******** : log created on : Thursday January 03 2013 @ 16:13:45
16:13:45 : [sys] running on x86 / Unknown (version 6.1) / Service Pack 1
16:13:45 : [sys] DirectX version : 4.09.00.0904
16:13:45 : [cpu] AuthenticAMD [AMD Phenom(tm) II X4 965 Processor] at ~3417MHz.
16:13:45 : [cpu] Features utilized: fpu cmov mmx mmxext 3dnow 3dnowext sse sse2.
16:13:45 : [mm] physical memory detected (4194303K/4194303K)
16:13:45 : [mm] virtual memory detected (2097024K/2034876K)
16:13:45 : [mm] Trying to allocate memory pool (153600K)
16:13:45 : [zipfs] base.scs successfully mounted [crc_0xb39eb8f]
16:13:45 : [zipfs] patch.scs successfully mounted [crc_0x48ebc600]
16:13:45 : [game] 18 WoS Haulin init ver.1.06 (rev. 1969
16:13:45 : Home directory: 'C:/Users/Asuma/Documents/18 WoS Haulin'
16:13:45 : exec /home/config.cfg
16:13:45 : [cor] executing /home/config.cfg
16:13:45 : uset g_view_dist "1.0"
16:13:45 : uset g_reflection "1"
16:13:45 : uset g_quality "2"
16:13:45 : uset r_texture_detail "0"
16:13:45 : uset r_anisotropy_factor "0.5"
16:13:45 : uset r_device "gl"
16:13:45 : uset r_path "3"
16:13:45 : uset r_mode "1360x768x16x0"
16:13:45 : uset r_fullscreen "0"
16:13:45 : uset s_sfx_enabled "1"
16:13:45 : uset s_acceleration "0"
16:13:45 : uset s_mix_rate "44100"
16:13:45 : [gl] driver: AMD Radeon HD 6900 Series
16:13:45 : [gl] vendor: ATI Technologies Inc.
16:13:45 : [gl] version: 4.2.11931 Compatibility Profile Context
16:13:45 : [gl] GL extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_blend_minmax_factor GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
16:13:45 : [gl] GL_max_texture_size: 16384
16:13:45 : [gl] taking advantage of 'GL_ARB_fragment_program'
16:13:45 : [gl] taking advantage of 'GL_ARB_texture_mirrored_repeat'
16:13:45 : [gl] taking advantage of 'GL_ARB_multitexture'
16:13:45 : [gl] sampler count 8
16:13:45 : [gl] taking advantage of 'GL_ARB_texture_border_clamp'
16:13:45 : [gl] taking advantage of 'GL_ARB_texture_compression'
16:13:45 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc'
16:13:45 : [gl] taking advantage of 'GL_ARB_texture_cube_map'
16:13:45 : [gl] taking advantage of 'GL_ARB_texture_env_crossbar'
16:13:45 : [gl] taking advantage of 'GL_ARB_texture_env_combine'
16:13:45 : [gl] taking advantage of 'GL_ARB_texture_rectangle'
16:13:45 : [gl] taking advantage of 'GL_ARB_transpose_matrix'
16:13:45 : [gl] taking advantage of 'GL_ARB_vertex_buffer_object'
16:13:45 : [gl] taking advantage of 'GL_ARB_vertex_program'
16:13:45 : [gl] taking advantage of 'GL_ARB_shader_objects'
16:13:45 : [gl] taking advantage of 'GL_ARB_vertex_shader'
16:13:45 : [gl] taking advantage of 'GL_ARB_fragment_shader'
16:13:45 : [gl] taking advantage of 'GL_ATI_fragment_shader'
16:13:45 : [gl] taking advantage of 'GL_ATI_draw_buffers'
16:13:45 : [gl] taking advantage of 'GL_ATI_texture_env_combine3'
16:13:45 : [gl] taking advantage of 'GL_EXT_blend_color'
16:13:45 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array'
16:13:45 : [gl] taking advantage of 'GL_EXT_draw_range_elements'
16:13:45 : [gl] taking advantage of 'GL_EXT_rescale_normal'
16:13:45 : [gl] taking advantage of 'GL_EXT_secondary_color'
16:13:45 : [gl] taking advantage of 'GL_EXT_separate_specular_color'
16:13:45 : [gl] taking advantage of 'GL_EXT_texture3D'
16:13:45 : [gl] taking advantage of 'GL_EXT_texture_edge_clamp'
16:13:45 : [gl] taking advantage of 'GL_EXT_texture_env_add'
16:13:45 : [gl] max anisotropy factor : 16
16:13:45 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic'
16:13:45 : [gl] taking advantage of 'GL_SGIS_generate_mipmap'
16:13:45 : [gl] taking advantage of 'WGL_ARB_extensions_string'
16:13:45 : [gl] WGL_extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_float_buffer
16:13:45 : [gl] taking advantage of 'WGL_ARB_pixel_format'
16:13:45 : [gl] taking advantage of 'WGL_ARB_pbuffer'
16:13:45 : [gl] taking advantage of 'WGL_ARB_render_texture'
16:13:45 : [gl] SetPixelFormat: OK
16:13:45 : [gl] wglCreateContext: OK
16:13:45 : [gl] OpenGL framebuffer context init OK
16:13:45 : [snd] select device (ds
16:13:45 : [ds8] Available device : Primärer Soundtreiber ().
16:13:45 : [ds8] Available device : Lautsprecher (Creative SB X-Fi) ({0.0.0.00000000}.{541333c8-4718-44fa-9263-d22f55610733}).
16:13:45 : [ds8] Available device : Lautsprecher (High Definition Audio-Gerät) ({0.0.0.00000000}.{7e76d872-72b8-435d-b08a-3e6c60c7f03a}).
16:13:45 : [ds8] Available device : SPDIF-Out (Creative SB X-Fi) ({0.0.0.00000000}.{9a807661-71de-402b-b80c-ca517214465e}).
16:13:45 : [ds8] Initialization OK.
16:13:45 : exit
16:13:46 : Starting physics server: \gOpen Dynamics Engine (svn revision 981)
16:13:49 : Loading city data ....
16:13:55 : map /def/economy/initial_saves/medium bismarck Player
16:13:56 : Trying to restore game state from (/def/economy/initial_saves/medium)...
16:13:56 : Starting physics server: \gOpen Dynamics Engine (svn revision 981)
16:13:56 : Loading resource server data ....
16:13:56 : Loading road data ....
16:13:56 : Loading terrain data ....
16:13:56 : Loading railing data ....
16:13:56 : Loading building data ....
16:13:56 : Loading model data ....
16:13:56 : Loading prefab data ....
16:13:56 : Loading sign data ....
16:13:56 : Loading traffic light data ....
16:13:56 : Loading city data ....
16:13:56 : Loading vegetation data ....
16:13:56 : Loading particles data ....
16:13:56 : Loading hinges data ....
16:13:56 : Loading stamp data ....
16:13:56 : Loading movers data ....
16:14:08 : Map successfully loaded ....