voila le 3 eme patch vient deja de sortir ils en faudra encore plusieurs a mon avis vu tous les prob que le jeu a.http://www.p3int.com/downloads_NWO.asp Voila je viens de l'installer moi même et le jeu rox vraiment maintenant même si il est plutot dificille un peu trop même. Problems solved V1.3: - Massive texture and geometry compression added, loss less. 35-45% (depending on map) off in memory usage squeezes NWO into 256 megs of ram, even with the largest maps, without needing to use virtual memory. - 10-25% (depending on hardware) world rendering speedup. - 25% player models rendering speedup. - 50-60% Single player/coop fps increase. - Code added that disengages not seen (DVA test) players from the rendering / animation pipelines completely - to further increase performance. - Added server packet-routing auto-adapt code, that will give a client that is maxing out his connection an evenly distributed stream of packets from other clients. Eliminates high network-speed clients taking up too much of the available bandwidth to low-bandwidth clients, which could cause lag. - Improved server packet decide-to-route code to eliminate transmission of un-needed packets. - Improved client-to-server network transmission further. Added auto-adapt code that down-throttles more efficiently. - Improved client-prediction code to be able to handle out-of-order packets properly and to handle predictions further ahead of time using a larger memory of previous movements. - Added lag-compensation layer that shifts time back a little during lag conditions to get access to more actual / real data of position and velocity. - Fixed plant-the-bomb bug where you would keep a copy of the bomb, after planting the bomb, if you had equipped grenades. - Fixed bug where non-planting team could pick up bomb, plant it, disarm it and win the round. - Fixed round restart bug where too much of the message queues would be flushed. Could cause instability. - Fixed spectator bug that could cause crash.