Merhabalar oyunun oynuyorum fakat 5bölüme gecerken bilgisayar oyundan çıkıp windovs sayfasına gelip şu iletiler çıkıyor aşagıda :BİRDE OYUNU SİLEMİYORUM NAPABİLİRİM TŞK. YARDIMLARINIZI BEKLİYORUM.....................
----- Initializing Renderer ----
----- Client Initialization Complete -----
Attempting 22 kHz 16 bit [Windows default] sound
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 2.0
Vertex shader version is 2.0
Video card or driver doesn't support vertex shader 3.0 or better.
Shader model 3.0 rendering path will not be available.
Video card or driver doesn't support pixel shader 3.0 or better.
Shader model 3.0 rendering path will not be available.
Shader model 2.0 code path is available.
Using Shader model 2.0 code path because it is the best available path on this hardware.
Attempting 640 x 480 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile common
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...
Setting initial state...
DirectX reports 256 MB of video memory and 315 MB of available texture memory.
Using video memory size to cap used texture memory at 240 MB.
Texture detail is set automatically.
Reducing texture detail based on total system memory of 512 MB to improve load times.
Using picmip 1 on most textures, 1 on normal maps, and 3 on specular maps
Waited 262 msec for asset '$default' of type 'material'.
Waited 10 msec for asset '$additive' of type 'material'.
Waited 5 msec for asset 'clear_alpha_stencil' of type 'material'.
Waited 8 msec for asset 'depthprepass' of type 'material'.
Waited 2 msec for asset 'shadowcookieoverlay' of type 'material'.
Waited 4 msec for asset 'shadowcookieblur' of type 'material'.
Waited 219 msec for asset 'shadowcaster' of type 'material'.
Waited 8 msec for asset 'stencilshadow' of type 'material'.
Waited 78 msec for asset 'cinematic' of type 'material'.
------- sound system initialization -------
Loaded zone 'code_post_gfx'
Waited 38 msec for asset 'soundaliases/channels.def' of type 'rawfile'.
------- sound system successfully initialized -------
end $init 3918 ms
--- Common Initialization Complete ---
Waited 1155 msec for asset 'ui/menus.txt' of type 'menufile'.
Working directory: C:\Program Files\Activision\Call of Duty 4 - Modern
Warfare
Loaded zone 'ui'
Loaded zone 'common'
openmenuondvar: cannot find dvar ui_sp_unlock
unknown UI script stopRefresh in block:
"open" "main_text" ; "uiScript" "addPlayerProfiles" ; "uiScript"
"openMenuOnDvar" "com_playerProfile" "" "player_profile" ; "uiScript"
"openMenuOnDvarNot" "ui_playerProfileCount" 1 "player_profile" ; "uiScript"
"stopRefresh" ;
Save Message First Frame Shown: 19215
execing options_graphics.cfg from disk
execing options_graphics.cfg from disk
execing options_graphics_set.cfg from disk
dvar 'ui_r_texturemode' doesn't exist
dvar 'ui_r_texturebits' doesn't exist
Unloaded fastfile common
Unloaded fastfile ui
Unloaded fastfile code_post_gfx
----- Initializing Renderer ----
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 2.0
Vertex shader version is 2.0
Video card or driver doesn't support vertex shader 3.0 or better.
Shader model 3.0 rendering path will not be available.
Video card or driver doesn't support pixel shader 3.0 or better.
Shader model 3.0 rendering path will not be available.
Shader model 2.0 code path is available.
Using Shader model 2.0 code path because it is the best available path on this hardware.
Attempting 640 x 480 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile common
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...
Setting initial state...
DirectX reports 256 MB of video memory and 315 MB of available texture memory.
Using video memory size to cap used texture memory at 240 MB.
Using previously reported texture memory size of 240 MB.
Texture detail is set automatically.
Reducing texture detail based on total system memory of 512 MB to improve load times.
Using picmip 1 on most textures, 1 on normal maps, and 3 on specular maps
Waited 9 msec for asset '$white' of type 'image'.
Waited 34 msec for asset '$default' of type 'material'.
Waited 5 msec for asset '$additive' of type 'material'.
Waited 2 msec for asset 'clear_alpha_stencil' of type 'material'.
Waited 2 msec for asset 'depthprepass' of type 'material'.
Waited 2 msec for asset 'shadowclear' of type 'material'.
Waited 2 msec for asset 'shadowcookieblur' of type 'material'.
Waited 55 msec for asset 'shadowcaster' of type 'material'.
Waited 6 msec for asset 'stencilshadow' of type 'material'.
Waited 6 msec for asset 'cinematic' of type 'material'.
Loaded zone 'code_post_gfx'
Waited 37 msec for asset 'video/subtitles.csv' of type 'stringtable'.
Waited 105 msec for asset 'ui/menus.txt' of type 'menufile'.
openmenuondvar: cannot find dvar ui_sp_unlock
Loaded zone 'ui'
unknown UI script stopRefresh in block:
"open" "main_text" ; "uiScript" "addPlayerProfiles" ; "uiScript"
"openMenuOnDvar" "com_playerProfile" "" "player_profile" ; "uiScript"
"openMenuOnDvarNot" "ui_playerProfileCount" 1 "player_profile" ; "uiScript"
"stopRefresh" ;
Save Message First Frame Shown: 48767
Loaded zone 'common'
------ Server Initialization ------
Server: bog_b
----- R_Init -----
DirectX reports 256 MB of video memory and 306 MB of available texture memory.
Using video memory size to cap used texture memory at 240 MB.
Using previously reported texture memory size of 240 MB.
Texture detail is set automatically.
Reducing texture detail based on total system memory of 512 MB to improve load times.
Using picmip 1 on most textures, 1 on normal maps, and 3 on specular maps
Save Message First Frame Shown: 73113
Unloaded fastfile ui
Loading fastfile bog_b
Waited 1865 msec for asset 'maps/bog_b.d3dbsp' of type 'col_map_sp'.
Waited 766 msec for asset 'bog_b_spotter_casual_2_spot' of type 'xanim'.
Waited 2 msec for asset 'helicopter_pilot2_twitch_lookoutside' of type
'xanim'.
Fastfile for zone 'bog_b' appears corrupt or unreadable (code 107.)