Hello Mike, I wonder if you could shed some light on a problem I am having with the I-16s while using a 412 game with SAS modAct 5.1.
Essentially I have encountered exploding I-16 aircraft in both the taxi test mission that came with 4.12 and in QMB missions.
I have had very few mods enabled either through JSGME or self installed, yet even with these deactivated the problem persists.
![Cry :'(](https://www.sas1946.com/main/Smileys/akyhne/cry.gif)
At the moment my mod act game only has maps and objects active. Love the auto sfs installer bye the way, works a treat, even I cannot mess up installing those files now.
![Cool 8)](https://www.sas1946.com/main/Smileys/akyhne/cool.gif)
Here is the full log:
[Jun 23, 2013 1:51:43 PM] ------------ BEGIN log session -------------
[1:51:43 PM] OpenGL provider: Opengl32.dll
[1:51:43 PM] OpenGL library:
[1:51:43 PM] Vendor: NVIDIA Corporation
[1:51:43 PM] Render: GeForce GTX 550 Ti/PCIe/SSE2
[1:51:43 PM] Version: 4.3.0
[1:51:43 PM] Extensions: GL_AMD_multi_draw_indirect 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_conservative_depth GL_ARB_compute_shader GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility 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_no_attachments 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_internalformat_query2 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_robust_buffer_access_behavior GL_ARB_robustness 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_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_include GL_ARB_shading_language_packing GL_ARB_shadow 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_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view 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_attrib_binding 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_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 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_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 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_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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
[1:51:43 PM] Size: 1920x1080
[1:51:43 PM] ColorBits: 32
[1:51:43 PM] DepthBits: 24
[1:51:43 PM] StencilBits: 8
[1:51:43 PM] isDoubleBuffered: true
[1:51:43 PM]
[1:51:43 PM] *** Looking for Advanced CPU Instructions...
[1:51:43 PM] [x] PentiumPro
[1:51:43 PM] [x] Multimedia (MMX)
[1:51:43 PM] [x] 3D (SSE)
[1:51:43 PM] [x] 3D (SSE2)
[1:51:43 PM] [x] 3D (3DNow)
[1:51:43 PM] ColourBits 32, ABits 0, ZBits 24
[1:51:43 PM]
[1:51:43 PM] *** Looking for Render API Extensions ...
[1:51:43 PM] [-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[1:51:43 PM] [-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[1:51:43 PM] [-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[1:51:43 PM] [x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[1:51:43 PM] [x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[1:51:43 PM] [x] 'GL_ARB_multitexture' extension - Multitexturing.
[1:51:43 PM] [x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[1:51:43 PM] [x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[1:51:43 PM] [x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[1:51:43 PM] [x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[1:51:43 PM] [x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[1:51:43 PM] [x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[1:51:43 PM] [x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
[1:51:43 PM]
[1:51:43 PM] Maximum texture size : 16384
[1:51:43 PM] Maximum simultaneous textures :4
[1:51:43 PM] MaxAnisotropic (1.0 = none) : 16.000000
[1:51:43 PM] 15 Splashscreens available.
[1:51:44 PM] AutoMounting SFS files from folder SFS_AUTO now...
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_decals_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_decals_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sasup_effects01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_ai_3do01.SFS... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_basic_50.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_maps_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_sound_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\sas_sound_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_05.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_06.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_07.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\updbw_mapex_08.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_maps05.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects02.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects03.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_objects04.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_textures01.sfs... mounted successfully!
[1:51:44 PM] Trying to AutoMount SFS_AUTO\up_textures02.sfs... mounted successfully!
[1:51:44 PM] AutoMounting SFS files from folder SFS_AUTO finished.
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:44 PM] INTERNAL ERROR: Str2FloatClamp() - Clamped 0.95 -> 0.95 (delta = -1.19209e-008) to Range 0..0.95
[1:51:57 PM] Initializing DirectSound playback device...
[1:51:57 PM] Primary buffer created.
[1:51:57 PM] Playback format is set : sampling rate = 44100, num channels = 2.
[1:51:57 PM] Buffer caps : Transfer rate = 0, CPU overhead = 0.
[1:51:57 PM] Default speaker config is : 1310724.
[1:51:57 PM] Direct sound audio device initialized successfully :
[1:51:57 PM] DX Version : 7
[1:51:57 PM] Hardware - disabled [buffers : 0]
[1:51:57 PM] Extensions - disabled :
[1:51:57 PM] EAX ver. 1 [ ] - disabled
[1:51:57 PM] EAX ver. 2 [ ] - disabled
[1:51:57 PM] EAX ver. 3 [ ] - disabled
[1:51:57 PM] I3D ver. 2 [ ] - disabled
[1:51:57 PM] ZoomFX [ ] - disabled
[1:51:57 PM] MacroFX [ ] - disabled
[1:51:57 PM] SIMD render [X]
[1:51:57 PM] num channels 16
[1:51:57 PM]
[1:51:58 PM] Loading mission Records/Intro 04 Ed.trk...
[1:52:03 PM] Load bridges
[1:52:03 PM] Load static objects
[1:52:10 PM] warning: no files : music/crash
[1:52:24 PM] Detected Vertex Shaders 3.0.
[1:52:24 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:52:24 PM] Vertex texture units: 32
[1:52:24 PM]
[1:52:28 PM] PBuffer: suitable formats: 6
[1:52:28 PM]
[1:52:29 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:52:29 PM] Depth = 24, stencil = 8
[1:52:29 PM] PBuffer: suitable formats: 6
[1:52:29 PM]
[1:52:29 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:52:29 PM] Depth = 24, stencil = 8
[1:52:32 PM] Loading vertex/fragment programs: *697297064*
[1:52:32 PM] *** Loading: [vpFogFar2Tex2D]
[1:52:32 PM] *** Loading: [vpFog2Tex2DBlend]
[1:52:32 PM] *** Loading: [vpFogFar4Tex2D]
[1:52:32 PM] *** Loading: [vpFogFar8Tex2D]
[1:52:32 PM] *** Loading: [vpFogNoTex]
[1:52:32 PM] *** Loading: [vpFog4Tex2D]
[1:52:32 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:52:32 PM] *** Loading: [vp4Tex2D]
[1:52:32 PM] *** Loading: [vp6Tex2D]
[1:52:32 PM] *** Loading: [vpTexUVTex2D]
[1:52:32 PM] *** Loading: [vpWaterGrid_NV]
[1:52:32 PM] *** Loading: [vpWaterSunLight_NV]
[1:52:32 PM] *** Loading: [vpWaterSunLight_ATI]
[1:52:32 PM] *** Loading: [vpWaterSunLight_FP]
[1:52:32 PM] *** Loading: [vpTreeSprite]
[1:52:32 PM] *** Loading: [vpTreeTrunk]
[1:52:32 PM] *** Loading: [vpVAObjectsN]
[1:52:32 PM] *** Loading: [vpVAObjectsL0]
[1:52:32 PM] *** Loading: [vpSprites]
[1:52:32 PM] *** Loading: [vpSimpleGL]
[1:52:32 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpSimpleGL]
[1:52:32 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpRiverCoastAA]
[1:52:32 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [vpWaterDM_CPU]
[1:52:32 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:52:32 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:52:32 PM] *** Loading: [fpWaterLFogDM]
[1:52:32 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:52:32 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:52:33 PM] Load bridges
[1:52:33 PM] Load static objects
[1:52:48 PM] Loading mission 412_Demo_Missions/AITaxiing.mis...
[1:52:48 PM] Load bridges
[1:52:49 PM] Load static objects
[1:52:57 PM] ERROR file: File users/doe/Icons not found
[1:52:57 PM] Mission: 412_Demo_Missions/AITaxiing.mis is Playing
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:57 PM] INTERNAL ERROR: HierMesh: Can't find chunk 'Head1_D1'
[1:52:58 PM] warning: no files : music/takeoff
[1:53:09 PM] WARNING: ObjectVACache_Clear()
[1:53:09 PM] WARNING: * Buf0 : Obj: 73, Vert 1096, Ind 4305
[1:53:09 PM] WARNING: * Buf1 : Obj: 278, Vert 15516, Ind 39714
[1:53:09 PM] WARNING: * Buf2 : Obj: 34, Vert 17192, Ind 29976
[1:53:10 PM] Load bridges
[1:53:10 PM] Load static objects
[1:53:45 PM] Detected Vertex Shaders 3.0.
[1:53:45 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:53:45 PM] Vertex texture units: 32
[1:53:45 PM]
[1:53:54 PM] PBuffer: suitable formats: 6
[1:53:54 PM]
[1:53:54 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:53:54 PM] Depth = 24, stencil = 8
[1:53:54 PM] PBuffer: suitable formats: 6
[1:53:54 PM]
[1:53:54 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:53:54 PM] Depth = 24, stencil = 8
[1:53:57 PM] Loading vertex/fragment programs: *697297064*
[1:53:57 PM] *** Loading: [vpFogFar2Tex2D]
[1:53:57 PM] *** Loading: [vpFog2Tex2DBlend]
[1:53:57 PM] *** Loading: [vpFogFar4Tex2D]
[1:53:57 PM] *** Loading: [vpFogFar8Tex2D]
[1:53:57 PM] *** Loading: [vpFogNoTex]
[1:53:57 PM] *** Loading: [vpFog4Tex2D]
[1:53:57 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:53:57 PM] *** Loading: [vp4Tex2D]
[1:53:57 PM] *** Loading: [vp6Tex2D]
[1:53:57 PM] *** Loading: [vpTexUVTex2D]
[1:53:57 PM] *** Loading: [vpWaterGrid_NV]
[1:53:57 PM] *** Loading: [vpWaterSunLight_NV]
[1:53:57 PM] *** Loading: [vpWaterSunLight_ATI]
[1:53:57 PM] *** Loading: [vpWaterSunLight_FP]
[1:53:57 PM] *** Loading: [vpTreeSprite]
[1:53:57 PM] *** Loading: [vpTreeTrunk]
[1:53:57 PM] *** Loading: [vpVAObjectsN]
[1:53:57 PM] *** Loading: [vpVAObjectsL0]
[1:53:57 PM] *** Loading: [vpSprites]
[1:53:57 PM] *** Loading: [vpSimpleGL]
[1:53:57 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpSimpleGL]
[1:53:57 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpRiverCoastAA]
[1:53:57 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [vpWaterDM_CPU]
[1:53:57 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:53:57 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:53:57 PM] *** Loading: [fpWaterLFogDM]
[1:53:57 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:53:57 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:53:57 PM] Load bridges
[1:53:57 PM] Load static objects
[1:53:59 PM] ##### House without collision (3do/Tree/Tree2.sim)
[1:53:59 PM] ##### House without collision (3do/Buildings/Troops/animals/horse/live.sim)
[1:54:04 PM] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[1:54:06 PM] ##### House without collision (3do/Buildings/Furniture/10x1_5_Red/mono.sim)
[1:54:06 PM] ##### House without collision (3do/Buildings/Furniture/10x1_5_White/mono.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser01/live.sim)
[1:54:07 PM] ##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mg42/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_39_summer/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_motocyclist/live.sim)
[1:54:09 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_mauser02/live.sim)
[1:54:11 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_43_summer/live.sim)
[1:54:12 PM] ##### House without collision (3do/Buildings/Troops/aircrew/mecano/live.sim)
[1:54:12 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_40_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_40_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Weapons/pack/brancard/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice01/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_solder_wounded/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice06/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Troops/ger/ger_officer_43_summer/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice04/live.sim)
[1:54:13 PM] ##### House without collision (3do/Buildings/Battlefield/Trailexercice02/live.sim)
[1:54:14 PM] ##### House without collision (3do/Buildings/England/semi2/live.sim)
[1:55:32 PM] Detected Vertex Shaders 3.0.
[1:55:32 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:55:32 PM] Vertex texture units: 32
[1:55:32 PM]
[1:55:32 PM] WARNING: ObjectVACache_Clear()
[1:55:32 PM] WARNING: * Buf0 : Obj: 10, Vert 147, Ind 492
[1:55:32 PM] WARNING: * Buf1 : Obj: 42, Vert 13123, Ind 23637
[1:55:32 PM] WARNING: * Buf2 : Obj: 320, Vert 161777, Ind 271647
[1:55:36 PM] PBuffer: suitable formats: 6
[1:55:36 PM]
[1:55:36 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:55:36 PM] Depth = 24, stencil = 8
[1:55:36 PM] PBuffer: suitable formats: 6
[1:55:36 PM]
[1:55:36 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:55:36 PM] Depth = 24, stencil = 8
[1:55:47 PM] Loading vertex/fragment programs: *697297064*
[1:55:47 PM] *** Loading: [vpFogFar2Tex2D]
[1:55:47 PM] *** Loading: [vpFog2Tex2DBlend]
[1:55:47 PM] *** Loading: [vpFogFar4Tex2D]
[1:55:47 PM] *** Loading: [vpFogFar8Tex2D]
[1:55:47 PM] *** Loading: [vpFogNoTex]
[1:55:47 PM] *** Loading: [vpFog4Tex2D]
[1:55:47 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:55:47 PM] *** Loading: [vp4Tex2D]
[1:55:47 PM] *** Loading: [vp6Tex2D]
[1:55:47 PM] *** Loading: [vpTexUVTex2D]
[1:55:47 PM] *** Loading: [vpWaterGrid_NV]
[1:55:47 PM] *** Loading: [vpWaterSunLight_NV]
[1:55:47 PM] *** Loading: [vpWaterSunLight_ATI]
[1:55:47 PM] *** Loading: [vpWaterSunLight_FP]
[1:55:47 PM] *** Loading: [vpTreeSprite]
[1:55:47 PM] *** Loading: [vpTreeTrunk]
[1:55:47 PM] *** Loading: [vpVAObjectsN]
[1:55:47 PM] *** Loading: [vpVAObjectsL0]
[1:55:47 PM] *** Loading: [vpSprites]
[1:55:47 PM] *** Loading: [vpSimpleGL]
[1:55:47 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpSimpleGL]
[1:55:47 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpRiverCoastAA]
[1:55:47 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [vpWaterDM_CPU]
[1:55:47 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:55:47 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:55:47 PM] *** Loading: [fpWaterLFogDM]
[1:55:47 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:55:47 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:55:48 PM] Load bridges
[1:55:49 PM] Load static objects
[1:55:50 PM] ##### House without collision (3do/Buildings/Port/Floor/live.sim)
[1:55:50 PM] ##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
[1:56:41 PM] Detected Vertex Shaders 3.0.
[1:56:41 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:56:41 PM] Vertex texture units: 32
[1:56:41 PM]
[1:56:41 PM] WARNING: ObjectVACache_Clear()
[1:56:41 PM] WARNING: * Buf0 : Obj: 37, Vert 234, Ind 534
[1:56:41 PM] WARNING: * Buf1 : Obj: 92, Vert 7779, Ind 20142
[1:56:41 PM] WARNING: * Buf2 : Obj: 128, Vert 58800, Ind 95088
[1:56:46 PM] PBuffer: suitable formats: 6
[1:56:46 PM]
[1:56:46 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:56:46 PM] Depth = 24, stencil = 8
[1:56:46 PM] PBuffer: suitable formats: 6
[1:56:46 PM]
[1:56:46 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:56:46 PM] Depth = 24, stencil = 8
[1:56:50 PM] Loading vertex/fragment programs: *697297064*
[1:56:50 PM] *** Loading: [vpFogFar2Tex2D]
[1:56:50 PM] *** Loading: [vpFog2Tex2DBlend]
[1:56:50 PM] *** Loading: [vpFogFar4Tex2D]
[1:56:50 PM] *** Loading: [vpFogFar8Tex2D]
[1:56:50 PM] *** Loading: [vpFogNoTex]
[1:56:50 PM] *** Loading: [vpFog4Tex2D]
[1:56:50 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:56:50 PM] *** Loading: [vp4Tex2D]
[1:56:50 PM] *** Loading: [vp6Tex2D]
[1:56:50 PM] *** Loading: [vpTexUVTex2D]
[1:56:50 PM] *** Loading: [vpWaterGrid_NV]
[1:56:50 PM] *** Loading: [vpWaterSunLight_NV]
[1:56:50 PM] *** Loading: [vpWaterSunLight_ATI]
[1:56:50 PM] *** Loading: [vpWaterSunLight_FP]
[1:56:50 PM] *** Loading: [vpTreeSprite]
[1:56:50 PM] *** Loading: [vpTreeTrunk]
[1:56:50 PM] *** Loading: [vpVAObjectsN]
[1:56:50 PM] *** Loading: [vpVAObjectsL0]
[1:56:50 PM] *** Loading: [vpSprites]
[1:56:50 PM] *** Loading: [vpSimpleGL]
[1:56:50 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpSimpleGL]
[1:56:50 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpRiverCoastAA]
[1:56:50 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [vpWaterDM_CPU]
[1:56:50 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:56:50 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:56:50 PM] *** Loading: [fpWaterLFogDM]
[1:56:50 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:56:50 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:56:52 PM] Load bridges
[1:56:52 PM] Load static objects
[1:56:57 PM] ##### House without collision (3do/Buildings/46/Desert_Trench/ATTrench2/live.sim)
[1:59:36 PM] Detected Vertex Shaders 3.0.
[1:59:36 PM] *** Detected Shaders 4.0. NVidia 8XXX+ series!!!
[1:59:36 PM] Vertex texture units: 32
[1:59:36 PM]
[1:59:36 PM] WARNING: ObjectVACache_Clear()
[1:59:36 PM] WARNING: * Buf0 : Obj: 121, Vert 2356, Ind 9084
[1:59:36 PM] WARNING: * Buf1 : Obj: 149, Vert 19807, Ind 38223
[1:59:36 PM] WARNING: * Buf2 : Obj: 438, Vert 278081, Ind 448791
[1:59:41 PM] PBuffer: suitable formats: 6
[1:59:41 PM]
[1:59:41 PM] Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
[1:59:41 PM] Depth = 24, stencil = 8
[1:59:41 PM] PBuffer: suitable formats: 6
[1:59:41 PM]
[1:59:41 PM] Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
[1:59:41 PM] Depth = 24, stencil = 8
[1:59:44 PM] Loading vertex/fragment programs: *697297064*
[1:59:44 PM] *** Loading: [vpFogFar2Tex2D]
[1:59:44 PM] *** Loading: [vpFog2Tex2DBlend]
[1:59:44 PM] *** Loading: [vpFogFar4Tex2D]
[1:59:44 PM] *** Loading: [vpFogFar8Tex2D]
[1:59:44 PM] *** Loading: [vpFogNoTex]
[1:59:44 PM] *** Loading: [vpFog4Tex2D]
[1:59:44 PM] *** Loading: [vpFog4Tex2D_UV2]
[1:59:44 PM] *** Loading: [vp4Tex2D]
[1:59:44 PM] *** Loading: [vp6Tex2D]
[1:59:44 PM] *** Loading: [vpTexUVTex2D]
[1:59:44 PM] *** Loading: [vpWaterGrid_NV]
[1:59:44 PM] *** Loading: [vpWaterSunLight_NV]
[1:59:44 PM] *** Loading: [vpWaterSunLight_ATI]
[1:59:44 PM] *** Loading: [vpWaterSunLight_FP]
[1:59:44 PM] *** Loading: [vpTreeSprite]
[1:59:44 PM] *** Loading: [vpTreeTrunk]
[1:59:44 PM] *** Loading: [vpVAObjectsN]
[1:59:44 PM] *** Loading: [vpVAObjectsL0]
[1:59:44 PM] *** Loading: [vpSprites]
[1:59:44 PM] *** Loading: [vpSimpleGL]
[1:59:44 PM] *** Loading: [fpWaterSunLightFast] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterSunLight] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterSunLightBest] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastBump] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoam] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFast] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFarFogTex] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCausticSimple] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpCaustic] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpSprites] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpObjectsL0] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpObjectsL0_2L] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpSimpleGL]
[1:59:44 PM] *** Loading: [fpNearLandFog] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpFarLandFog] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpRiverCoastAA]
[1:59:44 PM] *** Loading: [vpWaterDM_GPU] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [vpWaterDM_GPU8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoam8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastFoamFarFogTex8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpCoastBump8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [vpWaterDM_CPU]
[1:59:44 PM] *** Loading: [fpWaterNearDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterMiddleDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterFarDM] -> NV4X Optimized!
[1:59:44 PM] *** Loading: [fpWaterDM_CPU] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterDM_CPULo] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpWaterNearDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterMiddleDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterFarDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterLFogDM8800] -> NV5X Optimized!
[1:59:44 PM] *** Loading: [fpWaterLFogDM]
[1:59:44 PM] *** Loading: [fpIceWater] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearNoBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearNoBlendNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpNearBlendNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpFarBlend] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlane] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneNoise] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneEdges] -> NV3X Optimized!
[1:59:44 PM] *** Loading: [fpForestPlaneEdgesNoise] -> NV3X Optimized!
[1:59:44 PM] Load bridges
[1:59:44 PM] Load static objects
[1:59:47 PM] ##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
[Jun 23, 2013 2:00:19 PM] -------------- END log session -------------
There is no problem with the stock 412, just my mod act game.
Wishing you all the very best, Pete.
![Grin ;D](https://www.sas1946.com/main/Smileys/akyhne/grin.gif)