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ERROR Launching the game

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Created 8 years ago
by MikeVLC
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Location: esvalencia
Date Registered: 23 March 2013
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Things to do before you can say that you remaster anything:
1. To know exactly wich means "To Remaster"
2. To have the master (the original or original files)
3. Be sure that you really are improving the original, in the case of a videogame level, be sure the textures and fx's at least receive some kind of improve.
Otherwise you only use a tag, a fake tag.
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I cant launch the game, first I get this error

After to restart and clean malware and restart again, it worked but I cant play a mod, getting at a least 5 strange errors.
I quit the game and when I tried to launch again, the error back.
In steam game this is the error
Code Snippet
Plaintext
----- Initializing Renderer ----
execing ragdoll.cfg from disk
----- Client Initialization -----
----- Client Initialization Complete -----
Trying SMP acceleration...
...succeeded.
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1360 x 768 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Using 4x anti-aliasing
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Database: Assets Sync Started
Database: Assets Sync Finished
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile localized_common
Loading fastfile common
Loading fastfile patch
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
Loading fastfile 'code_post_gfx'
used 1.13 MB memory in DB alloc
Setting initial state...
DirectX reports 512 MB of video memory and 2142 MB of available texture memory.
Using video memory size to cap used texture memory at 496 MB.
Picmip is set manually.
Using picmip 1 on most textures, 2 on normal maps, and 2 on specular maps
Waited 37 msec for asset 'shadowcaster' of type 'material'.
Waited 0 msec for asset 'shadowoverlay' of type 'material'.
Waited 2 msec for asset 'stencilshadow' of type 'material'.
Waited 35 msec for asset 'cinematic' of type 'material'.
Error: Could not load material "zombie_electric_shock_overlay".
Error: Could not load material "zombie_transporter_overlay".
Error: Could not load material "water_droplet".
Error: Could not load material "water_dynamic_spray".

------- sound system initialization -------
Loading fastfile 'ui'
used 39.49 MB memory in DB alloc
------- sound system successfully initialized -------
Hostname: MikeVLC-PC
PC IP: 192.168.0.100
end $init 1386 ms
--- Common Initialization Complete ---
Waited 841 msec for asset 'loadscreen_mak' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel1' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel2' of type 'material'.
Waited 2 msec for asset 'loadscreen_see1' of type 'material'.
Waited 2 msec for asset 'loadscreen_see2' of type 'material'.
Waited 7 msec for asset 'loadscreen_nazi_zombie_prototype' of type 'material'.
WARNING: Could not find zone 'D:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\zone\spanish\localized_common.ff'
Loading fastfile 'common'
used 41.52 MB memory in DB alloc
Loading fastfile 'patch'
used 1.82 MB memory in DB alloc
Waited 2729 msec for asset 'ui/patch_menus.txt' of type 'menufile'.
Waited 525 msec for asset 'popup_party_privacy' of type 'menu'.
Working directory: D:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War
Huffman Took 2 Milliseconds
Save Message First Frame Shown: 5555
Controller #0 signed in locally
DW_DNS_RESOLVING
DW_DNS_RESOLVING

DW_GETUSERNAMES(11 msecs)
Retrieving usernames
Retrieving usernamesDatabase: Assets Sync Started
Database: Assets Sync Finished


Unhandled exception caught

and in the lanfixed version this is the error

Code Snippet
Plaintext
----- Initializing Renderer ----
execing ragdoll.cfg from disk
----- Client Initialization -----
----- Client Initialization Complete -----
Trying SMP acceleration...
...succeeded.
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1360 x 768 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Using 4x anti-aliasing
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Database: Assets Sync Started
Database: Assets Sync Finished
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile localized_common
Loading fastfile common
Loading fastfile patch
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
Loading fastfile 'code_post_gfx'
used 1.13 MB memory in DB alloc
Setting initial state...
DirectX reports 512 MB of video memory and 2141 MB of available texture memory.
Using video memory size to cap used texture memory at 496 MB.
Picmip is set manually.
Using picmip 1 on most textures, 2 on normal maps, and 2 on specular maps
Waited 18 msec for asset 'shadowcaster' of type 'material'.
Waited 0 msec for asset 'shadowoverlay' of type 'material'.
Waited 3 msec for asset 'stencilshadow' of type 'material'.
Waited 35 msec for asset 'cinematic' of type 'material'.
Error: Could not load material "zombie_electric_shock_overlay".
Error: Could not load material "zombie_transporter_overlay".
Error: Could not load material "water_droplet".
Error: Could not load material "water_dynamic_spray".

------- sound system initialization -------
Loading fastfile 'ui'
used 39.48 MB memory in DB alloc
------- sound system successfully initialized -------
Hostname: MikeVLC-PC
PC IP: 192.168.0.100
end $init 1467 ms
--- Common Initialization Complete ---
Waited 820 msec for asset 'loadscreen_mak' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel1' of type 'material'.
Waited 7 msec for asset 'loadscreen_pel2' of type 'material'.
Waited 2 msec for asset 'loadscreen_see1' of type 'material'.
Waited 3 msec for asset 'loadscreen_see2' of type 'material'.
Waited 7 msec for asset 'loadscreen_nazi_zombie_prototype' of type 'material'.
WARNING: Could not find zone 'C:\Program Files (x86)\Activision\Call of Duty - World at War\zone\english\localized_common.ff'
Loading fastfile 'common'
used 41.51 MB memory in DB alloc
Loading fastfile 'patch'
used 2.06 MB memory in DB alloc


Error during initialization:
Unhandled exception caught
Marked as best answer by MikeVLC 8 years ago
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☭ Soviet Commander ☭
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

"...Christ, people. Learn C, instead of just stringing random characters
together until it compiles (with warnings)..."

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A corrupt file save, maybe? I can't think of too many things that would prevent the game itself from loading.

If your getting random(different) errors after loading a map, its most likely World at War's bad memory allocation. Just keep trying until it loads.
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Sorry for not posting before but I restarted pc again and I was testing one thing in the map all this time.
Magically, the problem disappeared.
Thanks Daedra for trying to help, problem was fixed before I read the answer, but I mark yours like best answer because probably this was the problem.

 
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