Not that I could see, I did a condump though:
Hunk_Clear: reset the hunk ok
...detecting CPU, found generic
------- Input Initialization -------
No window for DirectInput mouse init, delaying
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
WARNING: tess.xyz not 16 byte aligned
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode -1: 1920 1080 W
...registered window class
...created window@0,0 (1926x1108)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 16 8 )
...133 PFDs found
...hardware acceleration found
...PIXELFORMAT 10 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found
...using GL_EXT_texture_filter_anisotropic (max: 16)
...using GL_EXT_framebuffer_object
...using GL_ARB_fragment_program
...using GL_ARB_vertex_program
...using GL_ARB_shading_language_100
----- Enabling FrameBuffer Path -----
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 580/PCIe/SSE2
GL_VERSION: 4.2.0
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)MODE: -1, 1920 x 1080
windowed hz:120
GAMMA: hardware w/ 0 overbright bits
CPU: generic
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
HACK: using vertex lightmap approximation
Initializing Shaders
----- finished R_Init -----
------- sound initialization -------
------------------------------------
Initializing DirectSound
----- Sound Info -----
sound system started
----------------------
Loading dll file ui.
LoadLibrary 'C:\Program Files (x86)\Quake III Arena\mme\uix86.dll' ok
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: ---PC
IP: 128.39.148.43
Working directory: C:\Program Files (x86)\Quake III Arena
Proceeding with delayed mouse init
Initializing DirectInput...
DirectInput initialized.
Opened mmedemos//TDM-cRoutoN-cpm27-2012_08_17-21_56_00.mme, which has 1243
seconds and 37676 frames
RE_Shutdown( 0 )
Hunk_Clear: reset the hunk ok
----- R_Init -----
WARNING: tess.xyz not 16 byte aligned
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce GTX 580/PCIe/SSE2
GL_VERSION: 4.2.0
PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)MODE: -1, 1920 x 1080
windowed hz:120
GAMMA: hardware w/ 0 overbright bits
CPU: generic
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 0
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
HACK: using vertex lightmap approximation
Initializing Shaders
----- finished R_Init -----
Loading dll file ui.
LoadLibrary 'C:\Program Files (x86)\Quake III Arena\mme\uix86.dll' ok
Loading dll file cgame.
LoadLibrary 'C:\Program Files (x86)\Quake III Arena\mme\cgamex86.dll' ok
RE_RegisterFont: called with empty name
CPMA demo detected
couldn't exec mme.cfg
stitched 0 LoD cracks
...loaded 2329 faces, 6 meshes, 2 trisurfs, 0 flares
trying icons/skull_red.TGA...
trying icons/skull_blue.TGA...
CL_InitCGame: 1.62 seconds
3 msec to draw all images
Com_TouchMemory: 0 msec
ele: hf
sd: these teams dont look too great either heh
[>+<]Zulphrr: hf
lipz: hf
lipz: =)
lipz: GO TO QUAD
venim: im a secret weapon
[>+<]Zulphrr: the lad is all over the place
JaGGz.fi was machinegunned by serhiy
JaGGz.fi: =)))
venim almost dodged sd's rocket
]\condump q3me
Dumped console text to q3me.