ok i've found why xD : loadreport=0 had to be setted to 1. here the report...
000000 : 441636 : Load assets for all AI scripts...
000056 : 000056 : Initialising decals list...
000124 : 000068 : Initialising guns list...
001528 : 001404 : Initialising gun system...
001572 : 000044 : Deleting player resources...
001602 : 000030 : Flushing Video Memory...
001632 : 000030 : Delete existing elements...
001670 : 000038 : Loading waypoint data...
001694 : 000024 : Loading segment bank...
002147 : 000453 : Built \Abandoned\Mansion\Restroom\Restroom Low.fps in 416ms
002342 : 000195 : Built \Abandoned\Mansion\Restroom\Restroom Top.fps in 155ms
002544 : 000202 : Built \Abandoned\Mansion\Mansion-1-Grunge1-Down.fps in 175ms
002707 : 000163 : Built \Abandoned\Mansion\Mansion-1-Grunge1-Middle.fps in 139ms
003018 : 000311 : Built \BSP-WW2\(26) Door 01 (use).fps in 294ms
003063 : 000045 : Built \Abandoned\Mansion\Holez\high_2.fps in 21ms
003157 : 000094 : Built \holez\low_1.fps in 74ms
003266 : 000109 : Built \Abandoned\Doors\Simple Door2.fps in 90ms
003285 : 000019 : Loading entity bank...
003323 : 000038 : Loading entity bank...1a\37 (foyerlamp.x)
003424 : 000101 : Built \Metro Theater\Foyer Lamp.fpe in 104ms
003447 : 000023 : Loading entity bank...2a\37 (lightbulb.X)
003503 : 000056 : Built _markers\white light.fpe in 58ms
003522 : 000019 : Loading entity bank...3a\37 (sink.x)
003575 : 000053 : Built \Metro Theater\Restroom Sink.fpe in 56ms
003602 : 000027 : Loading entity bank...4a\37 (toiletclosed.X)
003638 : 000036 : Built \Metro Theater\Toilet 1.fpe in 39ms
003665 : 000027 : Loading entity bank...5a\37 (meshbank\BSP-WW2 Models\Aftermath\military_table.x)
003698 : 000033 : Built \BSP-WW2 Models\Static and Dynamic Entities\(60) Military Table.fpe in 36ms
003725 : 000027 : Loading entity bank...6a\37 (meshbank\BSP-WW2 Models\Aftermath\chair4.x)
003760 : 000035 : Built \BSP-WW2 Models\Static and Dynamic Entities\(54) Chair 04.fpe in 38ms
003787 : 000027 : Loading entity bank...7a\37 (arrow.X)
003849 : 000062 : Built _markers\player start.fpe in 64ms
003883 : 000034 : Loading entity bank...8a\37 (meshbank\ww2\scenery\doors\door_e\door_e.x)
003931 : 000048 : Built ww2\scenery\doors\door_e_k.fpe in 51ms
003959 : 000028 : Loading entity bank...9a\37 (meshbank\Cutter- NEXT LEVEL\Obstacle_Pipe1.x)
003989 : 000030 : Built \Cutter- NEXT LEVEL\Obstacles\Obstacle 26.fpe in 33ms
004030 : 000041 : Loading entity bank...10a\37 (rebar3.x)
004055 : 000025 : Built \Post-Apocalyptic Model Pack 2\Rubble\Rebars (Rusted).fpe in 28ms
004085 : 000030 : Loading entity bank...11a\37 (trashbin_small_no_text_destroyed.x)
004123 : 000038 : Built \Post-Apocalyptic Model Pack 2\Various\Trash Bin 1 (Small) (No Text) (Destroyed).fpe in 42ms
004150 : 000027 : Loading entity bank...12a\37 (trashbin_small_no_text_destroyed2.x)
004182 : 000032 : Built \Post-Apocalyptic Model Pack 2\Various\Trash Bin 1 (Small) (No Text) (Destroyed 2).fpe in 36ms
004209 : 000027 : Loading entity bank...13a\37 (mattress01_large.x)
004252 : 000043 : Built \Post-Apocalyptic Model Pack 2\Various\Mattress 1 Large.fpe in 46ms
004275 : 000023 : Loading entity bank...14a\37 (shelving_metal_rusted02_bentup.x)
004306 : 000031 : Built \Post-Apocalyptic Model Pack 2\Various\Shelving Metal Rusted (Bent Up).fpe in 35ms
004335 : 000029 : Loading entity bank...15a\37 (wood_sawhorse_table.x)
004368 : 000033 : Built \Post-Apocalyptic Model Pack 2\Various\Wood Sawhorse Table.fpe in 37ms
004396 : 000028 : Loading entity bank...16a\37 (laptop01.x)
004439 : 000043 : Built \Post-Apocalyptic Model Pack 2\Various\Laptop 1.fpe in 46ms
004464 : 000025 : Loading entity bank...17a\37 (Fass_simple.x)
004585 : 000121 : Built \Regallager Pack\Faesser\fass3.fpe in 123ms
004615 : 000030 : Loading entity bank...18a\37 (fass_simple.x)
004745 : 000130 : Built \Regallager Pack\Faesser\fass4.fpe in 132ms
004777 : 000032 : Loading entity bank...19a\37 (zombie gibs_legsdown.x)
004806 : 000029 : Built \Zombie Apocalypse\zombie gibs_legsdown.fpe in 33ms
004834 : 000028 : Loading entity bank...20a\37 (Body_Dead_1.X)
010704 : 005870 : Built \Dead Pack\Body_Dead_1.fpe in 5873ms
010731 : 000027 : Loading entity bank...21a\37 (old_stall01.x)
010944 : 000213 : Built \Desert Storm Pack\Old Stall 01.fpe in 217ms
010965 : 000021 : Loading entity bank...22a\37 (kabelrolle_leer1.x)
011656 : 000691 : Built \Kabel Zeugs Pack\kabelrolle_leer1.fpe in 693ms
011686 : 000030 : Loading entity bank...23a\37 (Meshbank\London\Furniture\DirtyCurtain_1.x)
011725 : 000039 : Built \London\Furniture\Dirty Curtain 1B.fpe in 42ms
011759 : 000034 : Loading entity bank...24a\37 (meshbank\BSP-WW2 Models\Aftermath\fireplace.x)
011791 : 000032 : Built \BSP-WW2 Models\Static and Dynamic Entities\(71) Fireplace.fpe in 35ms
011827 : 000036 : Loading entity bank...25a\37 (meshbank\BSP-WW2 Models\Aftermath\piano.x)
011854 : 000027 : Built \BSP-WW2 Models\Static and Dynamic Entities\(76) Piano.fpe in 30ms
011886 : 000032 : Loading entity bank...26a\37 (meshbank\BSP-WW2 Models\Aftermath\armchair.x)
011917 : 000031 : Built \BSP-WW2 Models\Static and Dynamic Entities\(50) Armchair.fpe in 34ms
011947 : 000030 : Loading entity bank...27a\37 (meshbank\BSP-WW2 Models\Aftermath\couch.x)
011978 : 000031 : Built \BSP-WW2 Models\Static and Dynamic Entities\(77) Couch.fpe in 34ms
012011 : 000033 : Loading entity bank...28a\37 (fire_blower.x)
012047 : 000036 : Built \castlepack\props\fire_blower.fpe in 39ms
012071 : 000024 : Loading entity bank...29a\37 (log_holder.x)
012106 : 000035 : Built \castlepack\props\log_holder.fpe in 38ms
012132 : 000026 : Loading entity bank...30a\37 (axe.x)
012170 : 000038 : Built \castlepack\props\axe.fpe in 40ms
012198 : 000028 : Loading entity bank...31a\37 (Stroh2.x)
012382 : 000184 : Built \Different Equipment Pack\Stroh2.fpe in 187ms
012398 : 000016 : Loading entity bank...32a\37 (Globus.x)
012718 : 000320 : Built \Different Equipment Pack\Globus.fpe in 322ms
012743 : 000025 : Loading entity bank...33a\37 (flames.x)
012782 : 000039 : Built \generic\Sprite Pack 2\Flames\FlamesOrange.fpe in 42ms
012804 : 000022 : Loading entity bank...34a\37 (post_keepoutwhite.x)
012954 : 000150 : Built \Graveyard\items\post_keepoutwhite.fpe in 153ms
012979 : 000025 : Loading entity bank...35a\37 (tree_trunk3.x)
013054 : 000075 : Built \Green Nature\tree trunk 3.fpe in 78ms
013084 : 000030 : Loading entity bank...36a\37 (lightbulb.X)
013145 : 000061 : Built _markers\red light.fpe in 63ms
013178 : 000033 : Loading entity bank...37a\37 (meshbank\BSP-WW2 Models\Aftermath\add-ons\door01.x)
013226 : 000048 : Built BSP-WW2 Models\Static and Dynamic Entities\only_for_segments\Door 01.fpe in 51ms
013256 : 000030 : Loading elements data...
013317 : 000061 : Loading elements data...
013347 : 000030 : Initialise AI...
013388 : 000041 : Loading map data...
013567 : 000179 : Creating objects from cloned segments...
013588 : 000021 : Cloning objects at layer 5 slice 4...
013612 : 000024 : Cloning objects at layer 5 slice 5...
013650 : 000038 : Cloning objects at layer 5 slice 6...
013676 : 000026 : Cloning objects at layer 5 slice 7...
013712 : 000036 : Cloning objects at layer 5 slice 8...
013739 : 000027 : Cloning objects at layer 5 slice 9...
013768 : 000029 : Cloning objects at layer 5 slice 10...
013805 : 000037 : Cloning objects at layer 6 slice 4...
013833 : 000028 : Cloning objects at layer 6 slice 5...
013862 : 000029 : Cloning objects at layer 6 slice 6...
013898 : 000036 : Cloning objects at layer 6 slice 7...
013928 : 000030 : Cloning objects at layer 6 slice 8...
013955 : 000027 : Cloning objects at layer 6 slice 9...
013987 : 000032 : Cloning objects at layer 6 slice 10...
014018 : 000031 : Cloning objects at layer 7 slice 4...
014054 : 000036 : Cloning objects at layer 7 slice 5...
014080 : 000026 : Cloning objects at layer 7 slice 6...
014113 : 000033 : Cloning objects at layer 7 slice 7...
014143 : 000030 : Cloning objects at layer 7 slice 8...
014175 : 000032 : Cloning objects at layer 7 slice 9...
014206 : 000031 : Cloning objects at layer 7 slice 10...
014238 : 000032 : Applying CSG, lighting and scene entities...
014269 : 000031 : Applying CSG at 5,10,4
014320 : 000051 : Applying CSG at 5,10,4
014366 : 000046 : Applying CSG at 5,10,6
014391 : 000025 : Applying CSG at 5,10,6
014428 : 000037 : Applying CSG at 5,11,6
014473 : 000045 : Applying CSG at 5,11,6
014516 : 000043 : Applying CSG at 5,11,7
014548 : 000032 : Applying CSG at 5,11,7
014579 : 000031 : Applying CSG at 5,11,7
014619 : 000040 : Applying CSG at 5,11,7
014661 : 000042 : Applying CSG at 5,10,8
014688 : 000027 : Applying CSG at 5,11,8
014721 : 000033 : Applying CSG at 5,10,9
014749 : 000028 : Applying CSG at 5,10,9
014790 : 000041 : Adding all objects to universe...
014822 : 000032 : Adding static entities...
014881 : 000059 : Adding static entities...2/81 (meshbank\BSP-WW2 Models\Aftermath\chair4.x)
014918 : 000037 : Adding static entities...8/81 (lightbulb.X)
014943 : 000025 : Adding static entities...10/81 (lightbulb.X)
014988 : 000045 : Adding static entities...12/81 (sink.x)
015048 : 000060 : Adding static entities...14/81 (toiletclosed.X)
015086 : 000038 : Adding static entities...19/81 ()
015138 : 000052 : Adding static entities...24/81 ()
015164 : 000026 : Adding static entities...32/81 (trashbin_small_no_text_destroyed2.x)
015201 : 000037 : Adding static entities...34/81 (mattress01_large.x)
015231 : 000030 : Adding static entities...36/81 (wood_sawhorse_table.x)
015261 : 000030 : Adding static entities...38/81 (Fass_simple.x)
015296 : 000035 : Adding static entities...40/81 (fass_simple.x)
015342 : 000046 : Adding static entities...43/81 ()
015373 : 000031 : Adding static entities...48/81 (fass_simple.x)
015405 : 000032 : Adding static entities...53/81 ()
015435 : 000030 : Adding static entities...55/81 ()
015459 : 000024 : Adding static entities...57/81 ()
015493 : 000034 : Adding static entities...59/81 (kabelrolle_leer1.x)
015527 : 000034 : Adding static entities...61/81 (meshbank\BSP-WW2 Models\Aftermath\fireplace.x)
015563 : 000036 : Adding static entities...63/81 (meshbank\BSP-WW2 Models\Aftermath\armchair.x)
015592 : 000029 : Adding static entities...66/81 (fire_blower.x)
015622 : 000030 : Adding static entities...68/81 (log_holder.x)
015652 : 000030 : Adding static entities...70/81 (Stroh2.x)
015693 : 000041 : Adding static entities...73/81 (post_keepoutwhite.x)
015731 : 000038 : Adding static entities...80/81 (tree_trunk3.x)
015761 : 000030 : Building portals...
017597 : 001836 : Deleting old lightmaps...
017717 : 000120 : Adding universe to lightmapper...
017748 : 000031 : Saving effect files...
017779 : 000031 : Saving and optimising universe...
018421 : 000642 : Saving ELE and LGT files..
018551 : 000130 : Pregenerate physics universe...
019504 : 000953 : Begin universe lighting...
022129 : 002625 : 0%
022162 : 000033 : Mapping Object [27/96] 13%
022194 : 000032 : Mapping Object [29/96] 14%
022229 : 000035 : Mapping Object [37/96] 18%
022256 : 000027 : Mapping Object [40/96] 20%
022287 : 000031 : Mapping Object [42/96] 21%
022319 : 000032 : Mapping Object [43/96] 21%
022350 : 000031 : Mapping Object [43/96] 21%
022381 : 000031 : Mapping Object [44/96] 22%
022419 : 000038 : Mapping Object [46/96] 23%
022445 : 000026 : Mapping Object [51/96] 25%
022474 : 000029 : Mapping Object [53/96] 26%
022506 : 000032 : Mapping Object [74/96] 37%
022538 : 000032 : Mapping Object [79/96] 39%
022568 : 000030 : Mapping Object [82/96] 41%
022599 : 000031 : Mapping Object [86/96] 43%
022630 : 000031 : Calculating Object Light [1/96] 48%
022662 : 000032 : Calculating Object Light [1/96] 48%
022694 : 000032 : Calculating Object Light [1/96] 48%
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022884 : 000032 : Calculating Object Light [10/96] 53%
022916 : 000032 : Calculating Object Light [13/96] 54%
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023006 : 000032 : Calculating Object Light [15/96] 55%
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024009 : 000037 : Calculating Object Light [24/96] 60%
024036 : 000027 : Calculating Object Light [25/96] 60%
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024135 : 000038 : Calculating Object Light [26/96] 61%
024162 : 000027 : Calculating Object Light [26/96] 61%
024190 : 000028 : Calculating Object Light [26/96] 61%
024222 : 000032 : Calculating Object Light [27/96] 61%
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025725 : 000032 : Calculating Object Light [30/96] 63%
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025814 : 000030 : Calculating Object Light [31/96] 63%
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025878 : 000034 : Calculating Object Light [31/96] 63%
025908 : 000030 : Calculating Object Light [31/96] 63%
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026000 : 000024 : Calculating Object Light [33/96] 64%
026035 : 000035 : Calculating Object Light [34/96] 65%
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027716 : 000031 : Calculating Object Light [51/96] 73%
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028001 : 000035 : Calculating Object Light [51/96] 73%
028028 : 000027 : Calculating Object Light [51/96] 73%
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028817 : 000040 : Calculating Object Light [61/96] 78%
028839 : 000022 : Calculating Object Light [61/96] 78%
028859 : 000020 : Calculating Object Light [62/96] 79%
028886 : 000027 : Calculating Object Light [63/96] 79%
028901 : 000015 : Calculating Object Light [63/96] 79%
028933 : 000032 : Calculating Object Light [65/96] 80%
028964 : 000031 : Calculating Object Light [65/96] 80%
029000 : 000036 : Calculating Object Light [66/96] 81%
029026 : 000026 : Calculating Object Light [67/96] 81%
029058 : 000032 : Calculating Object Light [67/96] 81%
029089 : 000031 : Calculating Object Light [67/96] 81%
029128 : 000039 : Calculating Object Light [69/96] 82%
029153 : 000025 : Calculating Object Light [71/96] 83%
029184 : 000031 : Calculating Object Light [71/96] 83%
029214 : 000030 : Calculating Object Light [71/96] 83%
029246 : 000032 : Calculating Object Light [72/96] 84%
029277 : 000031 : Calculating Object Light [73/96] 84%
029307 : 000030 : Calculating Object Light [73/96] 84%
029339 : 000032 : Calculating Object Light [74/96] 85%
029370 : 000031 : Calculating Object Light [74/96] 85%
029405 : 000035 : Calculating Object Light [74/96] 85%
029432 : 000027 : Calculating Object Light [74/96] 85%
029463 : 000031 : Calculating Object Light [75/96] 85%
029497 : 000034 : Calculating Object Light [75/96] 85%
029525 : 000028 : Calculating Object Light [76/96] 86%
029561 : 000036 : Calculating Object Light [76/96] 86%
029588 : 000027 : Calculating Object Light [76/96] 86%
029619 : 000031 : Calculating Object Light [76/96] 86%
029651 : 000032 : Calculating Object Light [76/96] 86%
029681 : 000030 : Calculating Object Light [76/96] 86%
029718 : 000037 : Calculating Object Light [76/96] 86%
029744 : 000026 : Calculating Object Light [76/96] 86%
029781 : 000037 : Calculating Object Light [77/96] 86%
029811 : 000030 : Calculating Object Light [77/96] 86%
029843 : 000032 : Calculating Object Light [79/96] 87%
029869 : 000026 : Calculating Object Light [79/96] 87%
029908 : 000039 : Calculating Object Light [79/96] 87%
029934 : 000026 : Calculating Object Light [79/96] 87%
029946 : 000012 : Calculating Object Light [79/96] 87%
029978 : 000032 : Calculating Object Light [79/96] 87%
030014 : 000036 : Calculating Object Light [79/96] 87%
030042 : 000028 : Calculating Object Light [79/96] 87%
030056 : 000014 : Calculating Object Light [79/96] 87%
030087 : 000031 : Calculating Object Light [79/96] 87%
030123 : 000036 : Calculating Object Light [79/96] 87%
030149 : 000026 : Calculating Object Light [79/96] 87%
030180 : 000031 : Calculating Object Light [79/96] 87%
030217 : 000037 : Calculating Object Light [80/96] 88%
030244 : 000027 : Calculating Object Light [80/96] 88%
030274 : 000030 : Calculating Object Light [80/96] 88%
030292 : 000018 : Calculating Object Light [81/96] 88%
030306 : 000014 : Calculating Object Light [81/96] 88%
030341 : 000035 : Calculating Object Light [83/96] 89%
030370 : 000029 : Calculating Object Light [83/96] 89%
030401 : 000031 : Calculating Object Light [83/96] 89%
030431 : 000030 : Calculating Object Light [85/96] 90%
030461 : 000030 : Calculating Object Light [86/96] 91%
030494 : 000033 : Calculating Object Light [86/96] 91%
030524 : 000030 : Calculating Object Light [86/96] 91%
030544 : 000020 : Calculating Object Light [86/96] 91%
030570 : 000026 : Calculating Object Light [86/96] 91%
030608 : 000038 : Calculating Object Light [86/96] 91%
030635 : 000027 : Calculating Object Light [86/96] 91%
030664 : 000029 : Calculating Object Light [86/96] 91%
030695 : 000031 : Calculating Object Light [86/96] 91%
030711 : 000016 : Calculating Object Light [88/96] 92%
030731 : 000020 : Calculating Object Light [89/96] 92%
030761 : 000030 : Calculating Object Light [90/96] 93%
030789 : 000028 : Calculating Object Light [90/96] 93%
030820 : 000031 : Calculating Object Light [90/96] 93%
030852 : 000032 : Calculating Object Light [90/96] 93%
030882 : 000030 : Calculating Object Light [90/96] 93%
030914 : 000032 : Calculating Object Light [90/96] 93%
030950 : 000036 : Calculating Object Light [90/96] 93%
030978 : 000028 : Calculating Object Light [90/96] 93%
031007 : 000029 : Calculating Object Light [90/96] 93%
031045 : 000038 : Calculating Object Light [90/96] 93%
031070 : 000025 : Calculating Object Light [93/96] 94%
031106 : 000036 : Calculating Object Light [94/96] 95%
031134 : 000028 : Calculating Object Light [94/96] 95%
031172 : 000038 : Calculating Object Light [95/96] 95%
031194 : 000022 : Saving Textures [0] 99%
031231 : 000037 : Saving Textures [1] 99%
031331 : 000100 : Done Lightmapping Level Object
032126 : 000795 : Saving ELE and LGT files..
033514 : 001388 : Loading bullet holes...
033550 : 000036 : Create scorch buffers for universe...
033575 : 000025 : Removing static entities...
033603 : 000028 : Loading Fragments..
034021 : 000418 : Creating entity elements...
034619 : 000598 : Creating entity instances...
034685 : 000066 : Creating entity instances...11/30 (meshbank\ww2\scenery\doors\door_e\door_e.x)
034705 : 000020 : Creating entity instances...22/30 ()
034739 : 000034 : Creating entity attachments...
034767 : 000028 : 11\30 Blood Splatter 1 Floor
034798 : 000031 : 22\30 Door 01
034830 : 000032 : Generating AI Safezones...
034860 : 000030 : Attaching entities to game...
034891 : 000031 : Associate elements with AI...
034931 : 000040 : Activate start gun...
034959 : 000028 : Activate start gun...
034985 : 000026 : Loading active guns...
042984 : 007999 : Initialising flak...
043009 : 000025 : Loading active decals...
044094 : 001085 : Loading Flak Scripts...
044111 : 000017 : Initialising player...
044354 : 000243 : Initialising entities...
044376 : 000022 : Creating Water...
044613 : 000237 : Creating Light Rays...
Always the same problem.. This is my Setup.ini
As u can see, i don't have postprocessing setted on Light Ray. Now i think, could be that Black Ice mod is incompatible with some Models, Shader?