Nobody can help or redirect me to a more technical forum?
I post here from console in case someone have suggestion:
Hunk_Clear: reset the hunk ok
…detecting CPU, found Intel Pentium III
Bypassing CD checks
----- Client Initialization -----
----- Initializing Renderer ----
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
…initializing QGL
…calling LoadLibrary( ‘C:\Windows\system32\opengl32.dll’ ): succeeded
…setting mode 9: 1600 1200 FS
…using desktop display depth of 32
…calling CDS: ok
…registered window class
…created window@0,0 (1600x1200)
Initializing OpenGL driver
…getting DC: succeeded
…GLW_ChoosePFD( 32, 24, 0 )
…125 PFDs found
…hardware acceleration found
…PIXELFORMAT 7 selected
…creating GL context: succeeded
…making context current: succeeded
WARNNING: GL extensions string too long (4832), truncated to 4096
Initializing OpenGL extensions
…using GL_EXT_texture_compression_s3tc
…using GL_EXT_texture_env_add
…using WGL_EXT_swap_control
…using GL_ARB_multitexture
…using GL_EXT_compiled_vertex_array
…WGL_3DFX_gamma_control not found
…ignoring GL_NV_fog_distance
…ignoring GL_EXT_texture_filter_anisotropic
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 275/PCI/SSE2
GL_VERSION: 3.3.0
GL_EXTENSIONS: GL_ARB_blend_func_extended GL_ARB_color_buffer_float
GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float
GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced
GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location
GL_ARB_fragment_coord_conventions GL_ARB_fragment_program
GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4
GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex
GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range
GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query
GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters
GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness
GL_ARB_sampler_objects GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding
GL_ARB_shader_objects GL_ARB_shading_language_100
GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync
GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object
GL_ARB_texture_compression GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query
GL_ARB_transform_feedback2 GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program
GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array
GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float
GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr
GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color
GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax
GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader
GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2
GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord
GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil
GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object
GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal
GL_EXT_secondary_color GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side
GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array
GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp GL_EXT_texture_object
GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle
GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array
GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat
GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render
GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float
GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float
GL_NV_light_max_exponent GL_NV_multisample_coverage
GL_NV_multisample_filter_hint GL_NV_occlusion_query
GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_registGL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 4
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(0-bits)
MODE: 9, 1600 x 1200 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: 0
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: enabled
anisotropy: 1.0
NV distance fog: disabled
Initializing Shaders
----- finished R_Init -----
------- sound initialization -------
Initializing DirectSound
----- Sound Info -----
sound system is muted
1 stereo
32768 samples
16 samplebits
1 submission_chunk
22050 speed
0x182E17E0 dma buffer
No background file.
Sound memory manager started
— Common Initialization Complete —