or 'models/player/german_winter2_fps.skc'
^~^~^ TIKI_InitTiki: Couldn't load models/player/german_winter2_fps.tik
RE_RegisterModel: Registration failed for 'models/player/german_winter2_fps.tik'
Loading Special Effects...
^~^~^ 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
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_metal_hard.tik
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in '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
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_lite.tik'
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bh_metal_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
TIKI_ParseInitCommands: too many init commands in models/fx/bh_human_uniform_lite.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/bh_human_uniform_lite.tik.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bh_human_uniform_lite.tik
TIKI_ParseInitCommands: too many init commands in models/fx/bh_human_uniform_hard.tik.
TIKI_ParseInitCommands: too many init commands in models/fx/bh_human_uniform_hard.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
TIKI_ParseInit: unknown init command sfx in models/fx/bazookaexp_base.tik on line 104, skipping line.
TIKI_ParseInit: unknown init command ( in models/fx/bazookaexp_base.tik on line 105, skipping line.
TIKI_ParseInit: unknown init command alpha in models/fx/bazookaexp_base.tik on line 106, skipping line.
TIKI_ParseInit: unknown init command offset in models/fx/bazookaexp_base.tik on line 107, skipping line.
TIKI_ParseInit: unknown init command count in models/fx/bazookaexp_base.tik on line 108, skipping line.
TIKI_ParseInit: unknown init command model in models/fx/bazookaexp_base.tik on line 109, skipping line.
TIKI_ParseInit: unknown init command align in models/fx/bazookaexp_base.tik on line 110, skipping line.
TIKI_ParseInit: unknown init command randvel in models/fx/bazookaexp_base.tik on line 111, skipping line.
TIKI_ParseInit: unknown init command accel in models/fx/bazookaexp_base.tik on line 112, skipping line.
TIKI_ParseInit: unknown init command life in models/fx/bazookaexp_base.tik on line 113, skipping line.
TIKI_ParseInit: unknown init command scalemin in models/fx/bazookaexp_base.tik on line 114, skipping line.
TIKI_ParseInit: unknown init command scalemax in models/fx/bazookaexp_base.tik on line 115, skipping line.
TIKI_ParseInit: unknown init command scalerate in models/fx/bazookaexp_base.tik on line 116, skipping line.
TIKI_ParseInit: unknown init command fade in models/fx/bazookaexp_base.tik on line 117, skipping line.
TIKI_ParseInit: unknown init command ) in models/fx/bazookaexp_base.tik on line 118, skipping line.
TIKI_ParseInit: unknown init command sfx in models/fx/bazookaexp_base.tik on line 126, skipping line.
TIKI_ParseInit: unknown init command ( in models/fx/bazookaexp_base.tik on line 127, skipping line.
TIKI_ParseInit: unknown init command model in models/fx/bazookaexp_base.tik on line 128, skipping line.
TIKI_ParseInit: unknown init command life in models/fx/bazookaexp_base.tik on line 129, skipping line.
TIKI_ParseInit: unknown init command angles in models/fx/bazookaexp_base.tik on line 130, skipping line.
TIKI_ParseInit: unknown init command ) in models/fx/bazookaexp_base.tik on line 131, skipping line.
TIKI_LoadTIKIfile: unknown section } in models/fx/bazookaexp_base.tik on line 135, skipping line.
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/bazookaexp_base.tik
^~^~^ Event 'flickeralpha' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'flickeralpha' in 'models/fx/bazookaexp_base.tik'
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/heavyshellexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/tankexp_base.tik
^~^~^ Add the following line to the *_precache.scr map script:
cache models/fx/grenexp_paper.tik
^~^~^ Event 'enter' does not exist.
^~^~^ Failed execution of event for class 'ClientGameCommandManager'
^~^~^ CG_ProcessInitCommands: Bad init client command 'enter' in



..............more in next post...
I liberate stuff...the danish way..
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