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Help with my first test mod please...


krt0143
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Hi guys. :hi:Please bear with me, I'm a fairly experienced modder, but totally new to 0AD.

 

What I'm trying to do at this point is to just get a hang for the /mods folder structure and how things are connected.

So I created a little test mod, put a "/Test" folder in /mods, added the required "mod.json", then added "art" and "simulation" folders in it (and so on), and finally copied an existing Briton hero's templates and art, and just changed the name. Can't get more basic...

Now it appears inside the game, and the game loaded it without complaining, but when I try to start a skirmish game using the Britons, the game spams a dozen chat line errors I don't have the time to understand... The only thing I manage to spot is the conclusion, the game didn't manage to "validate" my mod. What does that even mean? (And what can I do about it?...)

 

Is there a way to stop or record those errors the game emits and almost immediately removes? They don't seem to be stored anyway, and having those error logs would really help to understand what the game is unhappy about, especially when I start to do more elaborate things than duplicating existing resources!...

I mean, if I don't even manage to create a copy of an existing unit, how am I supposed to do anything halfway serious? :(

Thanks in advance.

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1 hour ago, krt0143 said:

Hi guys. :hi:Please bear with me, I'm a fairly experienced modder, but totally new to 0AD.

 

What I'm trying to do at this point is to just get a hang for the /mods folder structure and how things are connected.

So I created a little test mod, put a "/Test" folder in /mods, added the required "mod.json", then added "art" and "simulation" folders in it (and so on), and finally copied an existing Briton hero's templates and art, and just changed the name. Can't get more basic...

Now it appears inside the game, and the game loaded it without complaining, but when I try to start a skirmish game using the Britons, the game spams a dozen chat line errors I don't have the time to understand... The only thing I manage to spot is the conclusion, the game didn't manage to "validate" my mod. What does that even mean? (And what can I do about it?...)

 

Is there a way to stop or record those errors the game emits and almost immediately removes? They don't seem to be stored anyway, and having those error logs would really help to understand what the game is unhappy about, especially when I start to do more elaborate things than duplicating existing resources!...

I mean, if I don't even manage to create a copy of an existing unit, how am I supposed to do anything halfway serious? :(

Thanks in advance.

Don't worry that the learning curve in creating mods in 0ad is very fast, with a little time you will be able to create units, civ and structures with ease.

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The mod.json is pretty simple, I don't see how anyone could make an error there:

{
	"name": "mytest",
	"version": "0.1",
	"label": "Boudicca copy",
	"description": "Adds a copy of Boudicca to the Britons",
	"dependencies": ["0ad=0.0.26"]
}

Anyway, I managed to make it go away. Don't ask, I don't know...

But it's probably related to my new question: The specific hero file points to a template, which points to a template, which points to a template! I understand this is the famous "include" principle, but I noticed there is some duplicate information in those files, like cost and resistance for instance. Do those values stack or did I misunderstand?

What if I assemble them all to one (differently named) file? I would, but I'd have to know what to do with the redundant entries.

 

What I'm trying to do right now is to make Boudicca available from the very beginning (just so I can see if it works without having to play for 15 minutes), and also create her from the Town Center. I copied the 3 relevant hero templates, renamed them, and it worked indeed. Unfortunately I'll have to play a little to see if the other heroes have been affected or not.

Yes, it's easy indeed, but not really newbie-friendly. Programmers will have it easier.

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1 hour ago, krt0143 said:

Anyway, I managed to make it go away. Don't ask, I don't know...

But it's probably related to my new question: The specific hero file points to a template, which points to a template, which points to a template! I understand this is the famous "include" principle, but I noticed there is some duplicate information in those files, like cost and resistance for instance. Do those values stack or did I misunderstand?

The 'child' template inherits the values from the 'parent' and may update that information and/or add new qualities. So template_unit_champion_infantry_spearman.xml has a cost defined but units/gaul/champion_fanatic.xml, which inherits the champion infantry spearman template has a section giving a new cost profile to the unit.

So they don't stack, they are just the new values.

1 hour ago, krt0143 said:

I copied the 3 relevant hero templates, renamed them, and it worked indeed. Unfortunately I'll have to play a little to see if the other heroes have been affected or not.

Sounds like it worked.

Another way to do this would be to add this to the <identity> section of hero_boudicca.xml:

    <Requirements>
      <Techs datatype="tokens">-phase_city</Techs>
    </Requirements>

Since heroes inherit the requirement to be in phase city, the - sign means it is removed for boudicca.

Then to train her from the CC, add a line to <Trainer> in structures/brit/civil_center:

      units/brit/hero_boudicca

 

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Sorry for having suddenly disappeared yesterday, but newcomers are definitely unwelcome here: Being a nasty noob I am apparently only allowed 3 posts in 24h. That sure helps having a meaningful discussion. :shocking:

(Yes, yes, I know, it's in case I suddenly reveal myself being an eeevil spammer (who spent many hours trying to understand the game and post relevant stuff, just for a chance to shortly advertise his fake meds); I sure question the point, since my first posts needed moderation anyway, moderators know I'm not a spammer.)

Anyway, until I eventually get to be a full person one day, I'll need to cram everything in 3 posts/day.
Here goes:

 

22 hours ago, Gurken Khan said:

Might wanna check out the cheats which for example advance you a phase or two: https://0ad.fandom.com/wiki/Cheats

:laugh: Yes, I see what you think, but no... My goal here is not to give me a GF, or make me invincible, but just to learn how to make new types of units. I chose to make a copy of a hero unit because they are unique, and thus easier to control: When you buy Boudicca in the game she comes as spear-chucking cavalry (according to the description), I made a sword-wielding infantry unit out of her, just to be sure who is who.

(Besides if I really needed an overpowered unit to make the game easy, I'd make the arsenal a first age building: Nothing can resist a couple rams...)
 

22 hours ago, real_tabasco_sauce said:

The 'child' template inherits the values from the 'parent' and may update that information and/or add new qualities. So template_unit_champion_infantry_spearman.xml has a cost defined but units/gaul/champion_fanatic.xml, which inherits the champion infantry spearman template has a section giving a new cost profile to the unit.

Thanks. So, identical values are replaced. Interesting.

1. What about duplicate <Identity> tags with different or identical contents (like "<VisibleClasses datatype="tokens">Soldier Hero</VisibleClasses>", "<VisibleClasses datatype="tokens">Infantry</VisibleClasses>", "<PreferredClasses datatype="tokens">Unit+!Ship</PreferredClasses>")?

I guess at least the different types stack, but what about the contradicting ones? Replacement, here too?

2. What is resource cost "op", compared to the non-"op" ("<wood>200</wood>" and "<wood op="add">-50</wood>"? Is this a modifier, like "add -50 to 200" (which would mean "150")?
There is a similar issue in Resistances: "<Hack>8</Hack>" and "<Hack op="add">4</Hack>".

I'm trying to get rid of DLL Hell... I'll be making a whole civilization, but I do not need cascading templates, it will not have thousands of mostly similar units...  :rolleyes:

3. What are those ".cached.xmb" binary files I find all over the place? (How do you read them? Do you need to read them, or are they just a compiled version of the .xml file? The only ones not having an .xml sibling seem to be maps. )

-----------------------------------

4. I tried the Map editor and it crashes a lot. More often than not, actually. I can even make it reliably crash on command by asking it to generate a "huge" map of the "Caledonian Meadows" type...  :rolleyes:
And even when it doesn't crash long enough for me to manage to save a generated map (just a randomly generated map with 2 added houses, so I know it's mine), it is unplayable in the game (gives errors, errors, and the houses I've placed are missing)...
Is this normal? I guess not, so what am I doing wrong?

I guess the "Actor Editor" (in /system) hasn't been updated in ages, it doesn't recognize any file I've asked it to open (in Windows), but I would had expected the map editor to be halfway stable. What do you people use to make maps?

-----------------------------------

5. And let's get to the "piece de resistance". I would had posted a new thread about it, but since I'm a underprivileged newcomer I'll have to stuff it in here:

Civilization data?

Let's assume I would want to add the Celts as a civilization, where I would need to declare it, before even starting to add units?

All civilization definitions seem to be in /public/simulation/data/. But, looking at the definitions in /civs I get the nagging feeling I'm again in DLL Hell, and those files reference some other file, which this time isn't mentioned... Where would that be? For instance, where do you find the full screen name and description of any given civilization?

Are there some files which say which units every civilization can have? Or do they just take anything you put in /templates/units/myCiv (provided of course some building can train it)?

That's all for the time being. Thanks for your help guys.  :thumbup:

 

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10 minutes ago, krt0143 said:

:laugh: Yes, I see what you think, but no...

Huh? If I just want to check out something in p3 I use gift from the gods and just go about it; you wrote you didn't want to play 15 minutes before you can check something...

Just so you know: I'm reporting you to the moderation team.

Spoiler

To see if they can eliminate your posting limit. ;)

 

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5 hours ago, krt0143 said:

Sorry for having suddenly disappeared yesterday, but newcomers are definitely unwelcome here: Being a nasty noob I am apparently only allowed 3 posts in 24h. That sure helps having a meaningful discussion. :shocking:

(Yes, yes, I know, it's in case I suddenly reveal myself being an eeevil spammer (who spent many hours trying to understand the game and post relevant stuff, just for a chance to shortly advertise his fake meds); I sure question the point, since my first posts needed moderation anyway, moderators know I'm not a spammer.)

It happened to me earlier. It seems like a reasonable rule. I asked for help and they cleared the ban on my account.

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1&2 Default is replace, then there are ways to do something different.

3. xmb files in the mod are pre cached files as to speed up initial loading, if you delete them they are generated on the fly.

4. RAM, the Windows build is 32-bit, so either use Linux or Mac or keep things small...

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17 hours ago, Gurken Khan said:

Huh? If I just want to check out something in p3 I use gift from the gods and just go about it

Not used to this yet. But still, doing it that way allowed me to check the "how-to-build" part of units.

 

17 hours ago, Gurken Khan said:

Just so you know: I'm reporting you to the moderation team.

  Reveal hidden contents

To see if they can eliminate your posting limit. ;)

Thanks!...

 

10 hours ago, hyperion said:

1&2 Default is replace, then there are ways to do something different.

3. xmb files in the mod are pre cached files as to speed up initial loading, if you delete them they are generated on the fly.

4. RAM, the Windows build is 32-bit, so either use Linux or Mac or keep things small...

Thanks!

About #4 - Do you mean to say that the Windows version can't handle maps bigger than "tiny"? :blink:

Please confirm/infirm, because that would be a problem...

(Well, my primary OS is Linux, but I play it under Windows because the official repository version is outdated (v.25) and won't probably ever be updated. And no, I don't feel like compiling it myself...)

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11 hours ago, krt0143 said:

About #4 - Do you mean to say that the Windows version can't handle maps bigger than "tiny"? :blink:

Don't know where the cut off is, little bigger than tiny should still be fine tho. Giant certainly will crash.

There are also snap, flatpack and appimages for linux, see https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.0.26-alpha

And building from source is rather easy for linux unlike for windows and if you are modding it's probably the best to do so in the long run anyway.

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13 hours ago, hyperion said:

Don't know where the cut off is, little bigger than tiny should still be fine tho. Giant certainly will crash.

OMG! That's really, really bad! Almost a deal breaker, I like big spaces. In AoE I only played on "huge" maps...

Why don't they (also) compile it in 64-bit?
I mean, Linux and Windows are both 64-bit nowadays, and even the few people still on older computers are bound to upgrade eventually (I know, I'm one of those hold-outs; Since I only use Windows for games I kept to my old-but-beefy Win7 box until after 15 years the magic smoke left it... :laugh:).

Crap, I'm afraid I'll have to put 0 A.D. on wait till they start allowing full sized maps. :down:

 

13 hours ago, hyperion said:

There are also snap, flatpack and appimages for linux.

I know, but I don't know how much those self-contained formats affect modding. I'd rather stick with vanilla, old-school installations, to keep things simple and problems easier to spot.

Anyway, unless Linux allows big maps the point is moot: I tried creating aforementioned "Caledonian meadows" random map in "giant" (not even "huge") and the Linux map editor crashed just the same. :(

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14 hours ago, hyperion said:

Giant certainly will crash.

It's not entirely correct. OOM crashes highly depend on a map. I don't remember any local crash because of OOM during first few minutes on a random map.

1 hour ago, krt0143 said:

Why don't they (also) compile it in 64-bit?

It's a complicated process and we're working on that: #2611

1 hour ago, krt0143 said:

Anyway, unless Linux allows big maps the point is moot: I tried creating aforementioned "Caledonian meadows" random map in "giant" (not even "huge") and the Linux map editor crashed just the same. :(

I successfully generated that map in a "Giant" size and it consumes 1.6 GB (there is a room before 3GB/4GB depending on a Windows version) on Windows when revealed and the whole map is visible. So a reason of your crash doesn't seem in a regular out of memory. Could you share you system info, crash files and run the game with GDB to retrieve a stack?

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14 minutes ago, vladislavbelov said:

It's a complicated process and we're working on that: #2611

Great! :yahoo:
That been said, according to the linked thread, progress is glacial at best. I'm of the older persuasion, I wonder if I'll live long enough...

 

16 minutes ago, vladislavbelov said:

I successfully generated that map in a "Giant" size and it consumes 1.6 GB (there is a room before 3GB/4GB depending on a Windows version) on Windows when revealed and the whole map is visible. So a reason of your crash doesn't seem in a regular out of memory. Could you share you system info, crash files and run the game with GDB to retrieve a stack?

You did? As I said I tried on both Windows (0 A.D. 0.0.26 on Win11 64-bit, 32GB of RAM, Intel Core i7-12700H, NVIDIA GeForce RTX 3070 Ti 8Go, everything up to date), and Linux (0 A.D. 0.0.25 on Mint 21.2 64-bit, same specs, everything up to date).

Windows (0.0.26) crash sometimes briefly displays a map and only says "error formatting error message" :rolleyes:
The Linux (0.0.25) crash was more articulate, it showed me a persistent error panel stating:

Assertion failed: "!EntityExists(ent)"
Location: ComponentManager.cpp:770 (AllocateEntityHandle)
(lots of stack info I didn't memorize)

What do you need? What is "GBD"?
I'm not a developer, just a savvy user having started tinkering with games on a 2-floppy IBM PC running DOS 2...

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1 hour ago, krt0143 said:

That been said, according to the linked thread, progress is glacial at best.

Yes, it's not a fast process. We're pretty limited in available developers but we're still moving forward.

1 hour ago, krt0143 said:
Assertion failed: "!EntityExists(ent)"
Location: ComponentManager.cpp:770 (AllocateEntityHandle)
(lots of stack info I didn't memorize)

It looks similar to #6658, so it might be a template problem rather an out of memory.

1 hour ago, krt0143 said:

What do you need? What is "GBD"?

GDB is a debugger, it also allows to retrieve a stack information.

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On 06/09/2023 at 3:28 PM, krt0143 said:

Sorry for having suddenly disappeared yesterday, but newcomers are definitely unwelcome here: Being a nasty noob I am apparently only allowed 3 posts in 24h. That sure helps having a meaningful discussion. :shocking:

(Yes, yes, I know, it's in case I suddenly reveal myself being an eeevil spammer (who spent many hours trying to understand the game and post relevant stuff, just for a chance to shortly advertise his fake meds); I sure question the point, since my first posts needed moderation anyway, moderators know I'm not a spammer.)

Anyway, until I eventually get to be a full person one day, I'll need to cram everything in 3 posts/day.

Sadly, we get at least one triplet of spam posts per day, usually the mods delete them pretty quickly, but imagine there was no post limit,,,

On 06/09/2023 at 3:28 PM, krt0143 said:

(Besides if I really needed an overpowered unit to make the game easy, I'd make the arsenal a first age building: Nothing can resist a couple rams...)

Done: https://code.wildfiregames.com/rP27828. ;P

On 07/09/2023 at 9:06 AM, krt0143 said:

(Well, my primary OS is Linux, but I play it under Windows because the official repository version is outdated (v.25) and won't probably ever be updated. And no, I don't feel like compiling it myself...)

Compiling by yourself does have the benefit of rolling updates. :)But more seriously, what distro do you use? If it doesn't have A26 yet, you should probably move on. Source: https://repology.org/project/0ad/versions.

On 08/09/2023 at 10:18 AM, krt0143 said:

Anyway, unless Linux allows big maps the point is moot: I tried creating aforementioned "Caledonian meadows" random map in "giant" (not even "huge") and the Linux map editor crashed just the same. :(

Does it crash always when loading that map? And only with "giant" and above? Is this with your mod enabled? If so, do you have some public place we can view the mod? (e.g. GitLab or something.)

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2 hours ago, vladislavbelov said:

It looks similar to #6658, so it might be a template problem rather an out of memory.

GDB is a debugger, it also allows to retrieve a stack information.

I'll take your word for it...
Whatever it is, it appears in both Windows and Linux versions of the map maker, so it's a common function.
Also, the Windows error handler can't handle it!... :laugh: It just says so for a second or two, and then the program closes. Linux at least gives the full error handler window with options.

As for GDB, I neither have it, nor would I know how to use it. Sorry...

 

 

1 hour ago, Freagarach said:

Sadly, we get at least one triplet of spam posts per day, usually the mods delete them pretty quickly, but image there was no post limit,,,

Yeah, I've been admin for over 10 years on a hobbyist forum, so I know the problem all too well. That been said, my first post isn't what a spammer would usually post (some generic comment, or a out-of-topic cut/paste from elsewhere on the forum)...
Oh well.

 

1 hour ago, Freagarach said:

"Differentiate Macedonia"? :huh:
Care to elaborate?

 

1 hour ago, Freagarach said:

Compiling by yourself does have the benefit of rolling updates. :)But more seriously, what distro do you use? If it doesn't have A26 yet, you should probably move on. Source: https://repology.org/project/0ad/versions.

I don't want rolling updates, I just want to play (and mod)!... :P

As I said further up, I'm on Mint 21.2 (= Ubuntu 22.04 "Jammy Jellyfish" - an LTS). As your website states, the official repo has .25, but also a flatpack which might/should be .26 (I don't know, since they are named "version 4" and "version 5". Go figure.).

The "old versions in repo" issue is as old as LTS versions are, but normally I don't mind, I don't need the latest and fastest except for games, and usually I play those on Windows where I do have the latest and fastest.

 

2 hours ago, Freagarach said:

Does it crash always when loading that map? And only with "giant" and above? Is this with your mod enabled? If so, do you have some public place we can view the mod? (e.g. GitLab or something.)

Loading? It's the map editor which crashes. I only managed once to save a map and try to load it in the game.

How do I do it? I select a map template in the dropdown menu, and click "generate map". Usually it manages to create the map, and I try to change/add some stuff to it, just to make sure it's my own map. At this point, sooner or later the map editor complains about something and leaves. If I manage to save (only managed once in 4-5 attempts!), the resulting map can be loaded in game, but is missing the 2-3 buildings, trees and stuff I added, and the game spams a dozen chat lines complaining about stuff I don't have the time to read, much less understand.

My mod right now is just a 1:1 copy of a Briton hero unit, using the existing game files. I just copied and renamed the templates changing the name. I can't imagine how this could possibly make the map editor crash (the game doesn't complain), but I'll try unloading it. :shrug:

But yes, all the maps I've tried to make were big.
I don't like tiny maps, I need space... Besides the game already provides a slew of tiny, claustrophobic, but otherwise excellent maps to play in, there is no need to make more of those. What I'm missing, and thus try to make, is big 2 player (or more) maps, maps where the opponent isn't right behind the edge of the fog of war...

 

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Okay, having badmouthed the editor, I feel I needed to do it some justice... 

The random map generation feature is buggy and often crashes for giant maps, that's for sure, but beyond that the editor works quite well, even if it isn't very intuitive (at all). For instance, one would expect it to work like the game, but no, it has its very own (and undocumented...) way of working. Took me a couple days just to find how to simply scroll around, rotate items, and other basic things like that...  :search:

 

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14 minutes ago, seeh said:

may take a deeper look at
https://trac.wildfiregames.com
https://trac.wildfiregames.com/wiki
you know that links?

Thanks.

I think I solved the initial problem (although I'll never know what it was): I've been trying lots of things lately (creating new units and such), it all works and doesn't throw any errors anymore, so I guess I'm doing it right. :shrug:

 

18 minutes ago, seeh said:

do you use linux OS?

Yes, and no: I normally use Linux, but for 0 A.D. I use Windows I've kept just for games. As I explained further up this thread the Linux repo version is outdated (0.0.25), and I'm too lazy to check how to get the newest one, since I can have it on Windows... :rolleyes:

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On 08/09/2023 at 4:01 PM, krt0143 said:

"Differentiate Macedonia"? :huh:
Care to elaborate?

This commit moves the Arsenal to the town phase, for Macedonia.

On 08/09/2023 at 4:01 PM, krt0143 said:

As I said further up, I'm on Mint 21.2 (= Ubuntu 22.04 "Jammy Jellyfish" - an LTS).

I'm sorry, I guess I read over that. Point taken for LTS's. :) (Though there might be a backport available.)

On 08/09/2023 at 4:01 PM, krt0143 said:

Loading? It's the map editor which crashes.

'Loading', 'Generating', 'potato', 'potato'. Sorry, I meant 'generating'. But it seems that it generates fine, but crashes at some point later, if I read your post correctly.

On 08/09/2023 at 4:01 PM, krt0143 said:

spams a dozen chat lines complaining about stuff I don't have the time to read, much less understand.

Those chat lines should be in the logs. If you get them again, can you upload the "interestinglog.html", please?

On 08/09/2023 at 4:01 PM, krt0143 said:

I can't imagine how this could possibly make the map editor crash

Me neither, but we've got to rule out stuff. ^^

On 08/09/2023 at 4:01 PM, krt0143 said:

As for GDB, I neither have it, nor would I know how to use it. Sorry...

You could install it (on Linux). :)
Then use

gdb --args 0ad --editor

on the command line to run the editor inside GDB. I think the prompt from GDB will get you far enough for retreiving a stack.

On 08/09/2023 at 4:01 PM, krt0143 said:

But yes, all the maps I've tried to make were big.
I don't like tiny maps, I need space... Besides the game already provides a slew of tiny, claustrophobic, but otherwise excellent maps to play in, there is no need to make more of those. What I'm missing, and thus try to make, is big 2 player (or more) maps, maps where the opponent isn't right behind the edge of the fog of war...

Have you tried playing "Random Maps"? You can choose the size there.

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1 hour ago, Freagarach said:

This commit moves the Arsenal to the town phase, for Macedonia.

:swoon:

 

1 hour ago, Freagarach said:

'Loading', 'Generating', 'potato', 'potato'. Sorry, I meant 'generating'. But it seems that it generates fine, but crashes at some point later, if I read your post correctly.

No no, no potatoes involved, it's about terminology. What I meant by "generating" is that it usually crashes in the Map Editor, while generating a random map, as opposed to crashing in the game, while trying to "load" that new map to play it.
"Generating" = Map editor
"Loading" = Game

I understand the confusion since I've discovered that the game too can generate random maps... No, I didn't mean the game feature (I haven't really tried it yet), I meant the random map generation feature of the Map Editor.

 

1 hour ago, Freagarach said:

Those chat lines should be in the logs. If you get them again, can you upload the "interestinglog.html", please?

All right, as soon as it has something to tell. Right now it only states: "Engine exited successfully on 2023-09-11 at 09:34:26 with 773 message(s), 0 error(s) and 0 warning(s)."

There is an "crashlog.txt" though, which is more verbose, and apparently contains data from those Map Editor crashes:

Spoiler

Assertion failed: "ms_singleton"
Location: singleton.h:51 (Singleton<class CTerrainTextureManager>::GetSingleton)

Call stack:

AtlasMessage::fGetTerrainTexturePreview (terrainhandlers.cpp:211)
    msg = (unavailable)
    msg = 0x010F7AEC ->
        
            (AtlasMessage::IMessage)
            m_Semaphore = 0x00AE95E8

        name =
            buf = 0x4D354638 -> "aegean_grass_dirt_03"
            length = 21 (0x00000015)

        imageWidth =
            m = 120 (0x00000078)

        imageHeight =
            m = 40 (0x00000028)

        preview =
            m =
                name =
                    buf = 0x00000000
                    length = 0 (0x00000000)

                loaded =
                    m = false

                imageWidth =
                    m = 289 (0x00000121)

                imageHeight =
                    m = 105137664 (0x06444600)

                imageData =
                    array = 0x00000000
                    size = 0 (0x00000000)




    tex = (unavailable - internal error)


AtlasMessage::fGetTerrainTexturePreview_wrapper (terrainhandlers.cpp:209)
    msg = (unavailable)
    msg = 0x010F7AEC (see above)

MessagePasserImpl::Query (messagepasserimpl.cpp:68)
    this = (unavailable - internal error)

    msg = (unavailable)
    msg = 0x010F7AEC (see above)
    __formal = 0x00000000
    it = (unavailable)

Atlas_StartWindow (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Ordinal2713 (:0)

CallWindowProcW (:0)

DispatchMessageW (:0)

EndDialog (:0)

EndDialog (:0)

DialogBoxIndirectParamAorW (:0)

DialogBoxParamW (:0)

sys_display_error (wsysdep.cpp:339)
    text = 0x00BB4F88 -> "Assertion failed: "ms_singleton"
Location: singleton.h:51 (Singleton<class CTerrainTextureManager>::GetSingleton)

Call stack:

AtlasMessage::fGetTerrainTexturePreview (terrainhandlers.cpp:211)
    msg = (unavailable)
    msg = 0x010F7AEC ->
        
            (AtlasMessage::IMessage)
            m_Semaphore = 0x00AE95E8

        name =
            buf = 0x4D354638 -> "aegean_grass_dirt_03"
            length = 21 (0x00000015)

        imageWidth =
            m = 120 (0x00000078)
..."
    flags = 6 (0x00000006)
    hInstance = (unavailable)
    params = { text = 0x00BB4F88 (see above), flags = 6 (0x00000006) }
    ret = (unavailable - internal error)

    isQuitPending = (unavailable)
    hWndParent = (unavailable - internal error)

    msg =
        hwnd = 0x00BC159A (..)
        message = 236791 (0x00039CF7)
        wParam = 11861344 (0x00B4FD60)
        lParam = 0 (0x00000000)
        time = 12275592 (0x00BB4F88)
        pt = { x = 6 (0x00000006), y = 17793732 (0x010F82C4) }


debug_DisplayError (debug.cpp:460)
    description = 0x010F8B58 -> "Assertion failed: "ms_singleton""
    description = 0x010F8B58 (see above)
    flags = 4 (0x00000004)
    context = 0x010F8340
    context = 0x010F8340 (see above)
    lastFuncToSkip = 0x00B4FE4C -> "debug_OnAssertionFailure"
    lastFuncToSkip = 0x00B4FE4C (see above)
    pathname = 0x00B140E0 -> "e:\jenkins\workspace\vs2015-autobuild\source\ps\singleton.h"
    line = 51 (0x00000033)
    func = 0x00B36EC0 -> "Singleton<class CTerrainTextureManager>::GetSingleton"
    suppress = 0x00BB4420 -> 0 (0x00000000)
    suppress = 0x00BB4420 (see above)
    text = (unavailable)
    filename = 0x00B14140 -> "singleton.h"

debug_OnAssertionFailure (debug.cpp:548)
    expr = (unavailable)
    expr = (unavailable)
    suppress = 0x00000000
    suppress = (unavailable)
    file = 0x00000000
    file = (unavailable)
    line = (unavailable)
    func = (unavailable)
    func = (unavailable)
    buf = "singleton""
    context = [2048]
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00) ...

AtlasMessage::fGetTerrainTexturePreview (terrainhandlers.cpp:211)
    msg = (unavailable)
    msg = 0x010F906C ->
        
            (AtlasMessage::IMessage)
            m_Semaphore = 0x00AE95E8 (see above)

        name =
            buf = 0x4D354558 -> "aegean_grass_dirt_03"
            length = 21 (0x00000015)

        imageWidth =
            m = 120 (0x00000078)

        imageHeight =
            m = 40 (0x00000028)

        preview =
            m =
                name =
                    buf = 0x00000000
                    length = 0 (0x00000000)

                loaded =
                    m = false

                imageWidth =
                    m = 289 (0x00000121)

                imageHeight =
                    m = 105137664 (0x06444600)

                imageData =
                    array = 0x00000000
                    size = 0 (0x00000000)




    tex = (unavailable - internal error)


AtlasMessage::fGetTerrainTexturePreview_wrapper (terrainhandlers.cpp:209)
    msg = (unavailable)
    msg = 0x010F906C (see above)

MessagePasserImpl::Query (messagepasserimpl.cpp:68)
    this = (unavailable - internal error)

    msg = (unavailable)
    msg = 0x010F906C (see above)
    __formal = 0x00000000
    it = (unavailable)

Atlas_StartWindow (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Ordinal2713 (:0)

CallWindowProcW (:0)

DispatchMessageW (:0)

EndDialog (:0)

EndDialog (:0)

DialogBoxIndirectParamAorW (:0)

DialogBoxParamW (:0)

sys_display_error (wsysdep.cpp:339)
    text = 0x00BB4F88 (see above)
    flags = 6 (0x00000006)
    hInstance = (unavailable)
    params = { text = 0x00BB4F88 (see above), flags = 6 (0x00000006) }
    ret = (unavailable - internal error)

    isQuitPending = (unavailable)
    hWndParent = (unavailable - internal error)

    msg =
        hwnd = 0x00BBFA06 (..)
        message = 240321 (0x0003AAC1)
        wParam = 11861344 (0x00B4FD60)
        lParam = 0 (0x00000000)
        time = 12275592 (0x00BB4F88)
        pt = { x = 6 (0x00000006), y = 17799236 (0x010F9844) }


debug_DisplayError (debug.cpp:460)
    description = 0x010FA0D8 -> "Assertion failed: "ms_singleton""
    description = 0x010FA0D8 (see above)
    flags = 4 (0x00000004)
    context = 0x010F98C0
    context = 0x010F98C0 (see above)
    lastFuncToSkip = 0x00B4FE4C (see above)
    lastFuncToSkip = 0x00B4FE4C (see above)
    pathname = 0x00B140E0 (see above)
    line = 51 (0x00000033)
    func = 0x00B36EC0 (see above)
    suppress = 0x00BB4420 (see above)
    suppress = 0x00BB4420 (see above)
    text = (unavailable)
    filename = 0x00B14140 (see above)

debug_OnAssertionFailure (debug.cpp:548)
    expr = (unavailable)
    expr = (unavailable)
    suppress = 0x00000000
    suppress = (unavailable)
    file = 0x00000000
    file = (unavailable)
    line = (unavailable)
    func = (unavailable)
    func = (unavailable)
    buf = "singleton""
    context = [2048]
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00) ...

AtlasMessage::fGetTerrainTexturePreview (terrainhandlers.cpp:211)
    msg = (unavailable)
    msg = 0x010FA5EC ->
        
            (AtlasMessage::IMessage)
            m_Semaphore = 0x00AE95E8 (see above)

        name =
            buf = 0x4D354280 -> "aegean_grass_dirt_03"
            length = 21 (0x00000015)

        imageWidth =
            m = 120 (0x00000078)

        imageHeight =
            m = 40 (0x00000028)

        preview =
            m =
                name =
                    buf = 0x00000000
                    length = 0 (0x00000000)

                loaded =
                    m = false

                imageWidth =
                    m = 289 (0x00000121)

                imageHeight =
                    m = 105137664 (0x06444600)

                imageData =
                    array = 0x00000000
                    size = 0 (0x00000000)




    tex = (unavailable - internal error)


AtlasMessage::fGetTerrainTexturePreview_wrapper (terrainhandlers.cpp:209)
    msg = (unavailable)
    msg = 0x010FA5EC (see above)

MessagePasserImpl::Query (messagepasserimpl.cpp:68)
    this = (unavailable - internal error)

    msg = (unavailable)
    msg = 0x010FA5EC (see above)
    __formal = 0x00000000
    it = (unavailable)

Atlas_StartWindow (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Ordinal2713 (:0)

CallWindowProcW (:0)

DispatchMessageW (:0)

EndDialog (:0)

EndDialog (:0)

DialogBoxIndirectParamAorW (:0)

DialogBoxParamW (:0)

sys_display_error (wsysdep.cpp:339)
    text = 0x00BB4F88 (see above)
    flags = 6 (0x00000006)
    hInstance = (unavailable)
    params = { text = 0x00BB4F88 (see above), flags = 6 (0x00000006) }
    ret = (unavailable - internal error)

    isQuitPending = (unavailable)
    hWndParent = (unavailable - internal error)

    msg =
        hwnd = 0x00BBDE72 (..)
        message = 243851 (0x0003B88B)
        wParam = 11861344 (0x00B4FD60)
        lParam = 0 (0x00000000)
        time = 12275592 (0x00BB4F88)
        pt = { x = 6 (0x00000006), y = 17804740 (0x010FADC4) }


debug_DisplayError (debug.cpp:460)
    description = 0x010FB658 -> "Assertion failed: "ms_singleton""
    description = 0x010FB658 (see above)
    flags = 4 (0x00000004)
    context = 0x010FAE40
    context = 0x010FAE40 (see above)
    lastFuncToSkip = 0x00B4FE4C (see above)
    lastFuncToSkip = 0x00B4FE4C (see above)
    pathname = 0x00B140E0 (see above)
    line = 51 (0x00000033)
    func = 0x00B36EC0 (see above)
    suppress = 0x00BB4420 (see above)
    suppress = 0x00BB4420 (see above)
    text = (unavailable)
    filename = 0x00B14140 (see above)

debug_OnAssertionFailure (debug.cpp:548)
    expr = (unavailable)
    expr = (unavailable)
    suppress = 0x00000000
    suppress = (unavailable)
    file = 0x00000000
    file = (unavailable)
    line = (unavailable)
    func = (unavailable)
    func = (unavailable)
    buf = "singleton""
    context = [2048]
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00) ...

AtlasMessage::fGetTerrainTexturePreview (terrainhandlers.cpp:211)
    msg = (unavailable)
    msg = 0x010FBB6C ->
        
            (AtlasMessage::IMessage)
            m_Semaphore = 0x74A780DD

        name =
            buf = 0x4D354210 -> "aegean_grass_dirt_03"
            length = 21 (0x00000015)

        imageWidth =
            m = 120 (0x00000078)

        imageHeight =
            m = 40 (0x00000028)

        preview =
            m =
                name =
                    buf = 0x00000000
                    length = 0 (0x00000000)

                loaded =
                    m = false

                imageWidth =
                    m = 289 (0x00000121)

                imageHeight =
                    m = 105137664 (0x06444600)

                imageData =
                    array = 0x00000000
                    size = 0 (0x00000000)




    tex = (unavailable - internal error)


AtlasMessage::fGetTerrainTexturePreview_wrapper (terrainhandlers.cpp:209)
    msg = (unavailable)
    msg = 0x010FBB6C (see above)

MessagePasserImpl::Query (messagepasserimpl.cpp:68)
    this = (unavailable - internal error)

    msg = (unavailable)
    msg = 0x010FBB6C (see above)
    __formal = 0x00000000
    it = (unavailable)

Atlas_StartWindow (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Ordinal2713 (:0)

CallWindowProcW (:0)

DispatchMessageW (:0)

EndDialog (:0)

EndDialog (:0)

DialogBoxIndirectParamAorW (:0)

DialogBoxParamW (:0)

sys_display_error (wsysdep.cpp:339)
    text = 0x00BB4F88 (see above)
    flags = 6 (0x00000006)
    hInstance = (unavailable)
    params = { text = 0x00BB4F88 (see above), flags = 6 (0x00000006) }
    ret = (unavailable - internal error)

    isQuitPending = (unavailable)
    hWndParent = (unavailable - internal error)

    msg =
        hwnd = 0x00BBC2F6 (..)
        message = 247369 (0x0003C649)
        wParam = 11861344 (0x00B4FD60)
        lParam = 0 (0x00000000)
        time = 12275592 (0x00BB4F88)
        pt = { x = 6 (0x00000006), y = 17810244 (0x010FC344) }


debug_DisplayError (debug.cpp:460)
    description = 0x010FCBD8 -> "Assertion failed: "ms_singleton""
    description = 0x010FCBD8 (see above)
    flags = 4 (0x00000004)
    context = 0x010FC3C0
    context = 0x010FC3C0 (see above)
    lastFuncToSkip = 0x00B4FE4C (see above)
    lastFuncToSkip = 0x00B4FE4C (see above)
    pathname = 0x00B140E0 (see above)
    line = 51 (0x00000033)
    func = 0x00B36EC0 (see above)
    suppress = 0x00BB4420 (see above)
    suppress = 0x00BB4420 (see above)
    text = (unavailable)
    filename = 0x00B14140 (see above)

debug_OnAssertionFailure (debug.cpp:548)
    expr = (unavailable)
    expr = (unavailable)
    suppress = 0x00000000
    suppress = (unavailable)
    file = 0x00000000
    file = (unavailable)
    line = (unavailable)
    func = (unavailable)
    func = (unavailable)
    buf = "singleton""
    context = [2048]
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00) ...

AtlasMessage::fGetTerrainTexturePreview (terrainhandlers.cpp:211)
    msg = (unavailable)
    msg = 0x010FD0EC ->
        
            (AtlasMessage::IMessage)
            m_Semaphore = 0x0200FFFE

        name =
            buf = 0x4D3544E8 -> "aegean_grass_dirt_03"
            length = 21 (0x00000015)

        imageWidth =
            m = 120 (0x00000078)

        imageHeight =
            m = 40 (0x00000028)

        preview =
            m =
                name =
                    buf = 0x00000000
                    length = 0 (0x00000000)

                loaded =
                    m = (bool)0x30

                imageWidth =
                    m = 1757022131 (0x68BA07B3)

                imageHeight =
                    m = 32 (0x00000020)

                imageData =
                    array = 0x00000000
                    size = 0 (0x00000000)




    tex = (unavailable - internal error)


AtlasMessage::fGetTerrainTexturePreview_wrapper (terrainhandlers.cpp:209)
    msg = (unavailable)
    msg = 0x010FD0EC (see above)

MessagePasserImpl::Query (messagepasserimpl.cpp:68)
    this = (unavailable - internal error)

    msg = (unavailable)
    msg = 0x010FD0EC (see above)
    __formal = 0x00000000
    it = (unavailable)

Atlas_StartWindow (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Ordinal2713 (:0)

CallWindowProcW (:0)

DispatchMessageW (:0)

EndDialog (:0)

EndDialog (:0)

DialogBoxIndirectParamAorW (:0)

DialogBoxParamW (:0)

sys_display_error (wsysdep.cpp:339)
    text = 0x00BB4F88 (see above)
    flags = 6 (0x00000006)
    hInstance = (unavailable)
    params = { text = 0x00BB4F88 (see above), flags = 6 (0x00000006) }
    ret = (unavailable - internal error)

    isQuitPending = (unavailable)
    hWndParent = (unavailable - internal error)

    msg =
        hwnd = 0x00BBA27C (..)
        message = 251526 (0x0003D686)
        wParam = 11861344 (0x00B4FD60)
        lParam = 0 (0x00000000)
        time = 12275592 (0x00BB4F88)
        pt = { x = 6 (0x00000006), y = 17815748 (0x010FD8C4) }


debug_DisplayError (debug.cpp:460)
    description = 0x010FE158 -> "Assertion failed: "ms_singleton""
    description = 0x010FE158 (see above)
    flags = 4 (0x00000004)
    context = 0x010FD940
    context = 0x010FD940 (see above)
    lastFuncToSkip = 0x00B4FE4C (see above)
    lastFuncToSkip = 0x00B4FE4C (see above)
    pathname = 0x00B140E0 (see above)
    line = 51 (0x00000033)
    func = 0x00B36EC0 (see above)
    suppress = 0x00BB4420 (see above)
    suppress = 0x00BB4420 (see above)
    text = (unavailable)
    filename = 0x00B14140 (see above)

debug_OnAssertionFailure (debug.cpp:548)
    expr = (unavailable)
    expr = (unavailable)
    suppress = 0x00000000
    suppress = (unavailable)
    file = 0x00000000
    file = (unavailable)
    line = (unavailable)
    func = (unavailable)
    func = (unavailable)
    buf = "singleton""
    context = [2048]
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00)
        0 (0x00) ...

AtlasMessage::fGetTerrainTexturePreview (terrainhandlers.cpp:211)
    msg = (unavailable)
    msg = 0x010FE66C ->
        
            (AtlasMessage::IMessage)
            m_Semaphore = 0x00AE95E8 (see above)

        name =
            buf = 0x4D353918 -> "aegean_grass_dirt_03"
            length = 21 (0x00000015)

        imageWidth =
            m = 120 (0x00000078)

        imageHeight =
            m = 40 (0x00000028)

        preview =
            m =
                name =
                    buf = 0x00000000
                    length = 0 (0x00000000)

                loaded =
                    m = (bool)0x50

                imageWidth =
                    m = 2001948304 (0x77534E90)

                imageHeight =
                    m = 3016886962 (0xB3D20AB2)

                imageData =
                    array = 0x00000000
                    size = 0 (0x00000000)




    tex = (unavailable - internal error)


AtlasMessage::fGetTerrainTexturePreview_wrapper (terrainhandlers.cpp:209)
    msg = (unavailable)
    msg = 0x010FE66C (see above)

MessagePasserImpl::Query (messagepasserimpl.cpp:68)
    this = (unavailable - internal error)

    msg = (unavailable)
    msg = 0x010FE66C (see above)
    __formal = 0x00000000
    it = (unavailable)

Atlas_StartWindow (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Ordinal2713 (:0)

CallWindowProcW (:0)

DispatchMessageW (:0)

IsDialogMessageW (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_GLSwapBuffers (:0)

Atlas_StartWindow (:0)

BeginAtlas (gameloop.cpp:136)
    args = 0x010FF814 ->
        m_Args = (unsupported vector<pair<CStr8,CStr8> >)
        m_Arg0 =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = [8] { 92 ('\'), 195, 0, 0, 0, 0, 0, 0 }

        m_ArgsWithoutName = (unsupported vector<CStr8 >)

    dll = (unavailable)
    dll = 0x00BB3B84 ->
        m_Name = 0x00B30354 -> "AtlasUI"
        m_Handle = 0x68A10000
        m_LoadErrorLogMethod = Normal

    msgPasser =
        (AtlasMessage::MessagePasser)
        m_Trace = false

    paths =
        m_root =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 92 ('\')

        m_rdata =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 92 ('\')

        m_gameData =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 92 ('\')

        m_userData =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 92 ('\')

        m_config =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 92 ('\')

        m_cache =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 92 ('\')

        m_logs =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 92 ('\')



ATLAS_RunIfOnCmdLine (atlas.cpp:77)
    args = (unavailable)
    args = (unavailable)
    force = (unavailable)

RunGameOrAtlas (main.cpp:573)
    argc = 2 (0x00000002)
    argv = 0x03400008 -> 0x03400028 -> "E:\Z\0AD_26\binaries\system\pyrogenesis.exe"
    isNonVisualReplay = false
    flags = (unavailable - internal error)

    args =
        m_Args = (unsupported vector<pair<CStr8,CStr8> >)
        m_Arg0 =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 92 ('\')

        m_ArgsWithoutName = (unsupported vector<CStr8 >)

    isNonVisual = false
    isUsingRLInterface = false
    scriptEngine =
        (Singleton<ScriptEngine>)
        m_Contexts = (unsupported list<JSContext const * >)

    res = (unavailable - internal error)

    isVisualReplay = false
    modsToInstall = (unsupported vector<Path >)
    replayFile =
        path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
        separator = 47 ('/')

    <begin>$L0 = 0x00000000
    <end>$L0 = 0x00000000
    modPath =
        path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
        separator = 203

    paths =
        m_root =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 0

        m_rdata =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 63212

        m_gameData =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 12640

        m_userData =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 8

        m_config =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 8

        m_cache =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 12288

        m_logs =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 80 ('P')


    replay =
        m_Stream = (unavailable - internal error)


    builder =
        m_VFS = (shared_ptr<IVFS>)
        m_Files = (unsupported vector<Path >)
        m_TempDir =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 4128

        m_NumBaseMods = 84480000 (0x05091000)

    paths =
        m_root =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 0

        m_rdata =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 63212

        m_gameData =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 12640

        m_userData =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 8

        m_config =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 8

        m_cache =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 12288

        m_logs =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 80 ('P')


    mod =
        path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
        separator = 49059

    zip =
        path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
        separator = 63808

    mods = (unsupported vector<CStr8 >)
    i = (unavailable - internal error)

    installedMods = (unsupported vector<CStr8 >)
    paths =
        m_root =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 0

        m_rdata =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 63212

        m_gameData =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 12640

        m_userData =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 8

        m_config =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 8

        m_cache =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 12288

        m_logs =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 80 ('P')


    installer =
        m_VFS = (shared_ptr<IVFS>)
        m_ModsDir =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 69 ('E')

        m_TempDir =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 1

        m_CacheDir =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 2

        m_InstalledMods = (unsupported vector<CStr8 >)

    modInterface =
        m_CmptPrivate =
            pScriptInterface = (unavailable - internal error)

            pCBData = (unavailable - internal error)


        m = (unique_ptr<ScriptInterface_impl,default_delete<ScriptInterface_impl> >)
        m_CustomObjectTypes = (unsupported map<basic_string<char,char_traits<char> >,ScriptInterface::CustomType >)

    <end>$L1 = (unavailable - internal error)

    <begin>$L1 = (unavailable - internal error)

    result = (unavailable - internal error)

    g_Profiler2 =
        m_Initialised = (unavailable - internal error)

        m_FrameNumber = (unavailable - internal error)

        m_MgContext = (unavailable - internal error)

        m_GPU = (unavailable - internal error)

        m_Mutex = (mutex)
        m_Threads = (unsupported vector<unique_ptr<CProfiler2::ThreadStorage,default_delete<CProfiler2::ThreadStorage> > >)

    g_Game = (unavailable - internal error)

    g_NetClient = (unavailable - internal error)

    g_Shutdown = (unavailable - internal error)


SDL_main (main.cpp:739)
    argc = 2 (0x00000002)
    argv = 0x03400008 (see above)

main_getcmdline (sdl_windows_main.c:74)
    argvw = (unavailable)
    argc = (unavailable)

__scrt_common_main_seh (exe_common.inl:288)
    has_cctor = false
    main_result = (unavailable - internal error)

    tls_init_callback = (unavailable - internal error)

    is_nested = false
    tls_dtor_callback = (unavailable - internal error)

    main_result = 0 (0x00000000)
    __scrt_current_native_startup_state = (unavailable - internal error)


CallStartupWithinTryBlock (wseh.cpp:363)
    ret = (unavailable)
    ret = 0 (0x00000000)

RtlInitializeExceptionChain (:0)

RtlClearBits (:0)


errno = 42 (?)
OS error = 0 (no error code was set)



====================================

SVN Revision: 27104

Engine Version: 0.0.26

System info:

(generated 2023-09-09 08:05:52 UTC)

OS             : Win11  (10.0.22621)
CPU            : x64, 12th Gen Intel Core i7-12700H, 2.69 GHz
Memory         : 32768 MiB; 22897 MiB free
Video Card     : NVIDIA NVIDIA GeForce RTX 3070 Ti Laptop GPU/PCIe/SSE2
Video Driver   : 4.6.0 NVIDIA 532.09 nvoglv32.dll (31.0.15.3209)
Video Mode     : 1920x1080:24
Sound Card     : OpenAL Soft on Speakers (Realtek(R) Audio);
Sound Drivers  : 1.1 ALSOFT 1.21.0

Backend Extensions:

GL_AMD_multi_draw_indirect
GL_AMD_seamless_cubemap_per_texture
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_1_compatibility
GL_ARB_ES3_2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_bindless_texture
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_compute_variable_group_size
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
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_enhanced_layouts
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_fragment_shader_interlock
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_get_texture_sub_image
GL_ARB_gl_spirv
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_gpu_shader_int64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_indirect_parameters
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_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_polygon_offset_clamp
GL_ARB_post_depth_coverage
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sample_locations
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counter_ops
GL_ARB_shader_atomic_counters
GL_ARB_shader_ballot
GL_ARB_shader_bit_encoding
GL_ARB_shader_clock
GL_ARB_shader_draw_parameters
GL_ARB_shader_group_vote
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_image_samples
GL_ARB_shader_texture_lod
GL_ARB_shader_viewport_layer_array
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_sparse_buffer
GL_ARB_sparse_texture
GL_ARB_sparse_texture2
GL_ARB_sparse_texture_clamp
GL_ARB_spirv_extensions
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_barrier
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_filter_anisotropic
GL_ARB_texture_filter_minmax
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
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_stencil8
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_transform_feedback_overflow_query
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_10f_11f_11f_rev
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_EXTX_framebuffer_mixed_formats
GL_EXT_Cg_shader
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_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_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_import_sync_object
GL_EXT_memory_object
GL_EXT_memory_object_win32
GL_EXT_multi_draw_arrays
GL_EXT_multiview_texture_multisample
GL_EXT_multiview_timer_query
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_polygon_offset_clamp
GL_EXT_post_depth_coverage
GL_EXT_provoking_vertex
GL_EXT_raster_multisample
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_semaphore
GL_EXT_semaphore_win32
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_formatted
GL_EXT_shader_image_load_store
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_sparse_texture2
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_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_filter_minmax
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_sRGB
GL_EXT_texture_sRGB_R8
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shadow_lod
GL_EXT_texture_shared_exponent
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_win32_keyed_mutex
GL_EXT_window_rectangles
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent
GL_KHR_context_flush_control
GL_KHR_debug
GL_KHR_no_error
GL_KHR_parallel_shader_compile
GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness
GL_KHR_shader_subgroup
GL_KTX_buffer_region
GL_NVX_blend_equation_advanced_multi_draw_buffers
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_NVX_gpu_multicast2
GL_NVX_linked_gpu_multicast
GL_NVX_multigpu_info
GL_NVX_nvenc_interop
GL_NVX_progress_fence
GL_NV_ES1_1_compatibility
GL_NV_ES3_1_compatibility
GL_NV_alpha_to_coverage_dither_control
GL_NV_bindless_multi_draw_indirect
GL_NV_bindless_multi_draw_indirect_count
GL_NV_bindless_texture
GL_NV_blend_equation_advanced
GL_NV_blend_equation_advanced_coherent
GL_NV_blend_minmax_factor
GL_NV_blend_square
GL_NV_clip_space_w_scaling
GL_NV_command_list
GL_NV_compute_program5
GL_NV_compute_shader_derivatives
GL_NV_conditional_render
GL_NV_conservative_raster
GL_NV_conservative_raster_dilate
GL_NV_conservative_raster_pre_snap
GL_NV_conservative_raster_pre_snap_triangles
GL_NV_conservative_raster_underestimation
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_draw_vulkan_image
GL_NV_explicit_multisample
GL_NV_feature_query
GL_NV_fence
GL_NV_fill_rectangle
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_coverage_to_color
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_fragment_shader_barycentric
GL_NV_fragment_shader_interlock
GL_NV_framebuffer_mixed_samples
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_geometry_shader_passthrough
GL_NV_gpu_multicast
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_internalformat_sample_query
GL_NV_light_max_exponent
GL_NV_memory_attachment
GL_NV_memory_object_sparse
GL_NV_mesh_shader
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_path_rendering_shared_edge
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_primitive_shading_rate
GL_NV_query_resource
GL_NV_query_resource_tag
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_representative_fragment_test
GL_NV_sample_locations
GL_NV_sample_mask_override_coverage
GL_NV_scissor_exclusive
GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float
GL_NV_shader_atomic_float64
GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64
GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object
GL_NV_shader_subgroup_partitioned
GL_NV_shader_texture_footprint
GL_NV_shader_thread_group
GL_NV_shader_thread_shuffle
GL_NV_shading_rate_image
GL_NV_stereo_view_rendering
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_dirty_tile_map
GL_NV_texture_env_combine4
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_rectangle_compressed
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_timeline_semaphore
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_uniform_buffer_std430_layout
GL_NV_uniform_buffer_unified_memory
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_NV_viewport_array2
GL_NV_viewport_swizzle
GL_OVR_multiview
GL_OVR_multiview2
GL_S3_s3tc
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

SMBIOS:

[Bios]
  vendor: "Alienware"
  version: "1.15.1"
  startSegment: F000
  releaseDate: "07/28/2023"
  flags: pci|plug_and_play|upgradable|shadowing|boot_cd|selectable_boot|edd|int13a|int13b|int13c|int13d|int13e|int13f|int5|int9|int14|int17|int10
  vendorFlags: 130001
  flags1: acpi|usb_legacy|smart_battery
  flags2: bios_boot|function_key_boot|targeted_content_distribution|uefi
  size: 16 MiB

[System]
  manufacturer: "Alienware"
  productName: "Alienware x17 R2"
  version: "1.15.1"
  serialNumber: "JHM8RQ3"
  uuid0: 4D1000484C4C4544
  uuid1: 3351524FC0CA3880
  wakeUpType: power_switch
  skuNumber: "0B28"
  m_Family: "Alienware"

[Baseboard]
  manufacturer: "Alienware"
  product: "04HR81"
  version: "A01"
  serialNumber: ".JHM8RQ3.CNCMK0026K01F9."
  flags: motherboard|replaceable
  location: "NULL"
  hChassis: 3
  type: motherboard

[Chassis]
  manufacturer: "Alienware"
  type: notebook
  version: "Not Specified"
  serialNumber: "JHM8RQ3"
  state: ok
  powerState: ok
  thermalState: ok
  securityStatus: none
  numPowerCords: 1

[Processor]
  socket: "U3E1"
  type: CPU
  m_Family: 198
  manufacturer: "Intel(R) Corporation"
  id: BFEBFBFF000906A3
  version: "12th Gen Intel(R) Core(TM) i7-12700H @ 2.3GHz"
  voltage: 11 dV
  externalClockFrequency: 100 MHz
  maxFrequency: 4700 MHz
  bootFrequency: 4059 MHz
  status: enabled
  upgrade: other
  hL1: 27
  hL2: 28
  hL3: 29
  coresPerPackage: 14
  enabledCores: 14
  logicalPerPackage: 20
  flags: x64|multi_core|ht|execute_protection|enhanced_virtualization|power_control
  family2: 198
  populated: true

[Cache]
  designation: "L1 Cache"
  configuration: enabled
  supportedFlags: synchronous
  currentFlags: synchronous
  ecc: parity
  type: data
  m_Associativity: A12
  level: 1
  location: internal
  mode: write_back
  maxSize: 288 KiB
  installedSize: 288 KiB

[Cache]
  designation: "L1 Cache"
  configuration: enabled
  supportedFlags: synchronous
  currentFlags: synchronous
  ecc: parity
  type: instruction
  m_Associativity: A8
  level: 1
  location: internal
  mode: write_back
  maxSize: 192 KiB
  installedSize: 192 KiB

[Cache]
  designation: "L2 Cache"
  configuration: enabled
  supportedFlags: synchronous
  currentFlags: synchronous
  ecc: single_bit
  type: unified
  m_Associativity: other
  level: 2
  location: internal
  mode: write_back
  maxSize: 7.5 MiB
  installedSize: 7.5 MiB

[Cache]
  designation: "L3 Cache"
  configuration: enabled
  supportedFlags: synchronous
  currentFlags: synchronous
  ecc: multiple_bit
  type: unified
  m_Associativity: A12
  level: 3
  location: internal
  mode: write_back
  maxSize: 24 MiB
  installedSize: 24 MiB

[Cache]
  designation: "L1 Cache"
  configuration: enabled
  supportedFlags: synchronous
  currentFlags: synchronous
  ecc: parity
  type: data
  m_Associativity: A8
  level: 1
  location: internal
  mode: write_back
  maxSize: 256 KiB
  installedSize: 256 KiB

[Cache]
  designation: "L1 Cache"
  configuration: enabled
  supportedFlags: synchronous
  currentFlags: synchronous
  ecc: parity
  type: instruction
  m_Associativity: A8
  level: 1
  location: internal
  mode: write_back
  maxSize: 512 KiB
  installedSize: 512 KiB

[Cache]
  designation: "L2 Cache"
  configuration: enabled
  supportedFlags: synchronous
  currentFlags: synchronous
  ecc: single_bit
  type: unified
  m_Associativity: A16
  level: 2
  location: internal
  mode: write_back
  maxSize: 4 MiB
  installedSize: 4 MiB

[Cache]
  designation: "L3 Cache"
  configuration: enabled
  supportedFlags: synchronous
  currentFlags: synchronous
  ecc: multiple_bit
  type: unified
  m_Associativity: A12
  level: 3
  location: internal
  mode: write_back
  maxSize: 24 MiB
  installedSize: 24 MiB

[SystemSlot]
  designation: "J6B2"
  type: pcie
  busWidth: x16
  usage: in_use
  length: _long
  flags1: v3_3|shared
  flags2: pme
  deviceNumber: 1

[SystemSlot]
  designation: "J6B1"
  type: pcie
  busWidth: x1
  usage: in_use
  length: _short
  id: 1
  flags1: v3_3|shared
  flags2: pme
  deviceNumber: 28
  functionNumber: 3

[SystemSlot]
  designation: "J6D1"
  type: pcie
  busWidth: x1
  usage: in_use
  length: _short
  id: 2
  flags1: v3_3|shared
  flags2: pme
  deviceNumber: 28
  functionNumber: 4

[SystemSlot]
  designation: "J7B1"
  type: pcie
  busWidth: x1
  usage: in_use
  length: _short
  id: 3
  flags1: v3_3|shared
  flags2: pme
  deviceNumber: 28
  functionNumber: 5

[SystemSlot]
  designation: "J8B4"
  type: pcie
  busWidth: x1
  usage: in_use
  length: _short
  id: 4
  flags1: v3_3|shared
  flags2: pme
  deviceNumber: 28
  functionNumber: 6

[MemoryArray]
  location: motherboard
  use: system
  ecc: none
  numDevices: 2
  maxCapacity: 64 GiB

[MemoryDevice]
  hMemoryArray: 13
  totalWidth: 64 bits
  dataWidth: 64 bits
  formFactor: SODIMM
  locator: "ChannelA-DIMM0"
  bank: "BANK 0"
  type: (unknown MemoryDeviceType 34)
  typeFlags: synchronous
  speed: 4800 MHz
  manufacturer: "80AD00000000"
  serialNumber: "8655EEA1"
  assetTag: "9876543210"
  partNumber: "HMCG78MEBSA095N"
  configuredSpeed: 4800 MHz
  size: 16 GiB
  rank: 1

[MemoryDevice]
  hMemoryArray: 13
  totalWidth: 64 bits
  dataWidth: 64 bits
  formFactor: SODIMM
  locator: "ChannelB-DIMM0"
  bank: "BANK 0"
  type: (unknown MemoryDeviceType 34)
  typeFlags: synchronous
  speed: 4800 MHz
  manufacturer: "80AD00000000"
  serialNumber: "8655EF3B"
  assetTag: "9876543210"
  partNumber: "HMCG78MEBSA095N"
  configuredSpeed: 4800 MHz
  size: 16 GiB
  rank: 1

[MemoryArrayMappedAddress]
  hMemoryArray: 13
  partitionWidth: 2
  endAddress: 7FFFFFC00

[MemoryDeviceMappedAddress]
  hMemoryDevice: 14
  hMemoryArrayMappedAddress: 16
  partitionRowPosition: 1
  interleavePosition: 1
  interleavedDataDepth: 1
  endAddress: 3FFFFFC00

[MemoryDeviceMappedAddress]
  hMemoryDevice: 15
  hMemoryArrayMappedAddress: 16
  partitionRowPosition: 1
  interleavePosition: 2
  interleavedDataDepth: 1
  startAddress: 400000000
  endAddress: 7FFFFFC00

[PortableBattery]
  location: "Location of the battery"
  manufacturer: "BYD"
  deviceName: "DELL NR6MH21N"
  chemistry: unknown
  capacity: 8700 mWh
  voltage: 11400 mV
  sbdsVersion: "SBDS Version Number"
  maxError: 100%
  sbdsSerialNumber: 233
  sbdsDate: 21559
  sbdsChemistry: "SBDS Device Chemistry"
  capacityMultiplier: 10
  oemSpecific: 769

[SystemBoot]
  status: no_error

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 1
  enabled: true

[OnboardDevices2]
  referenceDesignation: "Onboard - Video"
  type: video
  instance: 1
  enabled: true
  deviceNumber: 2

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 2
  enabled: true
  deviceNumber: 4

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 3
  enabled: true
  deviceNumber: 6

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 4
  enabled: true
  deviceNumber: 10

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 5
  enabled: true
  deviceNumber: 13

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 6
  enabled: true
  deviceNumber: 13
  functionNumber: 2

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 7
  enabled: true
  deviceNumber: 14

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 8
  enabled: true
  deviceNumber: 18

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 9
  enabled: true
  deviceNumber: 18
  functionNumber: 6

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 10
  enabled: true
  deviceNumber: 20

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 11
  enabled: true
  deviceNumber: 20
  functionNumber: 2

[OnboardDevices2]
  referenceDesignation: "Onboard - Ethernet"
  type: ethernet
  instance: 1
  enabled: true
  deviceNumber: 20
  functionNumber: 3

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 12
  enabled: true
  deviceNumber: 21

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 13
  enabled: true
  deviceNumber: 22

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 14
  enabled: true
  deviceNumber: 31

[OnboardDevices2]
  referenceDesignation: "Onboard - Sound"
  type: sound
  instance: 1
  enabled: true
  deviceNumber: 31
  functionNumber: 3

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 15
  enabled: true
  deviceNumber: 31
  functionNumber: 4

[OnboardDevices2]
  referenceDesignation: "Onboard - Other"
  type: other
  instance: 16
  enabled: true
  deviceNumber: 31
  functionNumber: 5



====================================

Main log:

<!DOCTYPE html>
<meta charset="utf-8">
<title>Pyrogenesis Log</title>
<style>body { background: #eee; color: black; font-family: sans-serif; } p { background: white; margin: 3px 0 3px 0; } .error { color: red; } .warning { color: blue; }</style>
<h2>0 A.D. (0.0.26) Main log</h2>
<p>Loading config file "config/default.cfg"</p>
<p>Loaded config string "windowed" = "false"</p>
<p>Loaded config string "borderless.fullscreen" = "true"</p>
<p>Loaded config string "borderless.window" = "false"</p>
<p>Loaded config string "showdetailedtooltips" = "false"</p>
<p>Loaded config string "pauseonfocusloss" = "true"</p>
<p>Loaded config string "persistmatchsettings" = "true"</p>
<p>Loaded config string "multiplayerserver" = "127.0.0.1"</p>
<p>Loaded config string "xres" = "0"</p>
<p>Loaded config string "yres" = "0"</p>
<p>Loaded config string "bpp" = "0"</p>
<p>Loaded config string "display" = "0"</p>
<p>Loaded config string "hidpi" = "false"</p>
<p>Loaded config string "forceglversion" = "false"</p>
<p>Loaded config string "forceglprofile" = "compatibility"</p>
<p>Loaded config string "forceglmajorversion" = "3"</p>
<p>Loaded config string "forceglminorversion" = "3"</p>
<p>Loaded config string "screenshot.tiles" = "8"</p>
<p>Loaded config string "screenshot.tilewidth" = "480"</p>
<p>Loaded config string "screenshot.tileheight" = "270"</p>
<p>Loaded config string "macmouse" = "false"</p>
<p>Loaded config string "renderactors" = "true"</p>
<p>Loaded config string "watereffects" = "true"</p>
<p>Loaded config string "waterfancyeffects" = "false"</p>
<p>Loaded config string "waterrealdepth" = "true"</p>
<p>Loaded config string "waterrefraction" = "true"</p>
<p>Loaded config string "waterreflection" = "true"</p>
<p>Loaded config string "shadows" = "true"</p>
<p>Loaded config string "shadowquality" = "0"</p>
<p>Loaded config string "shadowpcf" = "true"</p>
<p>Loaded config string "shadowscascadecount" = "1"</p>
<p>Loaded config string "shadowscascadedistanceratio" = "1.7"</p>
<p>Loaded config string "shadowscutoffdistance" = "300.0"</p>
<p>Loaded config string "shadowscovermap" = "false"</p>
<p>Loaded config string "vsync" = "false"</p>
<p>Loaded config string "particles" = "true"</p>
<p>Loaded config string "fog" = "true"</p>
<p>Loaded config string "silhouettes" = "true"</p>
<p>Loaded config string "showsky" = "true"</p>
<p>Loaded config string "gl.checkerrorafterswap" = "false"</p>
<p>Loaded config string "cursorbackend" = "sdl"</p>
<p>Loaded config string "rendererbackend" = "gl"</p>
<p>Loaded config string "renderer.backend.debugcontext" = "false"</p>
<p>Loaded config string "renderer.backend.debugmessages" = "false"</p>
<p>Loaded config string "renderer.backend.debuglabels" = "false"</p>
<p>Loaded config string "renderer.backend.debugscopedlabels" = "false"</p>
<p>Loaded config string "renderpath" = "default"</p>
<p>Loaded config string "textures.quality" = "2"</p>
<p>Loaded config string "textures.maxanisotropy" = "2"</p>
<p>Loaded config string "gpuskinning" = "false"</p>
<p>Loaded config string "smoothlos" = "true"</p>
<p>Loaded config string "postproc" = "true"</p>
<p>Loaded config string "antialiasing" = "disabled"</p>
<p>Loaded config string "sharpening" = "disabled"</p>
<p>Loaded config string "sharpness" = "0.3"</p>
<p>Loaded config string "max_actor_quality" = "200"</p>
<p>Loaded config string "variant_diversity" = "full"</p>
<p>Loaded config string "materialmgr.quality" = "10.0"</p>
<p>Loaded config string "skycolor" = "0 0 0"</p>
<p>Found config header 'adaptivefps'</p>
<p>Loaded config string "adaptivefps.session" = "60"</p>
<p>Loaded config string "adaptivefps.menu" = "60"</p>
<p>Found config header 'profiler2'</p>
<p>Loaded config string "profiler2.server" = "127.0.0.1"</p>
<p>Loaded config string "profiler2.server.port" = "8000"</p>
<p>Loaded config string "profiler2.server.threads" = "6"</p>
<p>Found config header 'hotkey'</p>
<p>Loaded config string "hotkey.exit" = (empty)</p>
<p>Loaded config string "hotkey.cancel" = "Escape"</p>
<p>Loaded config string "hotkey.confirm" = "Return"</p>
<p>Loaded config string "hotkey.pause" = "Pause", "Shift+Space"</p>
<p>Loaded config string "hotkey.screenshot" = "F2"</p>
<p>Loaded config string "hotkey.bigscreenshot" = "Shift+F2"</p>
<p>Loaded config string "hotkey.togglefullscreen" = "Alt+Return"</p>
<p>Loaded config string "hotkey.screenshot.watermark" = "Alt+K"</p>
<p>Loaded config string "hotkey.wireframe" = "Alt+Shift+W"</p>
<p>Loaded config string "hotkey.silhouettes" = "Alt+Shift+S"</p>
<p>Loaded config string "hotkey.summary" = "Ctrl+Tab"</p>
<p>Loaded config string "hotkey.lobby" = "Alt+L"</p>
<p>Loaded config string "hotkey.structree" = "Alt+Shift+T"</p>
<p>Loaded config string "hotkey.civinfo" = "Alt+Shift+H"</p>
<p>Loaded config string "hotkey.copy" = "Ctrl+C"</p>
<p>Loaded config string "hotkey.paste" = "Ctrl+V"</p>
<p>Loaded config string "hotkey.cut" = "Ctrl+X"</p>
<p>Loaded config string "hotkey.console.toggle" = "BackQuote", "F9"</p>
<p>Loaded config string "hotkey.fps.toggle" = "Alt+F"</p>
<p>Loaded config string "hotkey.realtime.toggle" = "Alt+T"</p>
<p>Loaded config string "hotkey.timeelapsedcounter.toggle" = "F12"</p>
<p>Loaded config string "hotkey.ceasefirecounter.toggle" = (empty)</p>
<p>Loaded config string "hotkey.chat" = "Return"</p>
<p>Loaded config string "hotkey.teamchat" = "T"</p>
<p>Loaded config string "hotkey.privatechat" = "L"</p>
<p>Loaded config string "hotkey.quicksave" = "Shift+F5"</p>
<p>Loaded config string "hotkey.quickload" = "Shift+F8"</p>
<p>Found config header 'hotkey.camera'</p>
<p>Loaded config string "hotkey.camera.reset" = "R"</p>
<p>Loaded config string "hotkey.camera.follow" = "F"</p>
<p>Loaded config string "hotkey.camera.rallypointfocus" = (empty)</p>
<p>Loaded config string "hotkey.camera.lastattackfocus" = "Space"</p>
<p>Loaded config string "hotkey.camera.zoom.in" = "Plus", "NumPlus"</p>
<p>Loaded config string "hotkey.camera.zoom.out" = "Minus", "NumMinus"</p>
<p>Loaded config string "hotkey.camera.zoom.wheel.in" = "WheelUp"</p>
<p>Loaded config string "hotkey.camera.zoom.wheel.out" = "WheelDown"</p>
<p>Loaded config string "hotkey.camera.rotate.up" = "Ctrl+UpArrow", "Ctrl+W"</p>
<p>Loaded config string "hotkey.camera.rotate.down" = "Ctrl+DownArrow", "Ctrl+S"</p>
<p>Loaded config string "hotkey.camera.rotate.cw" = "Ctrl+LeftArrow", "Ctrl+A", "Q"</p>
<p>Loaded config string "hotkey.camera.rotate.ccw" = "Ctrl+RightArrow", "Ctrl+D", "E"</p>
<p>Loaded config string "hotkey.camera.rotate.wheel.cw" = "Shift+WheelUp", "MouseX1"</p>
<p>Loaded config string "hotkey.camera.rotate.wheel.ccw" = "Shift+WheelDown", "MouseX2"</p>
<p>Loaded config string "hotkey.camera.pan" = "MouseMiddle"</p>
<p>Loaded config string "hotkey.camera.left" = "A", "LeftArrow"</p>
<p>Loaded config string "hotkey.camera.right" = "D", "RightArrow"</p>
<p>Loaded config string "hotkey.camera.up" = "W", "UpArrow"</p>
<p>Loaded config string "hotkey.camera.down" = "S", "DownArrow"</p>
<p>Loaded config string "hotkey.camera.scroll.speed.increase" = "Ctrl+Shift+S"</p>
<p>Loaded config string "hotkey.camera.scroll.speed.decrease" = "Ctrl+Alt+S"</p>
<p>Loaded config string "hotkey.camera.rotate.speed.increase" = "Ctrl+Shift+R"</p>
<p>Loaded config string "hotkey.camera.rotate.speed.decrease" = "Ctrl+Alt+R"</p>
<p>Loaded config string "hotkey.camera.zoom.speed.increase" = "Ctrl+Shift+Z"</p>
<p>Loaded config string "hotkey.camera.zoom.speed.decrease" = "Ctrl+Alt+Z"</p>
<p>Found config header 'hotkey.camera.jump'</p>
<p>Loaded config string "hotkey.camera.jump.1" = "F5"</p>
<p>Loaded config string "hotkey.camera.jump.2" = "F6"</p>
<p>Loaded config string "hotkey.camera.jump.3" = "F7"</p>
<p>Loaded config string "hotkey.camera.jump.4" = "F8"</p>
<p>Found config header 'hotkey.camera.jump.set'</p>
<p>Loaded config string "hotkey.camera.jump.set.1" = "Ctrl+F5"</p>
<p>Loaded config string "hotkey.camera.jump.set.2" = "Ctrl+F6"</p>
<p>Loaded config string "hotkey.camera.jump.set.3" = "Ctrl+F7"</p>
<p>Loaded config string "hotkey.camera.jump.set.4" = "Ctrl+F8"</p>
<p>Found config header 'hotkey.profile'</p>
<p>Loaded config string "hotkey.profile.toggle" = "F11"</p>
<p>Loaded config string "hotkey.profile.save" = "Shift+F11"</p>
<p>Found config header 'hotkey.profile2'</p>
<p>Loaded config string "hotkey.profile2.toggle" = "Ctrl+F11"</p>
<p>Found config header 'hotkey.selection'</p>
<p>Loaded config string "hotkey.selection.cancel" = "Esc"</p>
<p>Loaded config string "hotkey.selection.add" = "Shift"</p>
<p>Loaded config string "hotkey.selection.militaryonly" = "Alt"</p>
<p>Loaded config string "hotkey.selection.nonmilitaryonly" = "Alt+Y"</p>
<p>Loaded config string "hotkey.selection.idleonly" = "I"</p>
<p>Loaded config string "hotkey.selection.woundedonly" = "O"</p>
<p>Loaded config string "hotkey.selection.remove" = "Ctrl"</p>
<p>Loaded config string "hotkey.selection.idlebuilder" = "Semicolon"</p>
<p>Loaded config string "hotkey.selection.idleworker" = "Period", "NumDecimal"</p>
<p>Loaded config string "hotkey.selection.idlewarrior" = "Slash", "NumDivide"</p>
<p>Loaded config string "hotkey.selection.idleunit" = "BackSlash"</p>
<p>Loaded config string "hotkey.selection.offscreen" = "Alt"</p>
<p>Loaded config string "hotkey.selection.singleselection" = (empty)</p>
<p>Found config header 'hotkey.selection.group.add'</p>
<p>Loaded config string "hotkey.selection.group.add.1" = "Shift+1", "Shift+Num1"</p>
<p>Loaded config string "hotkey.selection.group.add.2" = "Shift+2", "Shift+Num2"</p>
<p>Loaded config string "hotkey.selection.group.add.3" = "Shift+3", "Shift+Num3"</p>
<p>Loaded config string "hotkey.selection.group.add.4" = "Shift+4", "Shift+Num4"</p>
<p>Loaded config string "hotkey.selection.group.add.5" = "Shift+5", "Shift+Num5"</p>
<p>Loaded config string "hotkey.selection.group.add.6" = "Shift+6", "Shift+Num6"</p>
<p>Loaded config string "hotkey.selection.group.add.7" = "Shift+7", "Shift+Num7"</p>
<p>Loaded config string "hotkey.selection.group.add.8" = "Shift+8", "Shift+Num8"</p>
<p>Loaded config string "hotkey.selection.group.add.9" = "Shift+9", "Shift+Num9"</p>
<p>Loaded config string "hotkey.selection.group.add.10" = "Shift+0", "Shift+Num0"</p>
<p>Found config header 'hotkey.selection.group.save'</p>
<p>Loaded config string "hotkey.selection.group.save.1" = "Ctrl+1", "Ctrl+Num1"</p>
<p>Loaded config string "hotkey.selection.group.save.2" = "Ctrl+2", "Ctrl+Num2"</p>
<p>Loaded config string "hotkey.selection.group.save.3" = "Ctrl+3", "Ctrl+Num3"</p>
<p>Loaded config string "hotkey.selection.group.save.4" = "Ctrl+4", "Ctrl+Num4"</p>
<p>Loaded config string "hotkey.selection.group.save.5" = "Ctrl+5", "Ctrl+Num5"</p>
<p>Loaded config string "hotkey.selection.group.save.6" = "Ctrl+6", "Ctrl+Num6"</p>
<p>Loaded config string "hotkey.selection.group.save.7" = "Ctrl+7", "Ctrl+Num7"</p>
<p>Loaded config string "hotkey.selection.group.save.8" = "Ctrl+8", "Ctrl+Num8"</p>
<p>Loaded config string "hotkey.selection.group.save.9" = "Ctrl+9", "Ctrl+Num9"</p>
<p>Loaded config string "hotkey.selection.group.save.10" = "Ctrl+0", "Ctrl+Num0"</p>
<p>Found config header 'hotkey.selection.group.select'</p>
<p>Loaded config string "hotkey.selection.group.select.1" = "1", "Num1"</p>
<p>Loaded config string "hotkey.selection.group.select.2" = "2", "Num2"</p>
<p>Loaded config string "hotkey.selection.group.select.3" = "3", "Num3"</p>
<p>Loaded config string "hotkey.selection.group.select.4" = "4", "Num4"</p>
<p>Loaded config string "hotkey.selection.group.select.5" = "5", "Num5"</p>
<p>Loaded config string "hotkey.selection.group.select.6" = "6", "Num6"</p>
<p>Loaded config string "hotkey.selection.group.select.7" = "7", "Num7"</p>
<p>Loaded config string "hotkey.selection.group.select.8" = "8", "Num8"</p>
<p>Loaded config string "hotkey.selection.group.select.9" = "9", "Num9"</p>
<p>Loaded config string "hotkey.selection.group.select.10" = "0", "Num0"</p>
<p>Found config header 'hotkey.gamesetup'</p>
<p>Loaded config string "hotkey.gamesetup.mapbrowser.open" = "M"</p>
<p>Found config header 'hotkey.session'</p>
<p>Loaded config string "hotkey.session.kill" = "Delete", "Backspace"</p>
<p>Loaded config string "hotkey.session.stop" = "H"</p>
<p>Loaded config string "hotkey.session.backtowork" = "Y"</p>
<p>Loaded config string "hotkey.session.unload" = "U"</p>
<p>Loaded config string "hotkey.session.unloadturrets" = "U"</p>
<p>Loaded config string "hotkey.session.leaveturret" = "U"</p>
<p>Loaded config string "hotkey.session.move" = (empty)</p>
<p>Loaded config string "hotkey.session.attack" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.attackmove" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.attackmoveUnit" = "Ctrl+Q"</p>
<p>Loaded config string "hotkey.session.garrison" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.occupyturret" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.autorallypoint" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.guard" = "G"</p>
<p>Loaded config string "hotkey.session.patrol" = "P"</p>
<p>Loaded config string "hotkey.session.repair" = "J"</p>
<p>Loaded config string "hotkey.session.queue" = "Shift"</p>
<p>Loaded config string "hotkey.session.pushorderfront" = (empty)</p>
<p>Loaded config string "hotkey.session.orderone" = "Alt"</p>
<p>Loaded config string "hotkey.session.batchtrain" = "Shift"</p>
<p>Loaded config string "hotkey.session.massbarter" = "Shift"</p>
<p>Loaded config string "hotkey.session.masstribute" = "Shift"</p>
<p>Loaded config string "hotkey.session.noconfirmation" = "Shift"</p>
<p>Loaded config string "hotkey.session.fulltradeswap" = "Shift"</p>
<p>Loaded config string "hotkey.session.unloadtype" = "Shift"</p>
<p>Loaded config string "hotkey.session.deselectgroup" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.rotate.cw" = "RightBracket"</p>
<p>Loaded config string "hotkey.session.rotate.ccw" = "LeftBracket"</p>
<p>Loaded config string "hotkey.session.snaptoedges" = "Ctrl"</p>
<p>Loaded config string "hotkey.session.toggledefaultformation" = (empty)</p>
<p>Loaded config string "hotkey.session.flare" = "K"</p>
<p>Loaded config string "hotkey.session.flareactivate" = (empty)</p>
<p>Loaded config string "hotkey.session.calltoarms" = (empty)</p>
<p>Loaded config string "hotkey.session.showstatusbars" = "Tab"</p>
<p>Loaded config string "hotkey.session.devcommands.toggle" = "Alt+D"</p>
<p>Loaded config string "hotkey.session.highlightguarding" = "PageDown"</p>
<p>Loaded config string "hotkey.session.highlightguarded" = "PageUp"</p>
<p>Loaded config string "hotkey.session.diplomacycolors" = "Alt+X"</p>
<p>Loaded config string "hotkey.session.toggleattackrange" = "Alt+C"</p>
<p>Loaded config string "hotkey.session.toggleaurasrange" = "Alt+V"</p>
<p>Loaded config string "hotkey.session.togglehealrange" = "Alt+B"</p>
<p>Found config header 'hotkey.session.gui'</p>
<p>Loaded config string "hotkey.session.gui.toggle" = "Alt+G"</p>
<p>Loaded config string "hotkey.session.gui.menu.toggle" = "F10"</p>
<p>Loaded config string "hotkey.session.gui.diplomacy.toggle" = "Ctrl+H"</p>
<p>Loaded config string "hotkey.session.gui.barter.toggle" = "Ctrl+B"</p>
<p>Loaded config string "hotkey.session.gui.objectives.toggle" = "Ctrl+O"</p>
<p>Loaded config string "hotkey.session.gui.tutorial.toggle" = "Ctrl+P"</p>
<p>Found config header 'hotkey.session.savedgames'</p>
<p>Loaded config string "hotkey.session.savedgames.delete" = "Delete", "Backspace"</p>
<p>Loaded config string "hotkey.session.savedgames.noconfirmation" = "Shift"</p>
<p>Found config header 'hotkey.session.queueunit'</p>
<p>Loaded config string "hotkey.session.queueunit.1" = "Z"</p>
<p>Loaded config string "hotkey.session.queueunit.2" = "X"</p>
<p>Loaded config string "hotkey.session.queueunit.3" = "C"</p>
<p>Loaded config string "hotkey.session.queueunit.4" = "V"</p>
<p>Loaded config string "hotkey.session.queueunit.5" = "B"</p>
<p>Loaded config string "hotkey.session.queueunit.6" = "N"</p>
<p>Loaded config string "hotkey.session.queueunit.7" = "M"</p>
<p>Loaded config string "hotkey.session.queueunit.8" = "Comma"</p>
<p>Found config header 'hotkey.session.timewarp'</p>
<p>Loaded config string "hotkey.session.timewarp.fastforward" = "Ctrl+Space"</p>
<p>Loaded config string "hotkey.session.timewarp.rewind" = "Shift+Backspace"</p>
<p>Found config header 'hotkey.tab'</p>
<p>Loaded config string "hotkey.tab.next" = "Tab", "Alt+S"</p>
<p>Loaded config string "hotkey.tab.prev" = "Shift+Tab", "Alt+W"</p>
<p>Found config header 'hotkey.text'</p>
<p>Loaded config string "hotkey.text.delete.left" = "Ctrl+Backspace"</p>
<p>Loaded config string "hotkey.text.delete.right" = "Ctrl+Del"</p>
<p>Loaded config string "hotkey.text.move.left" = "Ctrl+LeftArrow"</p>
<p>Loaded config string "hotkey.text.move.right" = "Ctrl+RightArrow"</p>
<p>Found config header 'gui'</p>
<p>Loaded config string "gui.cursorblinkrate" = "0.5"</p>
<p>Loaded config string "gui.scale" = "1.0"</p>
<p>Found config header 'gui.gamesetup'</p>
<p>Loaded config string "gui.gamesetup.enabletips" = "true"</p>
<p>Loaded config string "gui.gamesetup.assignplayers" = "everyone"</p>
<p>Loaded config string "gui.gamesetup.aidifficulty" = "3"</p>
<p>Loaded config string "gui.gamesetup.aibehavior" = "random"</p>
<p>Loaded config string "gui.gamesetup.settingsslide" = "true"</p>
<p>Found config header 'gui.loadingscreen'</p>
<p>Loaded config string "gui.loadingscreen.progressdescription" = "false"</p>
<p>Found config header 'gui.session'</p>
<p>Loaded config string "gui.session.dragdelta" = "4"</p>
<p>Loaded config string "gui.session.camerajump.threshold" = "40"</p>
<p>Loaded config string "gui.session.timeelapsedcounter" = "false"</p>
<p>Loaded config string "gui.session.ceasefirecounter" = "false"</p>
<p>Loaded config string "gui.session.batchtrainingsize" = "5"</p>
<p>Loaded config string "gui.session.scrollbatchratio" = "1"</p>
<p>Loaded config string "gui.session.flarelifetime" = "6"</p>
<p>Loaded config string "gui.session.woundedunithotkeythreshold" = "33"</p>
<p>Loaded config string "gui.session.attackrange" = "true"</p>
<p>Loaded config string "gui.session.aurasrange" = "true"</p>
<p>Loaded config string "gui.session.healrange" = "true"</p>
<p>Loaded config string "gui.session.rankabovestatusbar" = "true"</p>
<p>Loaded config string "gui.session.experiencestatusbar" = "true"</p>
<p>Loaded config string "gui.session.respoptooltipsort" = "0"</p>
<p>Loaded config string "gui.session.snaptoedges" = "disabled"</p>
<p>Loaded config string "gui.session.snaptoedgesdistancethreshold" = "15"</p>
<p>Loaded config string "gui.session.disjointcontrolgroups" = "true"</p>
<p>Loaded config string "gui.session.defaultformation" = "special/formations/box"</p>
<p>Loaded config string "gui.session.formationwalkonly" = "true"</p>
<p>Loaded config string "gui.session.howtoshownames" = "0"</p>
<p>Loaded config string "gui.session.selectformationasone" = "true"</p>
<p>Found config header 'gui.session.minimap'</p>
<p>Loaded config string "gui.session.minimap.icons.enabled" = "true"</p>
<p>Loaded config string "gui.session.minimap.icons.opacity" = "1.0"</p>
<p>Loaded config string "gui.session.minimap.icons.sizescale" = "1.0"</p>
<p>Loaded config string "gui.session.minimap.blinkduration" = "1.7"</p>
<p>Loaded config string "gui.session.minimap.pingduration" = "50.0"</p>
<p>Found config header 'gui.session.notifications'</p>
<p>Loaded config string "gui.session.notifications.attack" = "true"</p>
<p>Loaded config string "gui.session.notifications.tribute" = "true"</p>
<p>Loaded config string "gui.session.notifications.barter" = "true"</p>
<p>Loaded config string "gui.session.notifications.phase" = "completed"</p>
<p>Found config header 'gui.splashscreen'</p>
<p>Loaded config string "gui.splashscreen.enable" = "true"</p>
<p>Loaded config string "gui.splashscreen.version" = "0"</p>
<p>Found config header 'gui.session.diplomacycolors'</p>
<p>Loaded config string "gui.session.diplomacycolors.self" = "21 55 149"</p>
<p>Loaded config string "gui.session.diplomacycolors.ally" = "86 180 31"</p>
<p>Loaded config string "gui.session.diplomacycolors.neutral" = "231 200 5"</p>
<p>Loaded config string "gui.session.diplomacycolors.enemy" = "150 20 20"</p>
<p>Found config header 'joystick'</p>
<p>Loaded config string "joystick.enable" = "false"</p>
<p>Loaded config string "joystick.deadzone" = "8192"</p>
<p>Found config header 'chat'</p>
<p>Loaded config string "chat.timestamp" = "true"</p>
<p>Found config header 'chat.session'</p>
<p>Loaded config string "chat.session.extended" = "true"</p>
<p>Found config header 'lobby'</p>
<p>Loaded config string "lobby.history" = "0"</p>
<p>Loaded config string "lobby.room" = "arena26"</p>
<p>Loaded config string "lobby.server" = "lobby.wildfiregames.com"</p>
<p>Loaded config string "lobby.tls" = "true"</p>
<p>Loaded config string "lobby.verify_certificate" = "false"</p>
<p>Loaded config string "lobby.terms_url" = "https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/prelobby/common/terms/"</p>
<p>Loaded config string "lobby.terms_of_service" = "0"</p>
<p>Loaded config string "lobby.terms_of_use" = "0"</p>
<p>Loaded config string "lobby.privacy_policy" = "0"</p>
<p>Loaded config string "lobby.xpartamupp" = "wfgbot26"</p>
<p>Loaded config string "lobby.echelon" = "echelon26"</p>
<p>Loaded config string "lobby.buddies"</p>
<p>Loaded config string "lobby.rememberpassword" = "true"</p>
<p>Found config header 'lobby.columns'</p>
<p>Loaded config string "lobby.columns.gamerating" = "false"</p>
<p>Found config header 'lobby.stun'</p>
<p>Loaded config string "lobby.stun.enabled" = "true"</p>
<p>Loaded config string "lobby.stun.server" = "lobby.wildfiregames.com"</p>
<p>Loaded config string "lobby.stun.port" = "3478"</p>
<p>Loaded config string "lobby.stun.delay" = "200"</p>
<p>Found config header 'mod'</p>
<p>Loaded config string "mod.enabledmods" = "mod public"</p>
<p>Found config header 'modio'</p>
<p>Loaded config string "modio.public_key" = "RWQa4XiSn+BLxIYXNrXyz68wwTGWyZ7+kxDtZuLHBXkCtt+lLB8VnpdM"</p>
<p>Loaded config string "modio.disclaimer" = "0"</p>
<p>Found config header 'modio.v1'</p>
<p>Loaded config string "modio.v1.baseurl" = "https://api.mod.io/v1"</p>
<p>Loaded config string "modio.v1.api_key" = "23df258a71711ea6e4b50893acc1ba55"</p>
<p>Loaded config string "modio.v1.name_id" = "0ad"</p>
<p>Found config header 'network'</p>
<p>Loaded config string "network.duplicateplayernames" = "false"</p>
<p>Loaded config string "network.lateobservers" = "everyone"</p>
<p>Loaded config string "network.observerlimit" = "8"</p>
<p>Loaded config string "network.observermaxlag" = "-1"</p>
<p>Loaded config string "network.autocatchup" = "true"</p>
<p>Found config header 'overlay'</p>
<p>Loaded config string "overlay.fps" = "false"</p>
<p>Loaded config string "overlay.realtime" = "false"</p>
<p>Loaded config string "overlay.netwarnings" = "true"</p>
<p>Found config header 'profiler2'</p>
<p>Loaded config string "profiler2.autoenable" = "false"</p>
<p>Loaded config string "profiler2.gpu.arb.enable" = "true"</p>
<p>Found config header 'rlinterface'</p>
<p>Loaded config string "rlinterface.address" = "127.0.0.1:6000"</p>
<p>Found config header 'sound'</p>
<p>Loaded config string "sound.mastergain" = "0.9"</p>
<p>Loaded config string "sound.musicgain" = "0.2"</p>
<p>Loaded config string "sound.ambientgain" = "0.6"</p>
<p>Loaded config string "sound.actiongain" = "0.7"</p>
<p>Loaded config string "sound.uigain" = "0.7"</p>
<p>Loaded config string "sound.mindistance" = "1"</p>
<p>Loaded config string "sound.maxdistance" = "350"</p>
<p>Loaded config string "sound.maxstereoangle" = "0.62"</p>
<p>Found config header 'sound.notify'</p>
<p>Loaded config string "sound.notify.nick" = "true"</p>
<p>Loaded config string "sound.notify.gamesetup.join" = "false"</p>
<p>Found config header 'tinygettext'</p>
<p>Loaded config string "tinygettext.debug" = "false"</p>
<p>Found config header 'userreport'</p>
<p>Loaded config string "userreport.url_upload" = "https://feedback.wildfiregames.com/report/upload/v1/"</p>
<p>Loaded config string "userreport.url_publication" = "https://feedback.wildfiregames.com/"</p>
<p>Loaded config string "userreport.url_terms" = "https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/userreport/Terms_and_Conditions.txt"</p>
<p>Loaded config string "userreport.terms" = "0"</p>
<p>Found config header 'view'</p>
<p>Loaded config string "view.scroll.speed" = "120.0"</p>
<p>Loaded config string "view.scroll.speed.modifier" = "1.05"</p>
<p>Loaded config string "view.scroll.mouse.detectdistance" = "3"</p>
<p>Loaded config string "view.rotate.x.speed" = "1.2"</p>
<p>Loaded config string "view.rotate.x.min" = "28.0"</p>
<p>Loaded config string "view.rotate.x.max" = "60.0"</p>
<p>Loaded config string "view.rotate.x.default" = "35.0"</p>
<p>Loaded config string "view.rotate.y.speed" = "2.0"</p>
<p>Loaded config string "view.rotate.y.speed.wheel" = "0.45"</p>
<p>Loaded config string "view.rotate.y.default" = "0.0"</p>
<p>Loaded config string "view.rotate.speed.modifier" = "1.05"</p>
<p>Loaded config string "view.drag.speed" = "0.5"</p>
<p>Loaded config string "view.zoom.speed" = "256.0"</p>
<p>Loaded config string "view.zoom.speed.wheel" = "32.0"</p>
<p>Loaded config string "view.zoom.min" = "50.0"</p>
<p>Loaded config string "view.zoom.max" = "200.0"</p>
<p>Loaded config string "view.zoom.default" = "120.0"</p>
<p>Loaded config string "view.zoom.speed.modifier" = "1.05"</p>
<p>Loaded config string "view.pos.smoothness" = "0.1"</p>
<p>Loaded config string "view.zoom.smoothness" = "0.4"</p>
<p>Loaded config string "view.rotate.x.smoothness" = "0.5"</p>
<p>Loaded config string "view.rotate.y.smoothness" = "0.3"</p>
<p>Loaded config string "view.near" = "2.0"</p>
<p>Loaded config string "view.far" = "4096.0"</p>
<p>Loaded config string "view.fov" = "45.0"</p>
<p>Loaded config string "view.height.smoothness" = "0.5"</p>
<p>Loaded config string "view.height.min" = "16"</p>
<p>Cannot find config file "config/local.cfg" - ignoring</p>
<p>Loading config file "config/user.cfg"</p>
<p>Loaded config string "gui.gamesetup.aidifficulty" = "1"</p>
<p>Loaded config string "gui.gamesetup.assignplayers" = "disabled"</p>
<p>Loaded config string "gui.session.notifications.phase" = "all"</p>
<p>Loaded config string "gui.session.respoptooltipsort" = "1"</p>
<p>Loaded config string "gui.session.woundedunithotkeythreshold" = "54.730960845947266"</p>
<p>Loaded config string "gui.splashscreen.enable" = "false"</p>
<p>Loaded config string "gui.splashscreen.version" = "1661082182"</p>
<p>Loaded config string "hotkey.camera.lastattackfocus" = "Q"</p>
<p>Loaded config string "hotkey.camera.rotate.cw" = "Ctrl+A", "Ctrl+LeftArrow"</p>
<p>Loaded config string "hotkey.pause" = "Space", "Break"</p>
<p>Loaded config string "hotkey.selection.add" = "Ctrl", "Shift"</p>
<p>Loaded config string "hotkey.selection.idlewarrior" = "X", "NumDivide"</p>
<p>Loaded config string "hotkey.selection.idleworker" = "Z", "NumDecimal"</p>
<p>Loaded config string "hotkey.selection.remove" = "Ctrl", "Shift"</p>
<p>Loaded config string "hotkey.session.queueunit.1" = (empty)</p>
<p>Loaded config string "hotkey.session.queueunit.2" = (empty)</p>
<p>Loaded config string "hotkey.session.queueunit.3" = (empty)</p>
<p>Loaded config string "hotkey.session.queueunit.4" = (empty)</p>
<p>Loaded config string "hotkey.session.queueunit.5" = (empty)</p>
<p>Loaded config string "hotkey.session.queueunit.6" = (empty)</p>
<p>Loaded config string "hotkey.session.queueunit.7" = (empty)</p>
<p>Loaded config string "hotkey.session.queueunit.8" = (empty)</p>
<p>Loaded config string "mod.enabledmods" = "mod public modSolyra"</p>
<p>Loaded config string "network.lateobservers" = "disabled"</p>
<p>Loaded config string "network.observerlimit" = "0"</p>
<p>Loaded config string "playername.singleplayer" = "Ahrn"</p>
<p>Loaded config string "sound.mastergain" = "1.0055663585662842"</p>
<p>Loaded config string "sound.musicgain" = "0"</p>
<p>Loaded config string "sound.notify.gamesetup.join" = "true"</p>
<p>Loaded config string "userreport.enabledversion" = "0"</p>
<p>Loaded config string "userreport.id"</p>
<p>Loaded config string "waterrefraction" = "false"</p>
<p>Creating shadow texture (size 1024x1024) (format = Format::D24)</p>
<p>Loading simulation script 'simulation/components/interfaces/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Auras.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AutoBuildable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Barter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Builder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Cost.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DelayedDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Formation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Gate.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Guard.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Heal.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Health.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Loot.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Looter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Market.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Messages.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ModifiersManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Pack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Player.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Population.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Researcher.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Resistance.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusEffectsReceiver.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Timer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trader.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trainer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Treasure.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TreasureCollector.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TurretHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Turretable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upkeep.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Wonder.js'</p>
<p>Loading simulation script 'simulation/helpers/Attack.js'</p>
<p>Loading simulation script 'simulation/helpers/Cheat.js'</p>
<p>Loading simulation script 'simulation/helpers/Commands.js'</p>
<p>Loading simulation script 'simulation/helpers/InitGame.js'</p>
<p>Loading simulation script 'simulation/helpers/ModificationTemplates.js'</p>
<p>Loading simulation script 'simulation/helpers/ObstructionSnap.js'</p>
<p>Loading simulation script 'simulation/helpers/Player.js'</p>
<p>Loading simulation script 'simulation/helpers/Position.js'</p>
<p>Loading simulation script 'simulation/helpers/RallyPointCommands.js'</p>
<p>Loading simulation script 'simulation/helpers/Resources.js'</p>
<p>Loading simulation script 'simulation/helpers/Setup.js'</p>
<p>Loading simulation script 'simulation/helpers/Sound.js'</p>
<p>Loading simulation script 'simulation/helpers/Transform.js'</p>
<p>Loading simulation script 'simulation/helpers/ValueModification.js'</p>
<p>Loading simulation script 'simulation/helpers/Walls.js'</p>
<p>Loading simulation script 'simulation/components/AIInterface.js'</p>
<p>Loading simulation script 'simulation/components/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/Attack.js'</p>
<p>Loading simulation script 'simulation/components/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/Auras.js'</p>
<p>Loading simulation script 'simulation/components/AutoBuildable.js'</p>
<p>Loading simulation script 'simulation/components/Barter.js'</p>
<p>Loading simulation script 'simulation/components/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Builder.js'</p>
<p>Loading simulation script 'simulation/components/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/Cost.js'</p>
<p>Loading simulation script 'simulation/components/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/DelayedDamage.js'</p>
<p>Loading simulation script 'simulation/components/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/Fogging.js'</p>
<p>Loading simulation script 'simulation/components/Formation.js'</p>
<p>Loading simulation script 'simulation/components/FormationAttack.js'</p>
<p>Loading simulation script 'simulation/components/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/Gate.js'</p>
<p>Loading simulation script 'simulation/components/Guard.js'</p>
<p>Loading simulation script 'simulation/components/GuiInterface.js'</p>
<p>Loading simulation script 'simulation/components/Heal.js'</p>
<p>Loading simulation script 'simulation/components/Health.js'</p>
<p>Loading simulation script 'simulation/components/Identity.js'</p>
<p>Loading simulation script 'simulation/components/Loot.js'</p>
<p>Loading simulation script 'simulation/components/Looter.js'</p>
<p>Loading simulation script 'simulation/components/Market.js'</p>
<p>Loading simulation script 'simulation/components/Mirage.js'</p>
<p>Loading simulation script 'simulation/components/ModifiersManager.js'</p>
<p>Loading simulation script 'simulation/components/MotionBall.js'</p>
<p>Loading simulation script 'simulation/components/Pack.js'</p>
<p>Loading simulation script 'simulation/components/Player.js'</p>
<p>Loading simulation script 'simulation/components/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/Population.js'</p>
<p>Loading simulation script 'simulation/components/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/RallyPoint.js'</p>
<p>Loading simulation script 'simulation/components/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/Researcher.js'</p>
<p>Loading simulation script 'simulation/components/Resistance.js'</p>
<p>Loading simulation script 'simulation/components/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/Settlement.js'</p>
<p>Loading simulation script 'simulation/components/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/Sound.js'</p>
<p>Loading simulation script 'simulation/components/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/StatusEffectsReceiver.js'</p>
<p>Loading simulation script 'simulation/components/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecayManager.js'</p>
<p>Loading simulation script 'simulation/components/Timer.js'</p>
<p>Loading simulation script 'simulation/components/Trader.js'</p>
<p>Loading simulation script 'simulation/components/Trainer.js'</p>
<p>Loading simulation script 'simulation/components/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Treasure.js'</p>
<p>Loading simulation script 'simulation/components/TreasureCollector.js'</p>
<p>Loading simulation script 'simulation/components/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/TurretHolder.js'</p>
<p>Loading simulation script 'simulation/components/Turretable.js'</p>
<p>Loading simulation script 'simulation/components/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/UnitMotionFlying.js'</p>
<p>Loading simulation script 'simulation/components/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/Upkeep.js'</p>
<p>Loading simulation script 'simulation/components/ValueModificationManager.js'</p>
<p>Loading simulation script 'simulation/components/Visibility.js'</p>
<p>Loading simulation script 'simulation/components/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/Wonder.js'</p>
<p>'art/terrains/terrains.xml' does not exist. Using previous properties.</p>
<p>Creating shadow texture (size 1024x1024) (format = Format::D24)</p>
<p>Loading simulation script 'simulation/components/interfaces/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Auras.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AutoBuildable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Barter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Builder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Cost.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DelayedDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Formation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Gate.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Guard.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Heal.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Health.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Loot.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Looter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Market.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Messages.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ModifiersManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Pack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Player.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Population.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Researcher.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Resistance.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusEffectsReceiver.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Timer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trader.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trainer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Treasure.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TreasureCollector.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TurretHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Turretable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upkeep.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Wonder.js'</p>
<p>Loading simulation script 'simulation/helpers/Attack.js'</p>
<p>Loading simulation script 'simulation/helpers/Cheat.js'</p>
<p>Loading simulation script 'simulation/helpers/Commands.js'</p>
<p>Loading simulation script 'simulation/helpers/InitGame.js'</p>
<p>Loading simulation script 'simulation/helpers/ModificationTemplates.js'</p>
<p>Loading simulation script 'simulation/helpers/ObstructionSnap.js'</p>
<p>Loading simulation script 'simulation/helpers/Player.js'</p>
<p>Loading simulation script 'simulation/helpers/Position.js'</p>
<p>Loading simulation script 'simulation/helpers/RallyPointCommands.js'</p>
<p>Loading simulation script 'simulation/helpers/Resources.js'</p>
<p>Loading simulation script 'simulation/helpers/Setup.js'</p>
<p>Loading simulation script 'simulation/helpers/Sound.js'</p>
<p>Loading simulation script 'simulation/helpers/Transform.js'</p>
<p>Loading simulation script 'simulation/helpers/ValueModification.js'</p>
<p>Loading simulation script 'simulation/helpers/Walls.js'</p>
<p>Loading simulation script 'simulation/components/AIInterface.js'</p>
<p>Loading simulation script 'simulation/components/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/Attack.js'</p>
<p>Loading simulation script 'simulation/components/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/Auras.js'</p>
<p>Loading simulation script 'simulation/components/AutoBuildable.js'</p>
<p>Loading simulation script 'simulation/components/Barter.js'</p>
<p>Loading simulation script 'simulation/components/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Builder.js'</p>
<p>Loading simulation script 'simulation/components/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/Cost.js'</p>
<p>Loading simulation script 'simulation/components/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/DelayedDamage.js'</p>
<p>Loading simulation script 'simulation/components/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/Fogging.js'</p>
<p>Loading simulation script 'simulation/components/Formation.js'</p>
<p>Loading simulation script 'simulation/components/FormationAttack.js'</p>
<p>Loading simulation script 'simulation/components/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/Gate.js'</p>
<p>Loading simulation script 'simulation/components/Guard.js'</p>
<p>Loading simulation script 'simulation/components/GuiInterface.js'</p>
<p>Loading simulation script 'simulation/components/Heal.js'</p>
<p>Loading simulation script 'simulation/components/Health.js'</p>
<p>Loading simulation script 'simulation/components/Identity.js'</p>
<p>Loading simulation script 'simulation/components/Loot.js'</p>
<p>Loading simulation script 'simulation/components/Looter.js'</p>
<p>Loading simulation script 'simulation/components/Market.js'</p>
<p>Loading simulation script 'simulation/components/Mirage.js'</p>
<p>Loading simulation script 'simulation/components/ModifiersManager.js'</p>
<p>Loading simulation script 'simulation/components/MotionBall.js'</p>
<p>Loading simulation script 'simulation/components/Pack.js'</p>
<p>Loading simulation script 'simulation/components/Player.js'</p>
<p>Loading simulation script 'simulation/components/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/Population.js'</p>
<p>Loading simulation script 'simulation/components/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/RallyPoint.js'</p>
<p>Loading simulation script 'simulation/components/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/Researcher.js'</p>
<p>Loading simulation script 'simulation/components/Resistance.js'</p>
<p>Loading simulation script 'simulation/components/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/Settlement.js'</p>
<p>Loading simulation script 'simulation/components/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/Sound.js'</p>
<p>Loading simulation script 'simulation/components/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/StatusEffectsReceiver.js'</p>
<p>Loading simulation script 'simulation/components/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecayManager.js'</p>
<p>Loading simulation script 'simulation/components/Timer.js'</p>
<p>Loading simulation script 'simulation/components/Trader.js'</p>
<p>Loading simulation script 'simulation/components/Trainer.js'</p>
<p>Loading simulation script 'simulation/components/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Treasure.js'</p>
<p>Loading simulation script 'simulation/components/TreasureCollector.js'</p>
<p>Loading simulation script 'simulation/components/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/TurretHolder.js'</p>
<p>Loading simulation script 'simulation/components/Turretable.js'</p>
<p>Loading simulation script 'simulation/components/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/UnitMotionFlying.js'</p>
<p>Loading simulation script 'simulation/components/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/Upkeep.js'</p>
<p>Loading simulation script 'simulation/components/ValueModificationManager.js'</p>
<p>Loading simulation script 'simulation/components/Visibility.js'</p>
<p>Loading simulation script 'simulation/components/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/Wonder.js'</p>
<p>'art/terrains/terrains.xml' does not exist. Using previous properties.</p>
<p>Loading RMS 'maps/random/hyrcanian_shores.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Area.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Constraint.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Entity.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Group.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Noise.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Object.js'</p>
<p>Loading map generator script 'maps/random/rmgen/RandomMap.js'</p>
<p>Loading map generator script 'maps/random/rmgen/RandomMapLogger.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Terrain.js'</p>
<p>Loading map generator script 'maps/random/rmgen/TileClass.js'</p>
<p>Loading map generator script 'maps/random/rmgen/environment.js'</p>
<p>Loading map generator script 'maps/random/rmgen/library.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/centered/ChainPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/centered/ClumpPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/centered/DiskPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/ConvexPolygonPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/EntitiesObstructionPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/HeightPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/MapBoundsPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/PathPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/RandomPathPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/RectPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/CityPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/ElevationBlendingPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/ElevationPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/HeightmapPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/LayeredPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/MultiPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/RandomElevationPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/SmoothElevationPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/SmoothingPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/TerrainPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/TerrainTextureArrayPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/TileClassPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/TileClassUnPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/math.js'</p>
<p>Loading map generator script 'maps/random/rmgen-common/gaia_entities.js'</p>
<p>Loading map generator script 'maps/random/rmgen-common/gaia_terrain.js'</p>
<p>Loading map generator script 'maps/random/rmgen-common/player.js'</p>
<p>Loading map generator script 'maps/random/rmgen-common/wall_builder.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/randombiome.js'</p>
<p>Setting biome generic/alpine.
</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/aegean.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/nubia.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/sahara.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/savanna.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/temperate.js'</p>
<p>Generating Hyrcanian Shores of size 384 and 2 players.
</p>
<p>Creating playerbases...</p>
<p> 0.019658s.
</p>
<p>Creating river...</p>
<p> 0.063719s.
</p>
<p>Marking highlands area...</p>
<p> 0.021859s.
</p>
<p>Creating fish...</p>
<p> 0.002455s.
</p>
<p>Creating bumps...</p>
<p> 0.391448s.
</p>
<p>Creating hills...</p>
<p> 0.030804s.
</p>
<p>Creating mainland forests...</p>
<p> 0.044489s.
</p>
<p>Creating highland forests...</p>
<p> 0.030675s.
</p>
<p>Creating dirt patches...</p>
<p> 0.077014s.
</p>
<p>Creating grass patches...</p>
<p> 0.091830s.
</p>
<p>Creating stone mines...</p>
<p> 0.001106s.
</p>
<p>Creating small stone quarries...</p>
<p> 0.000668s.
</p>
<p>Creating metal mines...</p>
<p> 0.000618s.
</p>
<p>Creating small decorative rocks...</p>
<p> 0.003196s.
</p>
<p>Creating large decorative rocks...</p>
<p> 0.002491s.
</p>
<p>Creating deer...</p>
<p> 0.000272s.
</p>
<p>Creating sheep...</p>
<p> 0.000180s.
</p>
<p>Creating berry bush...</p>
<p> 0.000152s.
</p>
<p>Creating boar...</p>
<p> 0.000150s.
</p>
<p>Creating straggler trees...</p>
<p> 0.004044s.
</p>
<p>Creating small grass tufts...</p>
<p> 0.002846s.
</p>
<p>Creating large grass tufts...</p>
<p> 0.003711s.
</p>
<p>Creating bushes...</p>
<p> 0.002245s.
</p>
<p>Total map generation time: 0.809899s.
</p>
<p>Total entities: 3525, Terrain entities: 1451, Textures: 9.
</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_f_long.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_f_short.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_f.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/run.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/walk_relax_f.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_long_celt_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/run_relax_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/walk_relax_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/promotion.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/idle_relax_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/idle_relax_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/idle_relax_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/idle_relax_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/jog_ready.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/jog_relax.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_gallop.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_trot.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_ranged_jav_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_ranged_jav_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_death_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_death_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_gather_meat.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_promotion.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/archer/gallop_ready.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/trot.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/generic/attack_capture_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/attack_ranged_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/attack_ranged_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/generic/attack_melee_shield_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/generic/attack_melee_shield_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/archer/death_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/archer/death_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/promotion_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_idle_long.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_idle_shake.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_idle.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_idle2.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_run.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_attack.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_death.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_death2.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_death.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_idle_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_idle_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_run_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_run_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_walk.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_attack.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/javelinist/idle_ready.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/javelinist/run_ready.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/javelinist/run_relax.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/others/fish_shoal_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/others/tuna_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/others/bird_circle_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/seagull_flight_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/seagull_flight_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/goat_death.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/goat_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/goat_idle_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/goat_walk.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_death_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_idle_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_run_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_walk_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_attack_01.dae): Loaded successfully</p>
<p>Loading simulation script 'simulation/components/interfaces/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Auras.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AutoBuildable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Barter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Builder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Cost.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DelayedDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Formation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Gate.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Guard.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Heal.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Health.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Loot.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Looter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Market.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Messages.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ModifiersManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Pack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Player.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Population.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Researcher.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Resistance.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusEffectsReceiver.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Timer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trader.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trainer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Treasure.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TreasureCollector.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TurretHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Turretable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upkeep.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Wonder.js'</p>
<p>Loading simulation script 'simulation/helpers/Attack.js'</p>
<p>Loading simulation script 'simulation/helpers/Cheat.js'</p>
<p>Loading simulation script 'simulation/helpers/Commands.js'</p>
<p>Loading simulation script 'simulation/helpers/InitGame.js'</p>
<p>Loading simulation script 'simulation/helpers/ModificationTemplates.js'</p>
<p>Loading simulation script 'simulation/helpers/ObstructionSnap.js'</p>
<p>Loading simulation script 'simulation/helpers/Player.js'</p>
<p>Loading simulation script 'simulation/helpers/Position.js'</p>
<p>Loading simulation script 'simulation/helpers/RallyPointCommands.js'</p>
<p>Loading simulation script 'simulation/helpers/Resources.js'</p>
<p>Loading simulation script 'simulation/helpers/Setup.js'</p>
<p>Loading simulation script 'simulation/helpers/Sound.js'</p>
<p>Loading simulation script 'simulation/helpers/Transform.js'</p>
<p>Loading simulation script 'simulation/helpers/ValueModification.js'</p>
<p>Loading simulation script 'simulation/helpers/Walls.js'</p>
<p>Loading simulation script 'simulation/components/AIInterface.js'</p>
<p>Loading simulation script 'simulation/components/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/Attack.js'</p>
<p>Loading simulation script 'simulation/components/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/Auras.js'</p>
<p>Loading simulation script 'simulation/components/AutoBuildable.js'</p>
<p>Loading simulation script 'simulation/components/Barter.js'</p>
<p>Loading simulation script 'simulation/components/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Builder.js'</p>
<p>Loading simulation script 'simulation/components/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/Cost.js'</p>
<p>Loading simulation script 'simulation/components/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/DelayedDamage.js'</p>
<p>Loading simulation script 'simulation/components/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/Fogging.js'</p>
<p>Loading simulation script 'simulation/components/Formation.js'</p>
<p>Loading simulation script 'simulation/components/FormationAttack.js'</p>
<p>Loading simulation script 'simulation/components/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/Gate.js'</p>
<p>Loading simulation script 'simulation/components/Guard.js'</p>
<p>Loading simulation script 'simulation/components/GuiInterface.js'</p>
<p>Loading simulation script 'simulation/components/Heal.js'</p>
<p>Loading simulation script 'simulation/components/Health.js'</p>
<p>Loading simulation script 'simulation/components/Identity.js'</p>
<p>Loading simulation script 'simulation/components/Loot.js'</p>
<p>Loading simulation script 'simulation/components/Looter.js'</p>
<p>Loading simulation script 'simulation/components/Market.js'</p>
<p>Loading simulation script 'simulation/components/Mirage.js'</p>
<p>Loading simulation script 'simulation/components/ModifiersManager.js'</p>
<p>Loading simulation script 'simulation/components/MotionBall.js'</p>
<p>Loading simulation script 'simulation/components/Pack.js'</p>
<p>Loading simulation script 'simulation/components/Player.js'</p>
<p>Loading simulation script 'simulation/components/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/Population.js'</p>
<p>Loading simulation script 'simulation/components/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/RallyPoint.js'</p>
<p>Loading simulation script 'simulation/components/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/Researcher.js'</p>
<p>Loading simulation script 'simulation/components/Resistance.js'</p>
<p>Loading simulation script 'simulation/components/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/Settlement.js'</p>
<p>Loading simulation script 'simulation/components/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/Sound.js'</p>
<p>Loading simulation script 'simulation/components/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/StatusEffectsReceiver.js'</p>
<p>Loading simulation script 'simulation/components/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecayManager.js'</p>
<p>Loading simulation script 'simulation/components/Timer.js'</p>
<p>Loading simulation script 'simulation/components/Trader.js'</p>
<p>Loading simulation script 'simulation/components/Trainer.js'</p>
<p>Loading simulation script 'simulation/components/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Treasure.js'</p>
<p>Loading simulation script 'simulation/components/TreasureCollector.js'</p>
<p>Loading simulation script 'simulation/components/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/TurretHolder.js'</p>
<p>Loading simulation script 'simulation/components/Turretable.js'</p>
<p>Loading simulation script 'simulation/components/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/UnitMotionFlying.js'</p>
<p>Loading simulation script 'simulation/components/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/Upkeep.js'</p>
<p>Loading simulation script 'simulation/components/ValueModificationManager.js'</p>
<p>Loading simulation script 'simulation/components/Visibility.js'</p>
<p>Loading simulation script 'simulation/components/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/Wonder.js'</p>
<p>'art/terrains/terrains.xml' does not exist. Using previous properties.</p>
<p>Loading RMS 'maps/random/marmara.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Area.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Constraint.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Entity.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Group.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Noise.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Object.js'</p>
<p>Loading map generator script 'maps/random/rmgen/RandomMap.js'</p>
<p>Loading map generator script 'maps/random/rmgen/RandomMapLogger.js'</p>
<p>Loading map generator script 'maps/random/rmgen/Terrain.js'</p>
<p>Loading map generator script 'maps/random/rmgen/TileClass.js'</p>
<p>Loading map generator script 'maps/random/rmgen/environment.js'</p>
<p>Loading map generator script 'maps/random/rmgen/library.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/centered/ChainPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/centered/ClumpPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/centered/DiskPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/ConvexPolygonPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/EntitiesObstructionPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/HeightPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/MapBoundsPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/PathPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/RandomPathPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/placer/noncentered/RectPlacer.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/CityPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/ElevationBlendingPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/ElevationPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/HeightmapPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/LayeredPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/MultiPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/RandomElevationPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/SmoothElevationPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/SmoothingPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/TerrainPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/TerrainTextureArrayPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/TileClassPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/painter/TileClassUnPainter.js'</p>
<p>Loading map generator script 'maps/random/rmgen/math.js'</p>
<p>Loading map generator script 'maps/random/rmgen-common/gaia_entities.js'</p>
<p>Loading map generator script 'maps/random/rmgen-common/gaia_terrain.js'</p>
<p>Loading map generator script 'maps/random/rmgen-common/player.js'</p>
<p>Loading map generator script 'maps/random/rmgen-common/wall_builder.js'</p>
<p>Loading map generator script 'maps/random/rmgen2/gaia.js'</p>
<p>Loading map generator script 'maps/random/rmgen2/setup.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/randombiome.js'</p>
<p>Setting biome generic/aegean.
</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/aegean.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/nubia.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/sahara.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/savanna.js'</p>
<p>Loading map generator script 'maps/random/rmbiome/generic/temperate.js'</p>
<p>Generating Marmara of size 384 and 2 players.
</p>
<p>Loading heightmap marmara.png...</p>
<p> 0.214884s.
</p>
<p>Lowering sea ground...</p>
<p> 0.121644s.
</p>
<p>Smoothing heightmap...</p>
<p> 0.085734s.
</p>
<p>Marking water...</p>
<p> 0.023845s.
</p>
<p>Marking land...</p>
<p> 0.045844s.
</p>
<p>Painting shoreline...</p>
<p> 0.017336s.
</p>
<p>Painting cliffs...</p>
<p> 0.061312s.
</p>
<p>Placing players...</p>
<p> 0.220483s.
</p>
<p>Creating bases...</p>
<p> 0.014259s.
</p>
<p>Flatten the initial CC area...</p>
<p> 0.016039s.
</p>
<p>Creating layered patches...</p>
<p> 0.286963s.
</p>
<p>Creating decoration...</p>
<p> 0.041230s.
</p>
<p>Creating metal mines...</p>
<p> 0.001837s.
</p>
<p>Creating forests...</p>
<p> 0.213249s.
</p>
<p>Creating stone mines...</p>
<p> 0.005654s.
</p>
<p>Creating small metal mines...</p>
<p> 0.002881s.
</p>
<p>Creating fish...</p>
<p> 0.004849s.
</p>
<p>Creating berries...</p>
<p> 0.007083s.
</p>
<p>Creating animals...</p>
<p> 0.012774s.
</p>
<p>Creating straggler trees...</p>
<p> 0.015783s.
</p>
<p>Adding reeds...</p>
<p> 0.018987s.
</p>
<p>Total map generation time: 1.446648s.
</p>
<p>Total entities: 8101, Terrain entities: 4643, Textures: 11.
</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_f_long.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_f_short.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_f.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/run.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/walk_relax_f.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_celt_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_long_celt_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/run_relax_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/walk_relax_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/promotion.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/javelinist/idle_ready.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/javelinist/run_ready.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/javelinist/run_relax.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_idle_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_gallop.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_trot.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_ranged_jav_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_ranged_jav_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_death_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_death_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_gather_meat.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_promotion.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/idle_relax_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/archer/gallop_ready.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/trot.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/generic/attack_capture_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/attack_ranged_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/javelin/attack_ranged_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/generic/attack_melee_shield_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/generic/attack_melee_shield_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/archer/death_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/archer/death_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/promotion_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_death.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_idle_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_idle_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_run_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_run_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_walk.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/chicken_attack.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/idle_relax_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/idle_relax_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/idle_relax_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/idle_relax_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/jog_ready.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/slinger/jog_relax.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_idle_long.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_idle_shake.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_idle.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_idle2.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_run.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_attack.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_death.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/mastiff_death2.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/fish_generic_idle_a.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/fish_generic_idle_b.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/fish_generic_idle_c.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/others/bird_circle_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/seagull_flight_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/seagull_flight_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_walk.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_death_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_idle_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_run_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_walk_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_boar_attack_01.dae): Loaded successfully</p>
<p>Loading simulation script 'simulation/components/interfaces/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Auras.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/AutoBuildable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Barter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Builder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Cost.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/DelayedDamage.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Formation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Gate.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Guard.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Heal.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Health.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Loot.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Looter.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Market.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Messages.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ModifiersManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Pack.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Player.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Population.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Researcher.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Resistance.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/StatusEffectsReceiver.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Timer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trader.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trainer.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Treasure.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TreasureCollector.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/TurretHolder.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Turretable.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Upkeep.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/interfaces/Wonder.js'</p>
<p>Loading simulation script 'simulation/helpers/Attack.js'</p>
<p>Loading simulation script 'simulation/helpers/Cheat.js'</p>
<p>Loading simulation script 'simulation/helpers/Commands.js'</p>
<p>Loading simulation script 'simulation/helpers/InitGame.js'</p>
<p>Loading simulation script 'simulation/helpers/ModificationTemplates.js'</p>
<p>Loading simulation script 'simulation/helpers/ObstructionSnap.js'</p>
<p>Loading simulation script 'simulation/helpers/Player.js'</p>
<p>Loading simulation script 'simulation/helpers/Position.js'</p>
<p>Loading simulation script 'simulation/helpers/RallyPointCommands.js'</p>
<p>Loading simulation script 'simulation/helpers/Resources.js'</p>
<p>Loading simulation script 'simulation/helpers/Setup.js'</p>
<p>Loading simulation script 'simulation/helpers/Sound.js'</p>
<p>Loading simulation script 'simulation/helpers/Transform.js'</p>
<p>Loading simulation script 'simulation/helpers/ValueModification.js'</p>
<p>Loading simulation script 'simulation/helpers/Walls.js'</p>
<p>Loading simulation script 'simulation/components/AIInterface.js'</p>
<p>Loading simulation script 'simulation/components/AIProxy.js'</p>
<p>Loading simulation script 'simulation/components/AlertRaiser.js'</p>
<p>Loading simulation script 'simulation/components/Attack.js'</p>
<p>Loading simulation script 'simulation/components/AttackDetection.js'</p>
<p>Loading simulation script 'simulation/components/Auras.js'</p>
<p>Loading simulation script 'simulation/components/AutoBuildable.js'</p>
<p>Loading simulation script 'simulation/components/Barter.js'</p>
<p>Loading simulation script 'simulation/components/BattleDetection.js'</p>
<p>Loading simulation script 'simulation/components/BuildRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Builder.js'</p>
<p>Loading simulation script 'simulation/components/BuildingAI.js'</p>
<p>Loading simulation script 'simulation/components/Capturable.js'</p>
<p>Loading simulation script 'simulation/components/CeasefireManager.js'</p>
<p>Loading simulation script 'simulation/components/Cost.js'</p>
<p>Loading simulation script 'simulation/components/DeathDamage.js'</p>
<p>Loading simulation script 'simulation/components/DelayedDamage.js'</p>
<p>Loading simulation script 'simulation/components/EndGameManager.js'</p>
<p>Loading simulation script 'simulation/components/EntityLimits.js'</p>
<p>Loading simulation script 'simulation/components/Fogging.js'</p>
<p>Loading simulation script 'simulation/components/Formation.js'</p>
<p>Loading simulation script 'simulation/components/FormationAttack.js'</p>
<p>Loading simulation script 'simulation/components/Foundation.js'</p>
<p>Loading simulation script 'simulation/components/GarrisonHolder.js'</p>
<p>Loading simulation script 'simulation/components/Garrisonable.js'</p>
<p>Loading simulation script 'simulation/components/Gate.js'</p>
<p>Loading simulation script 'simulation/components/Guard.js'</p>
<p>Loading simulation script 'simulation/components/GuiInterface.js'</p>
<p>Loading simulation script 'simulation/components/Heal.js'</p>
<p>Loading simulation script 'simulation/components/Health.js'</p>
<p>Loading simulation script 'simulation/components/Identity.js'</p>
<p>Loading simulation script 'simulation/components/Loot.js'</p>
<p>Loading simulation script 'simulation/components/Looter.js'</p>
<p>Loading simulation script 'simulation/components/Market.js'</p>
<p>Loading simulation script 'simulation/components/Mirage.js'</p>
<p>Loading simulation script 'simulation/components/ModifiersManager.js'</p>
<p>Loading simulation script 'simulation/components/MotionBall.js'</p>
<p>Loading simulation script 'simulation/components/Pack.js'</p>
<p>Loading simulation script 'simulation/components/Player.js'</p>
<p>Loading simulation script 'simulation/components/PlayerManager.js'</p>
<p>Loading simulation script 'simulation/components/Population.js'</p>
<p>Loading simulation script 'simulation/components/ProductionQueue.js'</p>
<p>Loading simulation script 'simulation/components/Promotion.js'</p>
<p>Loading simulation script 'simulation/components/RallyPoint.js'</p>
<p>Loading simulation script 'simulation/components/RangeOverlayManager.js'</p>
<p>Loading simulation script 'simulation/components/Repairable.js'</p>
<p>Loading simulation script 'simulation/components/Researcher.js'</p>
<p>Loading simulation script 'simulation/components/Resistance.js'</p>
<p>Loading simulation script 'simulation/components/ResourceDropsite.js'</p>
<p>Loading simulation script 'simulation/components/ResourceGatherer.js'</p>
<p>Loading simulation script 'simulation/components/ResourceSupply.js'</p>
<p>Loading simulation script 'simulation/components/ResourceTrickle.js'</p>
<p>Loading simulation script 'simulation/components/Settlement.js'</p>
<p>Loading simulation script 'simulation/components/SkirmishReplacer.js'</p>
<p>Loading simulation script 'simulation/components/Sound.js'</p>
<p>Loading simulation script 'simulation/components/StatisticsTracker.js'</p>
<p>Loading simulation script 'simulation/components/StatusBars.js'</p>
<p>Loading simulation script 'simulation/components/StatusEffectsReceiver.js'</p>
<p>Loading simulation script 'simulation/components/TechnologyManager.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecay.js'</p>
<p>Loading simulation script 'simulation/components/TerritoryDecayManager.js'</p>
<p>Loading simulation script 'simulation/components/Timer.js'</p>
<p>Loading simulation script 'simulation/components/Trader.js'</p>
<p>Loading simulation script 'simulation/components/Trainer.js'</p>
<p>Loading simulation script 'simulation/components/TrainingRestrictions.js'</p>
<p>Loading simulation script 'simulation/components/Treasure.js'</p>
<p>Loading simulation script 'simulation/components/TreasureCollector.js'</p>
<p>Loading simulation script 'simulation/components/Trigger.js'</p>
<p>Loading simulation script 'simulation/components/TriggerPoint.js'</p>
<p>Loading simulation script 'simulation/components/TurretHolder.js'</p>
<p>Loading simulation script 'simulation/components/Turretable.js'</p>
<p>Loading simulation script 'simulation/components/UnitAI.js'</p>
<p>Loading simulation script 'simulation/components/UnitMotionFlying.js'</p>
<p>Loading simulation script 'simulation/components/Upgrade.js'</p>
<p>Loading simulation script 'simulation/components/Upkeep.js'</p>
<p>Loading simulation script 'simulation/components/ValueModificationManager.js'</p>
<p>Loading simulation script 'simulation/components/Visibility.js'</p>
<p>Loading simulation script 'simulation/components/VisionSharing.js'</p>
<p>Loading simulation script 'simulation/components/WallPiece.js'</p>
<p>Loading simulation script 'simulation/components/WallSet.js'</p>
<p>Loading simulation script 'simulation/components/Wonder.js'</p>
<p>Creating shadow texture (size 1024x1024) (format = Format::D24)</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/other/floating_barrels.dae): Loaded successfully</p>
<p>Creating shadow texture (size 1024x1024) (format = Format::D24)</p>
<p>Creating shadow texture (size 1024x1024) (format = Format::D24)</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/palisade_rocks_gate_closed.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/palisade_rocks_gate_closing.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/palisade_rocks_gate_open.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/palisade_rocks_gate_opening.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/celt_rotary_mill_grinder.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/donkey_walk_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_pace.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/horse_attack_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/idle_relax_2h_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/idle_relax_2h_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/idle_relax_2h_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/idle_relax_2h_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/idle_relax_2h_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/gallop_2h_ready.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/pace_2h_relax.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/generic/attack_capture.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/attack_melee_2h_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/attack_melee_2h_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/attack_melee_2h_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/generic/attack_melee_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/generic/attack_melee_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/death_2h_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/spearman/death_2h_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/rider/cavalry/promotion.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_celt_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_celt_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_celt_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_celt_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_celt_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_celt_06.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/run_relax_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/walk_relax_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/siege_artillery/lithobolos_med_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/siege_artillery/lithobolos_med_attack_ranged_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_m_a.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_m_b.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_m_c.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_m_d.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_m_e.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_m_f.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_m_g.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/walk_relax_m_aggresive.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/siege_artillery/oxybeles_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/siege_artillery/oxybeles_attack_ranged_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/hele_siege_tower_idle.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/mechanical/hele_siege_tower_move.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_06.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/idle_relax_shield_07.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_04.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/spearman/idle_relax_shield_05.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/run_ready_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/jog_relax_shield.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/infantry/swordsman/attack_melee_shield_06.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/lion_death.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/lion_idle_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/lion_idle_02.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/lion_idle_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/lion_run.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/lion_walk.dae): Loaded successfully</p>
<p>Creating shadow texture (size 1024x1024) (format = Format::D24)</p>
<p>Shutting down profiler2 GPU mode</p>
<p>Engine exited successfully on 2023-09-09 at 11:27:31 with 1536 message(s), 0 error(s) and 0 warning(s).</p>


====================================

 

 

1 hour ago, Freagarach said:

You could install it (on Linux). :)
Then use

gdb --args 0ad --editor

on the command line to run the editor inside GDB. I think the prompt from GDB will get you far enough for retreiving a stack.

Uh-oh. :blink:

Well, I'll try it, but I've moved on since, now I'm exploring the landscaping/painting tools, and those don't crash.

 

1 hour ago, Freagarach said:

Have you tried playing "Random Maps"? You can choose the size there.

I only discovered this feature yesterday, by accident. :rolleyes:

That been said, I don't know if it's just an unlucky roll, but my only attempt, making a "giant" sized version of the "Hellas" map, did result in a nice mountainous terrain with just a lake, nothing like the preview pic which features a shore... Could it be the map creating algorithm is slightly askew for really big maps? I'd need to explore this some more.

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