View Full Version : GF3 Problems.....GRRRRRRRRR......
ok i will write once more for this matter then i will commit suicide...
i bought medal of honor allied assault and i have problems with my card a gf3 w/ 64mb ram i use an AMD athlon @ 1GHz processor 512mb ram SDR asus a7V and a soubd blaster live...the textures on the game are corrupt ..not all but many of them and the game crashes when i finish the first stage.....
now... please does any one knows what can i do ? i'm going crazy here...i paid a fortune for that card....sort of....
please help me....:eek: :eek: :eek: +:eek:
slim_lim
01-19-02, 04:36 AM
Calm down. Do your other 3D games work fine? If they do, then the problem is probably in MOHAA, not your card. Play around with different video settings in the game and see if it helps.
If you get texture corruption in other games as well, then something's wrong with the card or drivers. Download and install latest nvidia drivers. Try an earlier version if you're already using the latest. Are you overclocking your card? Set it back to default speed and see if the problem goes away. If that doesn't help, you may have a defective card. Exchange it for another if possible.
ok.....I DO NOT overclock my main hardware...only my old one to make it run up to this point....my card is not OCed and i'm really desperate here...i've been waiting this game for over a year and now i can't play it !!!!!+!..so.....any suggestions...i use the lastest drivers ..i don't have earlier and surely i have tried different versions of Windows... any other ideas ?
Bristolian
01-20-02, 08:42 AM
i had a simalar problem, and it waas due to the sound card, it was too good???? what a had to do was go to my multimedia settings in control panel and reduce the sound quality
i have a similar problem with the soldier of fortune and after several emails from the activision support nothing is still solved. i tried out all the ogl settings inside and outside the game, a bunch of detonator versions and two OSes, everything was made to no avail. but, if you have the option not to use trilinear textures or anisotropic filtering, these both can dramatically reduce how often you will get the problem.
im going to try out the sound samplimg quality later. hope this will be a solution for me either.
edit: bristolian, that you reduced was not the hardware accelration, was it? ppl use to recommend to reduce it to fix issues but you said yours was the quality. im gonna try it out with sof.
the quality was already at the minimum notch then i reduced the acceleration by only one notch - that is to be used only the needed features and resources; the problem now seems to be solved. i played one level where it would always happen and i finished it with no problem at all. things like this need several tests but i beleive its gone now.
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