I am crashing all the time when playing in any server or campaign.
ERROR MESSAGE
_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 0.16s
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 ===
00:10 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
…‘give_ammo’ set as bind 56
…‘life_buff1’ set as bind 57
…‘weapon_buff1’ set as bind 58
…‘disguise_self’ set as bind 59
13 abilities set
done setting 13 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
WARNING: Thread ‘’: Already synced stats less than a minute ago - ignoring
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
client 15 connected.
OnClientConnect: Clearing abilities for client 15
Syncing match state to client 15
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_03_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 14 connected.
OnClientConnect: Clearing abilities for client 14
Syncing match state to client 14
Finished compositing contextId 1 team resistance (1) cinematic: false
client 13 connected.
OnClientConnect: Clearing abilities for client 13
Syncing match state to client 13
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_02_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
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
client 10 connected.
OnClientConnect: Clearing abilities for client 10
Syncing match state to client 10
Finished compositing contextId 3 team resistance (1) cinematic: false
Finished compositing contextId 2 team resistance (1) cinematic: false
client 9 connected.
OnClientConnect: Clearing abilities for client 9
Syncing match state to client 9
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_04_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
client 8 connected.
OnClientConnect: Clearing abilities for client 8
Syncing match state to client 8
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_02_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
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
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_04_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
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
client 1 connected.
OnClientConnect: Clearing abilities for client 1
Syncing match state to client 1
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_02_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
Resetting bot skills…
Bot skills reset
8 mins to go
=== Profile Commit (Tips) ===
tracked globals.game.commandPostActivetracked globals.game.commandPostActivetracked globals.game.commandPostActiveWARNING: RES1000: Missing asset - sdDeclGUITheme: default: Could not find material ‘new_unlock_icon_material’
WARNING: LookupMaterial: ‘limbo’ material ‘_default’ (alias ‘new_unlock_icon_material’) used without proper sort
WARNING: RES1000: Missing asset - sdDeclGUITheme: default: Could not find material ‘new_unlock_icon_material’
WARNING: LookupMaterial: ‘limbo’ material ‘_default’ (alias ‘new_unlock_icon_material’) used without proper sort
tracked globals.game.commandPostActiveWARNING: Thread ‘’: GetNetVarFloat: ‘pistol_04_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
[SDNET STEAM] bad challenge serverId[90083319465678848]
WARNING: P2PSendMessageToPeer : Invalid peer!
sending challenge 0x2812fc to 62.45.211.202:60038
idGameLocal::ServerGetBestTeamAndCampaign - FINAL CAMPAIGN IS campaign_resistance
Client 1 wanted campaign ‘campaign_resistance’ given Campaign ‘campaign_resistance’
client 1 disconnected.
client 1 connected.
OnClientConnect: Clearing abilities for client 1
Tombi joined the Resistance
1 given player class ‘operative’ (clients desired player class)
Received abilities from client 1
…‘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
…‘third_person_objectives’ set as bind 24
…‘give_ammo’ set as bind 56
…‘life_buff1’ set as bind 57
…‘weapon_buff1’ set as bind 58
…‘disguise_self’ set as bind 59
15 abilities set
Migration other match state 1: 1
Syncing match state to client 1
TASK SELECT (Skeggi): Attempting Primary: ‘snd_destroy_guard_select’ (owner: ‘tank_doors’)
Tombi joined the Resistance
1: Freeing unused ccf with id 20 for team 0
client 2 disconnected.
Ueshiba joined the Spectators
FATAL ERROR: AllocRenderModel called from a different thread for ‘particles/buffs/ammo_buff’
…unloading Input Method Editor DLL
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 ‘particles/buffs/ammo_buff’
…unloading Input Method Editor DLL
mouse: Failed to remove raw input device
…unloading Raw Input DLL
Shutting down OpenGL subsystem
Spent 148ms waiting
Spent 607ms total
…releasing DC
…destroying window
…shutting down QGL
…unloading OpenGL DLL
…unloading Windows Terminal Server API DLL
Any ideas?
