COD4 bug code 107

Fermé
Bob - 31 oct. 2010 à 00:05
Bonjour, j'ai un problème avec COD4. J'ai installé le jeu nikel, j'y joue nikel en qualitée optimale mais arrivé a la première mission de l'act 3 le jeu plante en cour de cinématique. Impossible de commencer l'act 3. J'ai installé le patch 1.4, réinstallé le jeu en gardant mes sauvegardes, mis a jour ma carte graphique mais rien a faire. J'ai fait des recherches sur google, je ne suis pas le seul a avoir ce problème mais il n'y a aucune solution concrète. Si quelqu'un pouvait m'aider pareque je ne sais vraiment pas quoi faire. Il s'agit de l'erreure code 107. Voilà le rapport que la console me met :

----- Initializing Renderer ----
----- Client Initialization Complete -----
Attempting 22 kHz 16 bit [Windows default] sound
----- 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 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 512 MB of video memory and 962 MB of available texture memory.
Using video memory size to cap used texture memory at 496 MB.
Texture detail is set automatically.
Using picmip 0 on most textures, 0 on normal maps, and 0 on specular maps
Waited 46 msec for asset '$white' of type 'image'.
Waited 276 msec for asset '$default' of type 'material'.
Waited 2 msec for asset '$additive' of type 'material'.
Waited 4 msec for asset 'clear_alpha_stencil' of type 'material'.
Waited 2 msec for asset 'depthprepass' of type 'material'.
Waited 2 msec for asset 'shadowcookieoverlay' of type 'material'.
Waited 2 msec for asset 'shadowcookieblur' of type 'material'.
Waited 135 msec for asset 'shadowcaster' of type 'material'.
Waited 4 msec for asset 'stencilshadow' of type 'material'.
Waited 92 msec for asset 'cinematic' of type 'material'.
Loaded zone 'code_post_gfx'

------- sound system initialization -------
------- sound system successfully initialized -------
end $init 2582 ms
--- Common Initialization Complete ---
Waited 552 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: 14595
------ Server Initialization ------
Server: ambush
----- R_Init -----
DirectX reports 512 MB of video memory and 955 MB of available texture memory.
Using video memory size to cap used texture memory at 496 MB.
Using previously reported texture memory size of 496 MB.
Texture detail is set automatically.
Using picmip 0 on most textures, 0 on normal maps, and 0 on specular maps
Save Message First Frame Shown: 17343
Unloaded fastfile ui
Loading fastfile ambush
Waited 2279 msec for asset 'maps/ambush.d3dbsp' of type 'col_map_sp'.
Save game build number: 549 Thu Oct 04 00:43:04 2007
Waited 5 msec for asset 'bmp_turret2' of type 'weapon'.
Waited 6 msec for asset 'hunted_crash_missile' of type 'weapon'.
Waited 11 msec for asset 'heli_minigun_noai' of type 'weapon'.
Waited 27 msec for asset 'rpg_player' of type 'weapon'.
info_vehicle_nodE doesn't have a spawn function
info_vehicle_nodE doesn't have a spawn function
'0' is not a valid value for dvar 'bg_shock_soundFadeInTime'
Domain is any number from 0.001 to 1000
'0' is not a valid value for dvar 'bg_shock_soundFadeOutTime'
Domain is any number from 0.001 to 1000
-----------------------------------
Waited 34 msec for asset 'explosions/helicopter_explosion' of type 'fx'.
'0' is not a valid value for dvar 'bg_shock_soundFadeInTime'
Domain is any number from 0.001 to 1000
'0' is not a valid value for dvar 'bg_shock_soundFadeOutTime'
Domain is any number from 0.001 to 1000
CL_InitCGame: 2.98 seconds
Com_TouchMemory: 0 msec. Using sum: 1847421291
Hiding channel: gamenotify
Hiding channel: obituary
Adding channel: gamenotify
Adding channel: obituary
Hiding channel: boldgame
Adding channel: boldgame
Hiding channel: subtitle
Adding channel: subtitle
No channels added or hidden
=== G_LoadGame ===
Loaded zone 'ambush'
Waited 25747 msec for missing asset "physics_brick_bark".
WARNING: no alias prefix defined, using default
Load time: 32381 msec
------ Server Initialization ------
Server: icbm
----- R_Init -----
DirectX reports 512 MB of video memory and 693 MB of available texture memory.
Using video memory size to cap used texture memory at 496 MB.
Using previously reported texture memory size of 496 MB.
Texture detail is set automatically.
Using picmip 0 on most textures, 0 on normal maps, and 0 on specular maps
Save Message First Frame Shown: 51941
Unloaded fastfile ambush
Loading fastfile icbm
Waited 1593 msec for asset 'maps/icbm.d3dbsp' of type 'col_map_sp'.


Fastfile for zone 'icbm' appears corrupt or unreadable (code 107.)



Merci d'avance pour votre aide !