Here's a copy of my log . Hope somebody can make sense out of it
[Jul 10, 2013 11:35:33 AM] ------------ BEGIN log session -------------
[11:35:33 AM] OpenGL provider: Opengl32.dll
[11:35:33 AM] OpenGL library:
[11:35:33 AM] Vendor: ATI Technologies Inc.
[11:35:33 AM] Render: AMD Radeon HD 7800 Series
[11:35:33 AM] Version: 4.2.12217 Compatibility Profile Context 12.104.0.0
[11:35:33 AM] Extensions: GL_AMDX_debug_output GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_interleaved_elements GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_stencil_value_export GL_AMD_shader_trace GL_AMD_shader_trinary_minmax GL_AMD_sparse_texture GL_AMD_stencil_operation_extended GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_transform_feedback4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
[11:35:33 AM] Size: 1920x1200
[11:35:33 AM] ColorBits: 32
[11:35:33 AM] DepthBits: 24
[11:35:33 AM] StencilBits: 8
[11:35:33 AM] isDoubleBuffered: true
[11:35:33 AM]
[11:35:33 AM] *** Looking for Advanced CPU Instructions...
[11:35:33 AM] [x] PentiumPro
[11:35:33 AM] [x] Multimedia (MMX)
[11:35:33 AM] [x] 3D (SSE2)
[11:35:33 AM] [x] 3D (SSE2)
[11:35:33 AM] [x] 3D (3DNow)
[11:35:33 AM] ColourBits 32, ABits 8, ZBits 24
[11:35:33 AM]
[11:35:33 AM] *** Looking for Render API Extensions ...
[11:35:33 AM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[11:35:33 AM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[11:35:33 AM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[11:35:33 AM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[11:35:33 AM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[11:35:33 AM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[11:35:33 AM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[11:35:33 AM] [-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[11:35:33 AM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[11:35:33 AM] [-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[11:35:33 AM] [-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[11:35:33 AM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[11:35:33 AM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[11:35:33 AM]
[11:35:33 AM] Maximum texture size : 16384
[11:35:33 AM] Maximum simultaneous textures :8
[11:35:33 AM] MaxAnisotropic (1.0 = none) : 16.000000
[11:35:34 AM] 15 Splashscreens available.
[11:35:34 AM] AutoMounting SFS files from folder SFS_AUTO now...
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\Through JSGME - Big Clouds by Manysh.SFS... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\Through JSGME - SAS FX Small Collection.SFS... mounted successfully!
[11:35:34 AM] Trying to AutoMount SFS_AUTO\Through JSGME - Water=4 by Carsmaster.SFS... mounted successfully!
[11:35:34 AM] AutoMounting SFS files from folder SFS_AUTO finished.
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 3 -> 2 (delta = -1) to Range 0..2
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[11:35:34 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[11:35:35 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 1024 -> 512 (delta = -512) to Range 1..512
[11:35:35 AM] INTERNAL ERROR: Can't open file '3DO/Effects/GunShells/GunsmokeI.tga'
[11:35:35 AM] WARNING: object '3DO/Effects/GunShells/GunsmokeI.tga' of class 'TTexture2D' not loaded
[11:35:35 AM] INTERNAL ERROR: Texture required
[11:35:35 AM] WARNING: object '3DO/Effects/GunShells/Cannonsmoke.mat' of class 'TMaterial' not loaded
[11:35:39 AM] Initializing DirectSound playback device...
[11:35:39 AM] Primary buffer created.
[11:35:39 AM] Playback format is set : sampling rate = 22050, num channels = 2.
[11:35:39 AM] Not enought hardware buffers (0), hardware disabled
[11:35:39 AM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[11:35:39 AM] Default speaker config is : 9.
[11:35:39 AM] Direct sound audio device initialized successfully :
[11:35:39 AM] DX Version : 7
[11:35:39 AM] Hardware - disabled [buffers : 0]
[11:35:39 AM] Extensions - enabled :
[11:35:39 AM] EAX ver. 1 [ ] - disabled
[11:35:39 AM] EAX ver. 2 [ ] - disabled
[11:35:39 AM] EAX ver. 3 [ ] - disabled
[11:35:39 AM] I3D ver. 2 [ ] - disabled
[11:35:39 AM] ZoomFX [ ] - disabled
[11:35:39 AM] MacroFX [ ] - disabled
[11:35:39 AM] SIMD render [X]
[11:35:39 AM] num channels 32
[11:35:39 AM] Cannot open audio file samples/infinite 1
[11:35:39 AM]
[11:36:04 AM] Loading mission single/us/P-47/USAAF Balaton.mis...
[11:36:05 AM] PBuffer: suitable formats: 44
[11:36:05 AM]
[11:36:05 AM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[11:36:05 AM] Depth = 24, stencil = 8
[11:36:05 AM] PBuffer: suitable formats: 44
[11:36:05 AM]
[11:36:05 AM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[11:36:05 AM] Depth = 24, stencil = 8
[11:36:09 AM] Loading vertex/fragment programs: *699199520*
[11:36:09 AM] *** Loading: [vpFogFar2Tex2D]
[11:36:09 AM] *** Loading: [vpFog2Tex2DBlend]
[11:36:09 AM] *** Loading: [vpFogFar4Tex2D]
[11:36:09 AM] *** Loading: [vpFogFar8Tex2D]
[11:36:09 AM] *** Loading: [vpFogNoTex]
[11:36:09 AM] *** Loading: [vpFog4Tex2D]
[11:36:09 AM] *** Loading: [vpFog4Tex2D_UV2]
[11:36:09 AM] *** Loading: [vp4Tex2D]
[11:36:09 AM] *** Loading: [vp6Tex2D]
[11:36:09 AM] *** Loading: [vpTexUVTex2D]
[11:36:09 AM] *** Loading: [vpWaterGrid_NV]
[11:36:09 AM] *** Loading: [vpWaterSunLight_NV]
[11:36:09 AM] *** Loading: [vpWaterSunLight_ATI]
[11:36:09 AM] *** Loading: [vpWaterSunLight_FP]
[11:36:09 AM] *** Loading: [vpTreeSprite]
[11:36:09 AM] *** Loading: [vpTreeTrunk]
[11:36:09 AM] *** Loading: [vpVAObjectsN]
[11:36:09 AM] *** Loading: [vpVAObjectsL0]
[11:36:09 AM] *** Loading: [vpSprites]
[11:36:09 AM] *** Loading: [vpSimpleGL]
[11:36:09 AM] *** Loading: [fpWaterSunLightFast]
[11:36:09 AM] *** Loading: [fpWaterSunLight]
[11:36:09 AM] *** Loading: [fpWaterSunLightBest]
[11:36:09 AM] *** Loading: [fpCoastBump]
[11:36:09 AM] *** Loading: [fpCoastFoam]
[11:36:09 AM] *** Loading: [fpCoastFoamFast]
[11:36:09 AM] *** Loading: [fpCoastFoamFarFogTex]
[11:36:09 AM] *** Loading: [fpCausticSimple]
[11:36:09 AM] *** Loading: [fpCaustic]
[11:36:09 AM] *** Loading: [fpSprites]
[11:36:09 AM] *** Loading: [fpObjectsL0]
[11:36:09 AM] *** Loading: [fpObjectsL0_2L]
[11:36:09 AM] *** Loading: [fpSimpleGL]
[11:36:09 AM] *** Loading: [fpNearLandFog]
[11:36:09 AM] *** Loading: [fpFarLandFog]
[11:36:09 AM] *** Loading: [fpRiverCoastAA]
[11:36:09 AM] *** Loading: [vpWaterDM_CPU]
[11:36:09 AM] *** Loading: [fpWaterDM_CPU]
[11:36:09 AM] *** Loading: [fpWaterDM_CPULo]
[11:36:09 AM] *** Loading: [fpWaterLFogDM]
[11:36:09 AM] *** Loading: [fpIceWater]
[11:36:09 AM] *** Loading: [fpNearNoBlend]
[11:36:09 AM] *** Loading: [fpNearNoBlendNoise]
[11:36:09 AM] *** Loading: [fpNearBlend]
[11:36:09 AM] *** Loading: [fpNearBlendNoise]
[11:36:09 AM] *** Loading: [fpFarBlend]
[11:36:09 AM] *** Loading: [fpForestPlane]
[11:36:09 AM] *** Loading: [fpForestPlaneNoise]
[11:36:09 AM] *** Loading: [fpForestPlaneEdges]
[11:36:09 AM] *** Loading: [fpForestPlaneEdgesNoise]
[11:36:09 AM] Load bridges
[11:36:10 AM] Load static objects
[11:36:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 5 -> 2 (delta = -3) to Range 0..2
[11:36:11 AM] INTERNAL ERROR: Str2FloatClamp() - Clamped 2e+006 -> 1e+006 (delta = -1e+006) to Range 0..1e+006
[11:36:11 AM] INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/due.bmp'
[11:36:11 AM] cannot open file for reading
[11:36:11 AM] Cannot open audio file samples/dive_1.wav
[11:36:11 AM] cannot open file for reading
[11:36:11 AM] Cannot open audio file samples/dive_2.wav
[11:36:11 AM]
[11:36:12 AM] cannot open file for reading
[11:36:12 AM] Cannot open audio file samples/dive_1.wav
[11:36:12 AM] cannot open file for reading
[11:36:12 AM] Cannot open audio file samples/dive_2.wav
[11:36:12 AM]
[11:36:13 AM] ERROR file: File users/doe/Icons not found
[11:36:13 AM] java.lang.NoSuchMethodError
[11:36:13 AM] at com.maddox.il2.objects.air.Aircraft.missionStarting(Aircraft.java:3453)
[11:36:13 AM] at com.maddox.il2.game.Mission.doMissionStarting(Mission.java:2283)
[11:36:13 AM] at com.maddox.il2.game.Mission.doBegin(Mission.java:2353)
[11:36:13 AM] at com.maddox.il2.game.cmd.CmdMission.exec(CmdMission.java:83)
[11:36:13 AM] at com.maddox.rts.CmdEnv.exec(CmdEnv.java:601)
[11:36:13 AM] at com.maddox.il2.gui.GUIMission$4.doAction(GUIMission.java:106)
[11:36:13 AM] at com.maddox.rts.MsgAction.doAction(MsgAction.java:36)
[11:36:13 AM] at com.maddox.rts.MsgAction.invokeListener(MsgAction.java:152)
[11:36:13 AM] at com.maddox.rts.Message._send(Message.java:1217)
[11:36:13 AM] at com.maddox.rts.Message.sendToObject(Message.java:1191)
[11:36:13 AM] at com.maddox.rts.Message.sendTo(Message.java:1134)
[11:36:13 AM] at com.maddox.rts.Message.trySend(Message.java:1115)
[11:36:13 AM] at com.maddox.rts.Time.loopMessages(Time.java:180)
[11:36:13 AM] at com.maddox.rts.RTSConf.loopMsgs(RTSConf.java:101)
[11:36:13 AM] at com.maddox.il2.game.MainWin3D$Background.step(MainWin3D.java:159)
[11:36:13 AM] at com.maddox.rts.BackgroundTask.doRun(BackgroundTask.java:167)
[11:36:13 AM] at com.maddox.il2.game.MainWin3D.loopApp(MainWin3D.java:108)
[11:36:13 AM] at com.maddox.il2.game.Main.exec(Main.java:448)
[11:36:13 AM] at com.maddox.il2.game.GameWin3D.main(GameWin3D.java:235)