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Need Help running Call of Duty 4
everytime i try to run the game an error appers any ideas? (aspecs: ati 9800, 768 ram, athlon 2500+, 1.83 ghz, xp service pack 2)
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Your graphic card isn't supported.
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Minimum Requirements:
Intel(R) Pentium(R) 4 2.4 GHz or AMD(R) Athlon(TM) 64 2800+ processor or any 1.8Ghz Dual Core Processor or better supported 512MB RAM (768MB for Vista) NVIDIA(R) Geforce(TM) 6600 or better or ATI(R) Radeon(R) 9800 Pro or better I'd say that you'd have to upgrade. Basically all parts of your computer. If that's not an option, you most likely need to update ALL your drivers. Sound, chipset, DirectX, graphics etc. |
o great specialy since i cannot upgrade to the latest drivers in my ati 9800 pro since the setup is corrupted and doesent work
and thanks guys |
Seems from the specs your processor is the problem, it doesn't support SSE2 which I guess the game needs hence needing a 64Bit CPU which has SSE2! Your graphics card seems to be supported.
Redownload the ATI Catalyst drivers if yours are corrupt! |
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The ATI 9800 is an old video card and it only supports DirectX 9.0 & pixel-shader model 2.0 Call of Duty 4 needs a video card that supports DirectX 9.0c & pixel-shader model 3.0 ...examples: ATI Radeon X1050, X1950, HD2400, HD2600 and higher. |
The Readme states a 9800 Pro:
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a user reported that he could run it with an old xp athlon by renaiming or deleting mssmp3.asi in the Mile dir, but it didnt work for me :(
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It states in the readme an Athlon 64 or a Dual Core which both support SSE2, so I still think it's CPU issue!
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Well deleting that file and having no music makes me go beyond the loadscreen, but its still a no go playing online other than my own server. I have a router but ive opnened all ports and other games such as cod2 i can play without any problems online. |
Then either the readme is wrong or your CPU has morphed into a 64Bit one :)
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I completed Singelplayer last night with no problems at all. Ran smooth in 1024x768, medium settings, 2xAA,0xAF Quote:
http://img131.imageshack.us/img131/9...anspecsqu1.jpg unless the german version is coded very diffrent from the other versions, i think we can rule out that cod4 is 64 bit only.. Actually it lists my cpu as the minimum required. only problem i see regarding my rig against the minimum req, is that i only have 512 mb ram and the text states i need 1024mb |
Seems the specs are wrong, that's what happens when things get printed in advance before the game is finalised.
I'd also chuck another 512mb RAM in if I were you, they're cheap enough now. |
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But your right on the ram issue, would save me a lot of hd loading in general. But i would have to ditch my old ram blok and get 2 new identical ones. Then why only spend money on ram when its also a new mobo, cpu, gfx card etc i need? Would be waste of money only to spend on ram and not a needed complete hardware upgrade. That kinda money i dont have atm, so i have to use my old rig atleast a few months more ( and make necersary tweaks etc in order to make demanding games run properly - as cod4 should be able to do anyway as SP runs nice ) |
plz,i need help(amd4600,1Gb,Nvidia7950GT).
----- Client Initialization Complete ----- Attempting 44 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 800 x 600 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 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 682 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 45 msec for asset '$white' of type 'image'. ERROR: image 'images/falloff_linear.iwi' is truncated Couldn't load image 'falloff_linear' what can i do?(SRY my bad english |
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