ERROR! HELP! Playing any in server/campaign


(Skeggi) #1

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?


(Niceperformancethere) #2

FYI SD doesnt give a SH!t. you came to the wrong place sorry.


(Skeggi) #3

It seems everytime I play somewhere where are weapons I got instant crash. ANOTHER ONE, NEW!

    entityDef gameplay/objectives/primary/carryableitem: !Missing sound 'snd_pickup_defenders' = 'sounds/commander/resistance/enemy_collecting_primary'
    entityDef gameplay/objectives/primary/carryableitem: !Missing sound 'snd_dropped_defenders' = 'sounds/commander/resistance/enemy_dropped_primary'
    entityDef gameplay/objectives/primary/carryableitem: !Missing sound 'snd_returned_attackers' = 'sounds/commander/security/enemy_returned_primary'
    entityDef gameplay/objectives/primary/carryableitem: !Missing sound 'snd_returned_defenders' = 'sounds/commander/resistance/enemy_returned_primary'
    entityDef gameplay/objectives/primary/carryableitem: !Missing sound 'snd_returned_by_player_attackers' = 'sounds/commander/security/enemy_returned_primary'
    entityDef gameplay/objectives/primary/carryableitem: !Missing sound 'snd_captured_attackers' = 'sounds/commander/security/enemy_captured_primary'
    entityDef gameplay/objectives/primary/carryableitem: !Missing locStr 'text_stop_delivery_guard' = 'tasks/generic/guard'
    entityDef gameplay/objectives/primary/carryableitem: !Missing locStr 'text_stop_delivery_guard_desc' = 'tasks/generic/guard_desc'
entityDef gameplay/maps/challenge_06/carryable_obj_otem: !Missing locStr 'text_stop_delivery_guard' = 'tasks/generic/guard'
entityDef gameplay/maps/challenge_06/carryable_obj_otem: !Missing locStr 'text_stop_delivery_guard_desc' = 'tasks/generic/guard_desc'
    entityDef gameplay/objectives/carryableitem_target_use: !Missing locStr 'text_capture' = 'game/info/carryable_item_target_use'
entityDef gameplay/maps/challenge_06/carryable_target: !Missing locStr 'text_stop_delivery' = 'maps/sectow/datacards_panel/stop_delivery'
entityDef gameplay/maps/challenge_06/carryable_target: !Missing locStr 'text_stop_delivery_desc' = 'maps/sectow/datacards_panel/stop_delivery_desc'

WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/weapons/grenades/frag/explode/far
effectTimeline effects/env/challenges/expl_door: !Missing sound ‘snd_shader’ = ‘sounds/weapons/grenades/frag/explode/far’
WARNING: RES1007: Defaulted - idDeclSoundShader: sounds/commander/resistance/enemy_destroyed_primary
entityDef gameplay/objectives/destructible_target: !Missing sound ‘snd_destroyed_defenders’ = ‘sounds/commander/resistance/enemy_destroyed_primary’
entityDef gameplay/objectives/core/destructible_target: !Missing sound ‘snd_destroyed_defenders’ = ‘sounds/commander/resistance/enemy_destroyed_primary’
entityDef gameplay/objectives/core/destructible_target/security: !Missing sound ‘snd_destroyed_defenders’ = ‘sounds/commander/resistance/enemy_destroyed_primary’
40 bytes passage memory used to build PVS
0 msec to calculate PVS
6 areas
10 portals
2 areas visible on average
24 bytes PVS data
40 bytes passage memory used to build PVS
0 msec to calculate PVS
6 areas
10 portals
2 areas visible on average
24 bytes PVS data

WARNING: RES1000: Missing asset - sdStaticModel:
WARNING: RES1007: Defaulted - sdStaticModel:
…Queued local player char: 0 context id: -1 team: resistance (1) required: true
…Queued random team ccf context id: 17 team: security required: true name: ‘char/characters/mp_bots/goodcop_bot.ccfinstance’
…Queued random team ccf context id: 18 team: security required: false name: ‘char/characters/mp_bots/firestarter_bot.ccfinstance’
…Queued random team ccf context id: 19 team: security required: false name: ‘char/characters/mp_bots/bot_08.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.ccfinstance’
…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 bot ccf context id: 1 team: resistance required: true name: ‘char/characters/res/challenges/res_skn_chal_var1.ccfinstance’
…Queued bot ccf context id: 2 team: resistance required: true name: ‘char/characters/res/challenges/res_hvy_chal_var1.ccfinstance’
…Queued bot ccf context id: 3 team: resistance required: true name: ‘char/characters/res/challenges/res_avg_chal_var1.ccfinstance’
…Queued bot ccf context id: 1 team: security required: false name: ‘char/characters/sec/challenges/sec_avg_chal_var1.ccfinstance’
…Queued bot ccf context id: 2 team: security required: false name: ‘char/characters/sec/challenges/sec_hvy_chal_var1.ccfinstance’
…Queued bot ccf context id: 3 team: security required: false name: ‘char/characters/sec/challenges/sec_avg_chal_var4.ccfinstance’
…Queued bot ccf context id: 4 team: security required: false name: ‘char/characters/sec/challenges/sec_skn_chal_var1.ccfinstance’
…Queued bot ccf context id: 5 team: security required: false name: ‘char/characters/sec/challenges/sec_avg_chal_var3.ccfinstance’
Queued 8 resistance ccfs
Queued 8 security ccfs
Total 16 ccfs queued
Parsed gui ‘hud’ in 15 ms
Parsed gui ‘limbo’ in 56 ms
Parsed gui ‘chat’ in 0 ms
Parsed gui ‘takeviewnote’ in 0 ms
Parsed gui ‘scoreboard’ in 1 ms
Parsed gui ‘democharge’ in 0 ms
Parsed gui ‘endgamereview’ in 42 ms
Parsed gui ‘taskmenu’ in 1 ms
Parsed gui ‘infobox’ in 0 ms
Parsed gui ‘commandpostmenu’ in 1 ms
Parsed gui ‘fademenu’ in 0 ms
Parsed gui ‘cutscene’ in 0 ms
Spawning entities
WARNING: Pointless effect ‘fx_passage_explosion_1’ is off and not network synced
WARNING: Pointless effect ‘fx_passage_explosion_2’ is off and not network synced
WARNING: Pointless effect ‘fx_gensparks_star1’ is off and not network synced
WARNING: Pointless effect ‘fx_gensparks_star2’ is off and not network synced
WARNING: Pointless effect ‘fx_passage_explosion_3’ is off and not network synced
WARNING: Pointless effect ‘fx_gensparks_star3’ is off and not network synced
Static items: spawned 0 models, 8 lights, 3091 collision
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
Ok Startline is in mapstate on spawned
…352 entities spawned, 0 inhibited

InitFromNewMap: ‘maps/sp/challenge_06.entities’
client 15 connected.
OnClientConnect: Clearing abilities for client 15
WARNING: No Spawn Found.
WARNING: No Spawn Found.
Syncing match state to client 15
client 14 connected.
OnClientConnect: Clearing abilities for client 14
WARNING: No Spawn Found.
WARNING: No Spawn Found.
Syncing match state to client 14
client 13 connected.
OnClientConnect: Clearing abilities for client 13
WARNING: No Spawn Found.
WARNING: No Spawn Found.
Syncing match state to client 13
client 12 connected.
OnClientConnect: Clearing abilities for client 12
WARNING: No Spawn Found.
WARNING: No Spawn Found.
Syncing match state to client 12
client 11 connected.
OnClientConnect: Clearing abilities for client 11
WARNING: No Spawn Found.
WARNING: No Spawn Found.
Syncing match state to client 11
client 10 connected.
OnClientConnect: Clearing abilities for client 10
WARNING: No Spawn Found.
WARNING: No Spawn Found.
Syncing match state to client 10
client 9 connected.
OnClientConnect: Clearing abilities for client 9
WARNING: No Spawn Found.
WARNING: No Spawn Found.
Syncing match state to client 9
client 8 connected.
OnClientConnect: Clearing abilities for client 8
WARNING: No Spawn Found.
WARNING: No Spawn Found.
Syncing match state to client 8
0: ‘gameplay_cutscenecontroller_local_1’ StopCutscene…
1: Freeing unused ccf with id 18 for team 0
1: Freeing unused ccf with id 20 for team 0
1: Freeing unused ccf with id 21 for team 0
1: Freeing unused ccf with id 22 for team 0
Spent 6ms waiting
Spent 359ms total
Finished compositing contextId 17 team security (0) cinematic: false
1: Freeing unused ccf with id 23 for team 0
1: Freeing unused ccf with id 24 for team 0
1: Freeing unused ccf with id 17 for team 1
1: Freeing unused ccf with id 19 for team 1
Spent 103ms waiting
Spent 445ms total
1: Freeing unused ccf with id 20 for team 1
Finished compositing contextId 18 team security (0) cinematic: false
1: Freeing unused ccf with id 21 for team 1
1: Freeing unused ccf with id 22 for team 1
1: Freeing unused ccf with id 23 for team 1
Spent 4ms waiting
Spent 287ms total
Finished compositing contextId 17 team resistance (1) cinematic: false
Spent 5ms waiting
Spent 332ms total
Finished compositing contextId 19 team resistance (1) cinematic: false
Spent 5ms waiting
Spent 312ms total
Finished compositing contextId 20 team resistance (1) cinematic: false
Spent 44ms waiting
Spent 393ms total
Finished compositing contextId 1 team resistance (1) cinematic: false
Spent 4ms waiting
Spent 297ms total
Finished compositing contextId 2 team resistance (1) cinematic: false
Spent 39ms waiting
Spent 328ms total
Finished compositing contextId 3 team resistance (1) cinematic: false
Spent 19ms waiting
Spent 278ms total
Finished compositing contextId 1 team security (0) cinematic: false
Spent 5ms waiting
Spent 314ms total
Finished compositing contextId 2 team security (0) cinematic: false
Spent 4ms waiting
Spent 306ms total
Finished compositing contextId 3 team security (0) cinematic: false
Spent 35ms waiting
Spent 324ms total
Finished compositing contextId 4 team security (0) cinematic: false
Spent 4ms waiting
Spent 262ms total
Finished compositing contextId 5 team security (0) cinematic: false
— Completed loading sequence in 5.94s —
----- idSoundCache::EndLevelLoad -----
_vmtrpages: locked 1106846 bytes (8.44 cache lines) in physical image, 0 cache lines in disk cache
maps/sp/challenge_06: locked 130281 bytes (0.99 cache lines) in physical image, 0 cache lines in disk cache
Virtual textures loaded and locked in 0.02s
0: ‘gameplay_cutscenecontroller_local_1’ StopCutscene…
=== Allow user to skip loading screen ===
Finished playing map load sound

00:05 to load maps/sp/challenge_06.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
Player Team: spectator
Fade in victory splash
WARNING: No Spawn Found.
Player Team: spectator
Fade in victory splash
All Stats Cleared
OnIntroCutsceneStart
SoloCam1
Ran1Setup
star1cam 1
got to the first camera check
star 1 cam 2
star1 cam 3
Solo_end_cam
intro over
OnIntroCutsceneEnd
OnIntroCutsceneEnd
New Score mod
1
Player Team: resistance
Fade in victory splash
tracked globals.game.commandPostActivetracked globals.game.commandPostActiveSpawn event1
Syncing stats to clients…
WARNING: GetNetVarFloat: ‘maps/challenge_06/fuse_time’ 25.000000 clamped to 30.000000 (min: 30.0000 max: 30.0000)
One Star Script Run
startline hit
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
Ok Startline is in mapstate 1 now
All Stats Cleared
All Stats Cleared
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
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_03_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_03_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_04_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
WARNING: Thread ‘’: GetNetVarFloat: ‘pistol_04_reload_complete_fraction’ 0.890000 clamped to 0.875000 (min: 0.0000 max: 0.8750)
Triggered Challenge Bonus ‘headshots’: 9769 Total: 9769 Count: 1
Triggered Challenge Bonus ‘headshots’: 9769 Total: 19538 Count: 2
WARNING: Enter_NBG_AvoidaDanger without current danger. BotNum:13


FATAL ERROR: AllocRenderModel called from a different thread for ‘models/items/syringe/world/syringe_held.staticmodel’


…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 ‘models/items/syringe/world/syringe_held.staticmodel’
…unloading Input Method Editor DLL
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


(Skeggi) #4

Everytime I face someone in server/campaign, it keeps crashing, BUT NOT IN PARKOUR.


(Skeggi) #5

Bump. Help!