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Public test crashes to desk while caching textures


maciam

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here is my log..

MAIN: Version = 0.9.93

LOBBY: Init'ing SDL

MAIN: Screen is 4 bytes per pixel

MAIN: ACCUM RED = 16

MAIN: ACCUM ALPHA = 16

MAIN: GL VENDOR: NVIDIA Corporation

MAIN: GL VERSION: 2.0.3

MAIN: GL EXTENSIONS: GL_EXT_bgra GL_WIN_swap_hint

SOUNDMANAGER: Available devices are:

Generic Hardware

Generic Software

Device Generic Hardware is version 1.1

Device Generic Software is version 1.1

SOUNDMANAGER: Using device Generic Hardware

SOUNDMANAGER: Using default capture device E-DSP Wave [D400]

SOUNDMANAGER: Playing DropTeam.ogg as ..\data/sound\DropTeam.ogg

SOUND MANAGER: Allocated 54 voices

CAMPAIGNINPROGRESS: Loading ..\data/Campaigns.progress

UpdateSong Error 8: SOUND ERROR: Invalid Operation

UpdateSong Error 8: SOUND ERROR: Invalid Operation

LOBBY: Pinging server 205.145.140.226:9980

LOBBY: Pinging server 209.11.240.218:9967

LOBBY: Pinging server 209.11.240.155:9967

LOBBY: Pinging server 205.145.140.226:9967

LOBBY: Pinging server 70.59.158.145:9967

LOBBY: Received from 209.11.240.155

LOBBY: Received from 209.11.240.218

LOBBY: Received from 205.145.140.226

LOBBY: Received from 205.145.140.226

LOBBY: Retrying server 70.59.158.145:9967

LOBBY: Pinging server 70.59.158.145:9967

LOBBY: Retrying server 70.59.158.145:9967

LOBBY: Pinging server 70.59.158.145:9967

LOBBY: Retrying server 70.59.158.145:9967

SOUNDMANAGER: Loading >../data/sound\BackLoop.wav<

SOUNDMANAGER: Status: The operation was invalid in the current ALUT state

SOUNDMANAGER: Sound frequency = 44100

SOUNDMANAGER: Sound channels = 2

MAIN: Running release build

CLIENT: Connecting to server 205.145.140.226:9980

CLIENTIDMSG: szVersion = 0.9.93

INITMSG: Received

SCENARIO: Deleting GUI Managers

SCENARIO: Deleting collision cells

SCENARIO: Deleting planet

SCENARIO: Clearing waypoints

SCENARIO: Finishing emitters

SCENARIO: Releasing scene graph

SCENARIO: Releasing marker root

SCENARIO: Resetting local marker

SCENARIO: Resetting waypoints

SCENARIO: Clearing default planet

SCENARIO: Resetting client

SCENARIO: Resetting flags

SCENARIO: Resetting AIPlayers

SCENARIO: Sending phys obs end scenario

SCENARIO: Resetting teams

SCENARIO: Resetting inventory

SCENARIO: Flushing COB caches

SCENARIO: Flushing fluid caches

CRCUTILS: Getting CRC for Raid.scenario

CRCUTILS: Full filename = ../data/Raid.scenario

CRC = 747935949

INITMSG: Loading Raid.scenario

SCENARIO: Loading ../data/Raid.scenario

SOUNDMANAGER: Loading >../data/sound\chink.wav<

SOUNDMANAGER: Status: No ALUT error found

SOUNDMANAGER: Sound frequency = 44100

SOUNDMANAGER: Sound channels = 2

SOUNDMANAGER: Loading >../data/sound\Locking.wav<

SOUNDMANAGER: Status: No ALUT error found

SOUNDMANAGER: Sound frequency = 44100

SOUNDMANAGER: Sound channels = 2

SOUNDMANAGER: Loading >../data/sound\Locked.wav<

SOUNDMANAGER: Status: No ALUT error found

SOUNDMANAGER: Sound frequency = 44100

SOUNDMANAGER: Sound channels = 1

TERRAIN: Building 87381 blocks; please wait...

TERRAIN: Memory required at runtime for blocks = 4.36905e+007 bytes

..............................

##############################

TERRAIN: Texture set successfully

SDLTEXLOADER: Scaling image ../data/granite19.png down to 512,512

SDLTEXLOADER: Scaling image ../data/grassDetail.png down to 512,512

SDLTEXLOADER: Scaling image ../data/road2.png down to 512,512

PHYSOBFACTORY: Registering type TrackedChassis

PHYSOBFACTORY: Registering type Dropship

PHYSOBFACTORY: Registering type Turret

PHYSOBFACTORY: Registering type SensorJammer

PHYSOBFACTORY: Registering type Gun

PHYSOBFACTORY: Registering type Projectile

PHYSOBFACTORY: Registering type Starship

PHYSOBFACTORY: Registering type Building

PHYSOBFACTORY: Registering type Rock

PHYSOBFACTORY: Registering type Tree

PHYSOBFACTORY: Registering type Flag

PHYSOBFACTORY: Registering type WheeledChassis

PHYSOBFACTORY: Registering type Wheel

PHYSOBFACTORY: Registering type Missile

PHYSOBFACTORY: Registering type Sensor

PHYSOBFACTORY: Registering type AutomatedGun

PHYSOBFACTORY: Registering type FlairObject

PHYSOBFACTORY: Registering type HoverChassis

PHYSOBFACTORY: Registering type AirshipChassis

COLLISIONCELL: Using 115520 bytes for cells

PHYSICALOBJECTFACTORY: Loading ../data/CivilDefenseTower.physicalobjectgroup

SOUNDMANAGER: Loading >../data/sound\fire.wav<

SOUNDMANAGER: Status: No ALUT error found

SOUNDMANAGER: Sound frequency = 44100

SOUNDMANAGER: Sound channels = 1

PHYSICALOBJECT: Loading model >CivilDefenseTower.cob<

COB: Loading texture >../data/mrc_metwall02b.jpg<

COB: Loading texture >../data/Panels.jpg<

COB: Loading texture >../data/metsup01.jpg<

COB: Loading texture >../data/m_barrelside.jpg<

COB: Loading texture >../data/metflr02.jpg<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/Commons.physicalobjectgroup

PHYSICALOBJECT: Loading model >Commons.cob<

COB: Loading texture >../data/congo3.jpg<

COB: Loading texture >../data/congo4.jpg<

COB: Loading texture >../data/crustdoor2.jpg<

COB: Loading texture >../data/rtcorr_5.jpg<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/AirDefenseTower.physicalobjectgroup

PHYSICALOBJECT: Loading model >AirDefenseTower.cob<

COB: Loading texture >../data/bld-mt.jpg<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loading model >HeavyVulcan.cob<

COB: Loading texture >../data/HeavyVulcan.png<

PHYSICALOBJECT: Loaded OK

SOUNDMANAGER: Loading >../data/sound\BeamBurst.wav<

SOUNDMANAGER: Status: No ALUT error found

SOUNDMANAGER: Sound frequency = 44100

SOUNDMANAGER: Sound channels = 1

SOUNDMANAGER: Loading >../data/sound\AmmoExplosion.wav<

SOUNDMANAGER: Status: No ALUT error found

SOUNDMANAGER: Sound frequency = 44100

SOUNDMANAGER: Sound channels = 1

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/CommStation.physicalobjectgroup

PHYSICALOBJECT: Loading model >CommStation.cob<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/PowerStation.physicalobjectgroup

PHYSICALOBJECT: Loading model >PowerStation.cob<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/HopewellPine1.physicalobjectgroup

PHYSICALOBJECT: Loading model >HopewellPine1.cob<

COB: Loading texture >../data/tmp_trunk_skin_1.jpg<

COB: Loading texture >../data/skin2.png<

COB: Loading texture >../data/eeeeeee.png<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/HopewellPine3.physicalobjectgroup

PHYSICALOBJECT: Loading model >HopewellPine3.cob<

COB: Loading texture >../data/ttsca9.jpg<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/HopewellPine2.physicalobjectgroup

PHYSICALOBJECT: Loading model >HopewellPine2.cob<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

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PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/RockA.physicalobjectgroup

COB: Loading texture >../data/RockA.png<

PHYSICALOBJECTFACTORY: Loading ../data/RockB.physicalobjectgroup

PHYSICALOBJECTFACTORY: Loading ../data/RockC.physicalobjectgroup

PHYSICALOBJECTFACTORY: Loading ../data/RockD.physicalobjectgroup

PHYSICALOBJECTFACTORY: Loading ../data/RockE.physicalobjectgroup

PHYSICALOBJECTFACTORY: Loading ../data/RockF.physicalobjectgroup

COB: Loading texture >../data/RockF.png<

PHYSICALOBJECTFACTORY: Loading ../data/RockG.physicalobjectgroup

PHYSICALOBJECTFACTORY: Loading ../data/RockH.physicalobjectgroup

Loading Include File: House9Square.include

PHYSICALOBJECTFACTORY: Loading ../data/UrbanHouse.physicalobjectgroup

PHYSICALOBJECT: Loading model >UrbanHouse.cob<

COB: Loading texture >../data/METAL03_.JPG<

COB: Loading texture >../data/metal07_door_128.jpg<

COB: Loading texture >../data/METAL_WI.JPG<

COB: Loading texture >../data/metal07_door2_128.jpg<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/UrbanHouse2.physicalobjectgroup

PHYSICALOBJECT: Loading model >UrbanHouse2.cob<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECTFACTORY: Loading ../data/UrbanHouse3.physicalobjectgroup

PHYSICALOBJECT: Loading model >UrbanHouse3.cob<

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

Loading Include File: House9Square.include

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

PHYSICALOBJECT: Loaded OK

INITMSG: Server game length = 1800

PLANETSIDE: Loading skybox image >../data/HopewellFrontSkyBox.png<

PLANETSIDEGUIMANAGER: Loading skybox image >../data/HopewellFrontSkyBox.png<

PLANETSIDEGUIMANAGER: pImage = 0A94F630

PLANETSIDEGUIMANAGER: Setting DCT1 Compression

PLANETSIDE: Loading skybox image >../data/HopewellRightSkyBox.png<

PLANETSIDEGUIMANAGER: Loading skybox image >../data/HopewellRightSkyBox.png<

PLANETSIDEGUIMANAGER: pImage = 029F81A8

PLANETSIDEGUIMANAGER: Setting DCT1 Compression

PLANETSIDE: Loading skybox image >../data/HopewellBackSkyBox.png<

PLANETSIDEGUIMANAGER: Loading skybox image >../data/HopewellBackSkyBox.png<

PLANETSIDEGUIMANAGER: pImage = 0297E170

PLANETSIDEGUIMANAGER: Setting DCT1 Compression

PLANETSIDE: Loading skybox image >../data/HopewellLeftSkyBox.png<

PLANETSIDEGUIMANAGER: Loading skybox image >../data/HopewellLeftSkyBox.png<

PLANETSIDEGUIMANAGER: pImage = 0296DED8

PLANETSIDEGUIMANAGER: Setting DCT1 Compression

PLANETSIDE: Loading skybox image >../data/HopewellTopSkyBox.png<

PLANETSIDEGUIMANAGER: Loading skybox image >../data/HopewellTopSkyBox.png<

PLANETSIDEGUIMANAGER: pImage = 02969558

PLANETSIDEGUIMANAGER: Setting DCT1 Compression

PLANETSIDE: Loading skybox image >../data/HopewellBottomSkyBox.png<

PLANETSIDEGUIMANAGER: Loading skybox image >../data/HopewellBottomSkyBox.png<

PLANETSIDEGUIMANAGER: pImage = 0A88DD60

PLANETSIDEGUIMANAGER: Setting DCT1 Compression

GUIMANAGER: Preloading textures...

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