=========================================================================
Volatile3D II started at Thu Mar 22 19:21:58 2012
=========================================================================
Hunk memory (low): 32.0 Mb
Temp memory (high): 1.0 Mb
FS_Startup: original game
Initializing VDebug...
...building symbol path: success
...initializing dbghelp: success
...loading modules...
...loaded module: wolfram.exe [00CE0000] (symbols: "C:\Games\Wolfram\system\wolfram.exe")
...loaded module: ntdll.dll [77780000] (symbols: "C:\Windows\SysWOW64\ntdll.dll")
...loaded module: kernel32.dll [76510000] (symbols: "C:\Windows\syswow64\kernel32.dll")
...loaded module: KERNELBASE.dll [76300000] (symbols: "C:\Windows\syswow64\KERNELBASE.dll")
...loaded module: USER32.dll [760A0000] (symbols: "C:\Windows\syswow64\USER32.dll")
...loaded module: GDI32.dll [75F30000] (symbols: "C:\Windows\syswow64\GDI32.dll")
...loaded module: LPK.dll [762F0000] (symbols: "C:\Windows\syswow64\LPK.dll")
...loaded module: USP10.dll [76A80000] (symbols: "C:\Windows\syswow64\USP10.dll")
...loaded module: msvcrt.dll [761A0000] (symbols: "C:\Windows\syswow64\msvcrt.dll")
...loaded module: ADVAPI32.dll [76250000] (symbols: "C:\Windows\syswow64\ADVAPI32.dll")
...loaded module: sechost.dll [76940000] (symbols: "C:\Windows\SysWOW64\sechost.dll")
...loaded module: RPCRT4.dll [75C80000] (symbols: "C:\Windows\syswow64\RPCRT4.dll")
...loaded module: SspiCli.dll [74E60000] (symbols: "C:\Windows\syswow64\SspiCli.dll")
...loaded module: CRYPTBASE.dll [74E50000] (symbols: "C:\Windows\syswow64\CRYPTBASE.dll")
...loaded module: WS2_32.dll [75B10000] (symbols: "C:\Windows\syswow64\WS2_32.dll")
...loaded module: NSI.dll [76870000] (symbols: "C:\Windows\syswow64\NSI.dll")
...loaded module: WINMM.dll [72330000] (symbols: "C:\Windows\system32\WINMM.dll")
...loaded module: COMCTL32.dll [72D70000] (symbols: "C:\Windows\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.7601.17514_none_41e6975e2bd6f2b2\COMCTL32.dll")
...loaded module: SHLWAPI.dll [76040000] (symbols: "C:\Windows\syswow64\SHLWAPI.dll")
...loaded module: AVIFIL32.dll [74870000] (symbols: "C:\Windows\system32\AVIFIL32.dll")
...loaded module: ole32.dll [76D60000] (symbols: "C:\Windows\syswow64\ole32.dll")
...loaded module: MSACM32.dll [74850000] (symbols: "C:\Windows\system32\MSACM32.dll")
...loaded module: MSVFW32.dll [74820000] (symbols: "C:\Windows\system32\MSVFW32.dll")
...loaded module: SHELL32.dll [74EC0000] (symbols: "C:\Windows\syswow64\SHELL32.dll")
...loaded module: filesystem.dll [6B3E0000] (symbols: "C:\Games\Wolfram\system\filesystem.dll")
...loaded module: platform.dll [6B3D0000] (symbols: "C:\Games\Wolfram\system\platform.dll")
...loaded module: vstdlib.dll [6B360000] (symbols: "C:\Games\Wolfram\system\vstdlib.dll")
...loaded module: update.dll [68130000] (symbols: "C:\Games\Wolfram\system\update.dll")
...loaded module: WININET.dll [75E10000] (symbols: "C:\Windows\syswow64\WININET.dll")
...loaded module: Normaliz.dll [77750000] (symbols: "C:\Windows\syswow64\Normaliz.dll")
...loaded module: iertutil.dll [766B0000] (symbols: "C:\Windows\syswow64\iertutil.dll")
...loaded module: urlmon.dll [76960000] (symbols: "C:\Windows\syswow64\urlmon.dll")
...loaded module: OLEAUT32.dll [76BB0000] (symbols: "C:\Windows\syswow64\OLEAUT32.dll")
...loaded module: vdebug.dll [6B340000] (symbols: "C:\Games\Wolfram\system\vdebug.dll")
...loaded module: vmdlib.dll [68110000] (symbols: "C:\Games\Wolfram\system\vmdlib.dll")
...loaded module: vorbisfile.dll [680F0000] (symbols: "C:\Games\Wolfram\system\vorbisfile.dll")
...loaded module: ogg.dll [6B330000] (symbols: "C:\Games\Wolfram\system\ogg.dll")
...loaded module: vorbis.dll [680A0000] (symbols: "C:\Games\Wolfram\system\vorbis.dll")
...loaded module: lua.dll [68040000] (symbols: "C:\Games\Wolfram\system\lua.dll")
...loaded module: luabind.dll [68010000] (symbols: "C:\Games\Wolfram\system\luabind.dll")
...loaded module: IMM32.DLL [76880000] (symbols: "C:\Windows\system32\IMM32.DLL")
...loaded module: MSCTF.dll [75B50000] (symbols: "C:\Windows\syswow64\MSCTF.dll")
...loaded module: resource.bin [10000000] (symbols: "C:\Games\Wolfram\base\resource.bin")
...loaded module: uxtheme.dll [72B60000] (symbols: "C:\Windows\system32\uxtheme.dll")
...loaded module: BtMmHook.dll [009B0000] (symbols: "C:\Program Files\WIDCOMM\Bluetooth Software\SysWOW64\BtMmHook.dll")
...loaded module: PSAPI.DLL [75DA0000] (symbols: "C:\Windows\syswow64\PSAPI.DLL")
...loaded module: dwmapi.dll [73510000] (symbols: "C:\Windows\system32\dwmapi.dll")
...loaded module: dbghelp.dll [6DD60000] (symbols: "C:\Windows\system32\dbghelp.dll")
VDebug initialized
Console initialized
------ Sys_Init ------
CPU speed: 2290.2 MHz (4 cores) MMX SSE SSE2
Memory: 4096 Mb
Video card: Intel(R) HD Graphics Family
OS version: Windows 7
User name: пользователь
Initializing VM
...opening global state: success
...configuring base io: success
...loading tables: success
...binding classes: success
Loading: dlls/client.dll
...updating modules...
...loaded module: vgui.dll [67FD0000] (symbols: "C:\Games\Wolfram\system\vgui.dll")
Loading: "delta.lst"
Parsing delta info (client)
CL_Init: 1024 client actors occupy 1113.8 kb of memory
Loading: ./consys.dll
Failed to load consys library: ./consys.dll (126)
17 local strings parsed from local_engine.txt
344 local strings parsed from local_game.txt
11 local strings parsed from local_wolfram.txt
CRC32 file "gameinfo.txt": 2671960045
FS_PackageChecksum: base\pure0.vpk = 597022226
FS_PackageChecksum: base\pure1.vpk = 339499259
Loading: favsrvrs.dat
ERROR: Couldn't open
Execing config.cfg
Couldn't exec autoexec.cfg
Loading: ./ref_gl.dll
...updating modules...
...loaded module: ref_gl.dll [669E0000] (symbols: "C:\Games\Wolfram\system\ref_gl.dll")
...loaded module: DDRAW.dll [67EE0000] (symbols: "C:\Windows\system32\DDRAW.dll")
...loaded module: DCIMAN32.dll [6A4C0000] (symbols: "C:\Windows\system32\DCIMAN32.dll")
...loaded module: SETUPAPI.dll [76370000] (symbols: "C:\Windows\syswow64\SETUPAPI.dll")
...loaded module: CFGMGR32.dll [75DE0000] (symbols: "C:\Windows\syswow64\CFGMGR32.dll")
...loaded module: DEVOBJ.dll [76350000] (symbols: "C:\Windows\syswow64\DEVOBJ.dll")
...loaded module: vtxlib.dll [67EC0000] (symbols: "C:\Games\Wolfram\system\vtxlib.dll")
Execing renderer.cfg
Mathlib initialized
3DNow = false
SSE = true
SSE2 = true
Execing ultra_quality.cfg
Unknown command "cl_drawPlayerShadow"
Initializing sound
...initializing DirectSound: success
...setting cooperative level: success
...getting speaker config: success
...using max available channels: 2
...setting DMA speed: 44 kHz
...creating primary buffer: success
...setting primary sound format: success
...creating hardware secondary buffer: failed
...creating software secondary buffer: success
...getting buffer caps: success
...using secondary sound buffer
...activating mixer: success
...sound memory manager started
...initializing DSP: success
...completed successfully
----- Sound Info -----
Sound system is muted
using DirectSound8 driver
using stereo speaker layout
2 channels
32768 samples
16 samplebits
1 submission_chunk
44100 speed
0xd440050 dma buffer
No background file
----------------------
Initializing input
...mouse initialized
Joystick is not active
Game: Wolfram
Author: Chain Studios
Version: 1.0
Initializing Winsock...
...opening IP socket: localhost:28311
...hostname: Cyrill-HP
...ip: 127.0.0.1
...opening IPX socket
...not supported
Initializing SMP...
...4 physical processors
...enabled
...active
Creating main window
...initializing OpenGL wrapper
...loading C:\Windows\system32\opengl32.dll: success
...loading proc addresses
...registered window class
...created window (1024 x 768)
Initializing OpenGL driver
...getting DC: success
...choosing pixel format: success
...setting pixel format: success
...hardware acceleration found
...pixel format 2 selected
...creating GL context: success
...making context current: success
...reading GL extensions: success
...reading WGL extensions: success
...using WGL_ARB_multisample
...using WGL_ARB_pixel_format
...reinitializing window for 4x FSAA
...using colorbits of 32
...calling CDS: success
------ OpenGL Information ------
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon (TM) HD 6770M
GL_VERSION: 4.1.10600 Compatibility Profile Context
GL_SHADING_LANGUAGE_VERSION: 4.10
GL_EXTENSIONS:
GL_AMDX_debug_output
GL_AMDX_vertex_shader_tessellator
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
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_tessellator
GL_ARB_ES2_compatibility
GL_ARB_blend_func_extended
GL_ARB_color_buffer_float
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_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_bit_encoding
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_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_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
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_meminfo
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_shared_exponent
GL_EXT_texture_snorm
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_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
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_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
Couldn't exec hw/Radeon.cfg
Initializing OpenGL extensions
...using GL_ARB_multitexture (8 TMU)
...using GL_ARB_texture_compression
...using GL_ARB_texture_cube_map
...using GL_EXT_texture3D
...using GL_ARB_texture_rectangle
...using GL_ARB_depth_texture
...using GL_ARB_shader_objects
...using GL_ARB_shading_language_100
...using GL_ARB_vertex_shader
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
...using GL_ATI_fragment_shader
...using GL_ARB_texture_env_add
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_env_crossbar
...using GL_EXT_texture_edge_clamp
...using GL_ARB_texture_border_clamp
...using GL_EXT_texture_filter_anisotropic
...using GL_SGIS_generate_mipmap
...using GL_EXT_draw_range_elements
...using GL_EXT_multi_draw_arrays
...using GL_NV_primitive_restart
...using GL_ARB_vertex_buffer_object
...skipping GL_EXT_framebuffer_object
...using GL_EXT_packed_depth_stencil
...using GL_EXT_stencil_wrap
...GL_EXT_stencil_two_side not found
...using GL_ATI_separate_stencil
...using GL_ARB_depth_clamp
...GL_EXT_depth_bounds_test not found
...using GL_EXT_bgra
...using WGL_ARB_pixel_format
...using WGL_ARB_pbuffer
...using WGL_ARB_render_texture
...using WGL_EXT_swap_control
GL progs: GLSL pathway (2.0+)
Current pixel format:
GL_RED_BITS = 8
GL_GREEN_BITS = 8
GL_BLUE_BITS = 8
GL_ALPHA_BITS = 8
GL_ACCUM_RED_BITS = 0
GL_ACCUM_GREEN_BITS = 0
GL_ACCUM_BLUE_BITS = 0
GL_ACCUM_ALPHA_BITS = 0
GL_DEPTH_BITS = 24
GL_STENCIL_BITS = 8
GL_SAMPLE_BUFFERS_ARB = true
GL_SAMPLES_ARB = 4
Max 2D texture size = 16384
Max cubemap texture size = 16384
Max rectangle texture size = 16384
Max 3D texture size = 8192
Hardware TnL caps:
GL_MAX_ELEMENTS_VERTICES = 2147483647
GL_MAX_ELEMENTS_INDICES = 16777215
=== Renderer caps ===
VBO: yes
Lightmap: yes
DLights: yes
Parallax: yes
SSAO: yes
SunShafts: yes
Bumpmap: glsl
Stenciling: separate
SoftShadows: yes
Reflections: glsl
Refractions: yes
WaterShader: yes
SimpleWaterShader: yes
ParticleFilter: yes
SoftParticles: yes
Bloom: yes
DepthOfField: yes
ColorProcess: yes
=====================
Backend memory: 15.19 Mb
SVBSP: uses 1280 kb of memory
...using Pbuffer with 4x FSAA
RenderTarget: 1024 x 1024 (mode 63) [pbuffer]
Registering global resources...
Loading: "textures/console/console_font.vtx"
Loading: "textures/console/bigchars.vtx"
Loading: "textures/console\console.vtx"
Loading: "textures/console\console2.vtx"
Loading: "textures/console\frame.vtx"
Loading: "textures/console\stripes.vtx"
Loading: "textures/console\startup1.vtx"
Loading: "textures/gameui\cursor_arrow.vtx"
Loading: "textures/gameui\cursor_select.vtx"
Loading: "textures/gameui\net.vtx"
Loading: "textures/gameui\lagometer.vtx"
Loading: "textures/gameui\save.vtx"
*** VGUI_Startup ***
Loading: "textures/gameui\vgui.vtx"
Loading: "def/VguiSchemes.txt"
Loading: "textures/gameui/fonts/hud_font.vtx"
Loading: "textures/gameui/fonts/menu_bigfont.vtx"
Loading: "textures/gameui/fonts/menu_smallfont.vtx"
Loading: "textures/gameui\menu_title.vtx"
Loading: "textures/gameui/fonts/menu_normalfont.vtx"
Loading: "textures/gameui/fonts/text_font1.vtx"
Loading: "textures/gameui/fonts/text_font2.vtx"
Loading: "textures/gameui\crosshair1.vtx"
Loading: "textures/gameui\crosshair2.vtx"
Loading: "textures/gameui\crosshair3.vtx"
Loading: "textures/gameui\portraits\picwpn.vtx"
Loading: "textures/gameui\portraits\pic100.vtx"
Loading: "textures/gameui\portraits\pic100r.vtx"
Loading: "textures/gameui\portraits\pic100l.vtx"
Loading: "textures/gameui\portraits\pic99.vtx"
Loading: "textures/gameui\portraits\pic99r.vtx"
Loading: "textures/gameui\portraits\pic99l.vtx"
Loading: "textures/gameui\portraits\pic90.vtx"
Loading: "textures/gameui\portraits\pic90r.vtx"
Loading: "textures/gameui\portraits\pic90l.vtx"
Loading: "textures/gameui\portraits\pic70.vtx"
Loading: "textures/gameui\portraits\pic70r.vtx"
Loading: "textures/gameui\portraits\pic70l.vtx"
Loading: "textures/gameui\portraits\pic50.vtx"
Loading: "textures/gameui\portraits\pic50r.vtx"
Loading: "textures/gameui\portraits\pic50l.vtx"
Loading: "textures/gameui\portraits\pic30.vtx"
Loading: "textures/gameui\portraits\pic30r.vtx"
Loading: "textures/gameui\portraits\pic30l.vtx"
Loading: "textures/gameui\portraits\pic10.vtx"
Loading: "textures/gameui\portraits\pic10r.vtx"
Loading: "textures/gameui\portraits\pic10l.vtx"
Loading: "textures/gameui\portraits\pic0.vtx"
Loading: "textures/gameui\items\Ammo9mm.vtx"
Loading: "textures/gameui\items\Ammo792mm.vtx"
Loading: "textures/gameui\items\WeaponKnife.vtx"
Loading: "textures/gameui\items\WeaponLuger.vtx"
Loading: "textures/gameui\items\WeaponMP40.vtx"
Loading: "textures/gameui\items\WeaponMG42.vtx"
Loading: "textures/gameui\hud_select.vtx"
Loading: "textures/gameui\vgui_bg1.vtx"
Loading: "textures/gameui\credits.vtx"
Loading: "textures/gameui\gradient.vtx"
Loading: "textures/gameui\menu_bg.vtx"
Loading: "textures/gameui\menu_bg_add.vtx"
Loading: "textures/gameui\server_win32.vtx"
Loading: "textures/gameui\server_linux.vtx"
Loading: "textures/gameui\server_win32_fav.vtx"
Loading: "textures/gameui\server_linux_fav.vtx"
Loading: "textures/gameui\logo.vtx"
Loading: "textures/gameui\menu_static.vtx"
Loading: "def/MenuControls.txt"
Loading: "def/MenuAdvancedControls.txt"
Loading: "def/MenuVideo.txt"
Loading: "def/MenuAdvancedVideo.txt"
Loading: "def/MenuSound.txt"
Loading: "def/MenuAdvancedSound.txt"
Loading: "def/MenuGame.txt"
Loading: "def/MenuMultiplayer.txt"
Loading: "def/MenuCreateServer.txt"
Loading: "hud/default.xml"
Loading: "textures/gameui/fonts/hud_digits.vtx"
Loading: "textures/gameui\wolf_hud.vtx"
Loading: "textures/gameui\silverkey.vtx"
Loading: "textures/gameui\goldkey.vtx"
Loading: "textures/gameui\hud_score.vtx"
Loading: "sound/vgui/click1.wav"
Loading: "sound/vgui/click2.wav"
Loading: "sound/vgui/click3.wav"
Loading: "sound/vgui/tone0.wav"
Loading: "sound/vgui/tone1.wav"
Loading: "sound/vgui/tone2.wav"
Loading: "sound/vgui/tone3.wav"
Loading: "sound/vgui/tone4.wav"
Loading: "sound/vgui/tone5.wav"
Loading: "sound/vgui/tone6.wav"
Loading: "sound/vgui/tone7.wav"
Loading: "sound/vgui/tone8.wav"
Loading: "sound/vgui/tone9.wav"
Loading: "sound/vgui/tone10.wav"
Loading: "sound/vgui/tone11.wav"
Loading: "glprogs/RenderMap.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) failed to link.
ERROR: error(#381) Too many outputs are used in vertex shader.
Loading: "glprogs/ShadowVolume.vsh"
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Compile log: Vertex shader(s) linked.
Loading: "glprogs/LightSimple.vsh"
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Loading: "glprogs/LightSimple.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightSimpleFilter.vsh"
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Loading: "glprogs/LightSimpleFilter.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightSimpleSpot.vsh"
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Loading: "glprogs/LightSimpleSpot.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightSimpleSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightSimpleSpotFilter.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/Refract.vsh"
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Loading: "glprogs/Refract.fsh"
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Loading: "glprogs/RefractModulate.vsh"
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Loading: "glprogs/RefractModulate.fsh"
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Loading: "glprogs/Refract2.vsh"
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Loading: "glprogs/Refract2.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/RefractModulate2.vsh"
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Loading: "glprogs/RefractModulate2.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuse.vsh"
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Loading: "glprogs/LightBumpDiffuse.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpecular.vsh"
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Loading: "glprogs/LightBumpDiffuseSpecular.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseFilter.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpecularFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpecularFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpecularSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpecularSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpecularSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpecularSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/ReflectCubemap.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/ReflectCubemap.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SSAORender.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SSAORender.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SSAOColorRender.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SSAOColorRender.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SSAOBlur.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SSAOBlur.fsh"
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Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SunShafts.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SunShafts.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuse.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuse.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpecular.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpecular.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpecularFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpecularFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpecularSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpecularSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpecularSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpecularSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/VertexLitParallax.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/VertexLitParallax.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightmapParallax.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightmapParallax.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsDepthPass.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsDepthPass.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsStencilPass.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsStencilPass.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightSimple.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightSimple.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightSimpleFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightSimpleFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightSimpleSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightSimpleSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuse.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuse.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecular.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecular.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecularFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecularFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecularSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecularSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuse.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuse.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecular.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecular.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecularFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecularFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecularSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecularSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftParticle.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftParticle.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/ParticleFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/ParticleFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/ParticleSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/ParticleSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftParticleFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftParticleFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftParticleSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftParticleSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/Bloom.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/Bloom.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/DepthOfField.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/DepthOfField.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/ColorProcess.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/ColorProcess.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/Water.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/Water.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/Water2.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/Water2.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/WaterSimple.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/WaterSimple.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/WaterSimple2.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/WaterSimple2.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Reset texture id = 129 (129 globals)
Reset buffer id = 0xFFFF (0 globals)
Reset program id = 0x1FFFF (0 globals)
Texture memory: 16.29 Mb
Done registering global resources
Couldn't exec intro.cfg
Couldn't exec startup.cfg
Room type: 0
Music player: sound/music/menu.ogg [menu]
------ Vid_Restart ------
RenderTarget: pbuffer destroyed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...resetting display
...shutdown OpenGL wrapper
...unloading library: success
...clearing proc addresses
Music player: sound/music/menu.ogg [menu]
...clearing refresh API: success
...unloading ./ref_gl.dll: success
Loading: ./ref_gl.dll
...updating modules...
...loaded module: CLBCatQ.DLL [76B20000] (symbols: "C:\Windows\syswow64\CLBCatQ.DLL")
...loaded module: dsound.dll [67E40000] (symbols: "C:\Windows\System32\dsound.dll")
...loaded module: POWRPROF.dll [73560000] (symbols: "C:\Windows\System32\POWRPROF.dll")
...loaded module: MMDevApi.dll [72430000] (symbols: "C:\Windows\System32\MMDevApi.dll")
...loaded module: PROPSYS.dll [74430000] (symbols: "C:\Windows\System32\PROPSYS.dll")
...loaded module: AUDIOSES.DLL [72370000] (symbols: "C:\Windows\system32\AUDIOSES.DLL")
...loaded module: avrt.dll [669D0000] (symbols: "C:\Windows\system32\avrt.dll")
...loaded module: mswsock.dll [74380000] (symbols: "C:\Windows\system32\mswsock.dll")
...loaded module: wshtcpip.dll [74370000] (symbols: "C:\Windows\System32\wshtcpip.dll")
...loaded module: NLAapi.dll [6F1C0000] (symbols: "C:\Windows\system32\NLAapi.dll")
...loaded module: napinsp.dll [6F1B0000] (symbols: "C:\Windows\system32\napinsp.dll")
...loaded module: pnrpnsp.dll [6F190000] (symbols: "C:\Windows\system32\pnrpnsp.dll")
...loaded module: DNSAPI.dll [742E0000] (symbols: "C:\Windows\system32\DNSAPI.dll")
...loaded module: winrnr.dll [6F180000] (symbols: "C:\Windows\System32\winrnr.dll")
...loaded module: wshbth.dll [6F170000] (symbols: "C:\Windows\system32\wshbth.dll")
...loaded module: mdnsNSP.dll [16080000] (symbols: "C:\Program Files (x86)\Bonjour\mdnsNSP.dll")
...loaded module: Iphlpapi.DLL [743D0000] (symbols: "C:\Windows\system32\Iphlpapi.DLL")
...loaded module: WINNSI.DLL [743C0000] (symbols: "C:\Windows\system32\WINNSI.DLL")
...loaded module: WLIDNSP.DLL [6F140000] (symbols: "C:\Program Files (x86)\Common Files\Microsoft Shared\Windows Live\WLIDNSP.DLL")
...loaded module: fwpuclnt.dll [6FA30000] (symbols: "C:\Windows\System32\fwpuclnt.dll")
...loaded module: rasadhlp.dll [724B0000] (symbols: "C:\Windows\system32\rasadhlp.dll")
...loaded module: opengl32.DLL [66900000] (symbols: "C:\Windows\system32\opengl32.DLL")
...loaded module: GLU32.dll [668D0000] (symbols: "C:\Windows\system32\GLU32.dll")
...loaded module: atiglpxx.dll [668C0000] (symbols: "C:\Windows\system32\atiglpxx.dll")
...loaded module: atioglxx.dll [69030000] (symbols: "C:\Windows\system32\atioglxx.dll")
...loaded module: VERSION.dll [72A30000] (symbols: "C:\Windows\system32\VERSION.dll")
...loaded module: atiadlxy.dll [0B3D0000] (symbols: "C:\Windows\system32\atiadlxy.dll")
...loaded module: USERENV.dll [74D60000] (symbols: "C:\Windows\system32\USERENV.dll")
...loaded module: profapi.dll [74D50000] (symbols: "C:\Windows\system32\profapi.dll")
...loaded module: WTSAPI32.dll [74D80000] (symbols: "C:\Windows\system32\WTSAPI32.dll")
...loaded module: WINTRUST.dll [75D70000] (symbols: "C:\Windows\syswow64\WINTRUST.dll")
...loaded module: CRYPT32.dll [76C40000] (symbols: "C:\Windows\syswow64\CRYPT32.dll")
...loaded module: MSASN1.dll [75C70000] (symbols: "C:\Windows\syswow64\MSASN1.dll")
...loaded module: atigktxx.dll [668B0000] (symbols: "C:\Windows\system32\atigktxx.dll")
...loaded module: aticfx32.dll [66800000] (symbols: "C:\Windows\system32\aticfx32.dll")
Creating main window
...initializing OpenGL wrapper
...loading C:\Windows\system32\opengl32.dll: success
...loading proc addresses
...created window (1366 x 768)
Initializing OpenGL driver
...getting DC: success
...choosing pixel format: success
...setting pixel format: success
...hardware acceleration found
...pixel format 2 selected
...creating GL context: success
...making context current: success
...reading GL extensions: success
...reading WGL extensions: success
...using WGL_ARB_multisample
...using WGL_ARB_pixel_format
...reinitializing window for 8x FSAA
...using colorbits of 32
...calling CDS: success
------ OpenGL Information ------
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: Radeon (TM) HD 6770M
GL_VERSION: 4.1.10600 Compatibility Profile Context
GL_SHADING_LANGUAGE_VERSION: 4.10
GL_EXTENSIONS:
GL_AMDX_debug_output
GL_AMDX_vertex_shader_tessellator
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
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_tessellator
GL_ARB_ES2_compatibility
GL_ARB_blend_func_extended
GL_ARB_color_buffer_float
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_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_bit_encoding
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_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_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
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_meminfo
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_shared_exponent
GL_EXT_texture_snorm
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_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
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_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
Cbuf2_Execute called twice, skipping second call
Initializing OpenGL extensions
...using GL_ARB_multitexture (8 TMU)
...using GL_ARB_texture_compression
...using GL_ARB_texture_cube_map
...using GL_EXT_texture3D
...using GL_ARB_texture_rectangle
...using GL_ARB_depth_texture
...using GL_ARB_shader_objects
...using GL_ARB_shading_language_100
...using GL_ARB_vertex_shader
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
...using GL_ATI_fragment_shader
...using GL_ARB_texture_env_add
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_env_crossbar
...using GL_EXT_texture_edge_clamp
...using GL_ARB_texture_border_clamp
...using GL_EXT_texture_filter_anisotropic
...using GL_SGIS_generate_mipmap
...using GL_EXT_draw_range_elements
...using GL_EXT_multi_draw_arrays
...using GL_NV_primitive_restart
...using GL_ARB_vertex_buffer_object
...skipping GL_EXT_framebuffer_object
...using GL_EXT_packed_depth_stencil
...using GL_EXT_stencil_wrap
...GL_EXT_stencil_two_side not found
...using GL_ATI_separate_stencil
...using GL_ARB_depth_clamp
...GL_EXT_depth_bounds_test not found
...using GL_EXT_bgra
...using WGL_ARB_pixel_format
...using WGL_ARB_pbuffer
...using WGL_ARB_render_texture
...using WGL_EXT_swap_control
GL progs: GLSL pathway (2.0+)
Current pixel format:
GL_RED_BITS = 8
GL_GREEN_BITS = 8
GL_BLUE_BITS = 8
GL_ALPHA_BITS = 8
GL_ACCUM_RED_BITS = 0
GL_ACCUM_GREEN_BITS = 0
GL_ACCUM_BLUE_BITS = 0
GL_ACCUM_ALPHA_BITS = 0
GL_DEPTH_BITS = 24
GL_STENCIL_BITS = 8
GL_SAMPLE_BUFFERS_ARB = true
GL_SAMPLES_ARB = 8
Max 2D texture size = 16384
Max cubemap texture size = 16384
Max rectangle texture size = 16384
Max 3D texture size = 8192
Hardware TnL caps:
GL_MAX_ELEMENTS_VERTICES = 2147483647
GL_MAX_ELEMENTS_INDICES = 16777215
=== Renderer caps ===
VBO: yes
Lightmap: yes
DLights: yes
Parallax: yes
SSAO: yes
SunShafts: yes
Bumpmap: glsl
Stenciling: separate
SoftShadows: yes
Reflections: glsl
Refractions: yes
WaterShader: yes
SimpleWaterShader: yes
ParticleFilter: yes
SoftParticles: yes
Bloom: yes
DepthOfField: yes
ColorProcess: yes
=====================
Backend memory: 7.60 Mb
SVBSP: uses 1280 kb of memory
...using Pbuffer with 8x FSAA
RenderTarget: 1024 x 1024 (mode 63) [pbuffer]
Registering global resources...
Loading: "textures/console/console_font.vtx"
Loading: "textures/console/bigchars.vtx"
Loading: "textures/console\console.vtx"
Loading: "textures/console\console2.vtx"
Loading: "textures/console\frame.vtx"
Loading: "textures/console\stripes.vtx"
Loading: "textures/console\startup1.vtx"
Loading: "textures/gameui\cursor_arrow.vtx"
Loading: "textures/gameui\cursor_select.vtx"
Loading: "textures/gameui\net.vtx"
Loading: "textures/gameui\lagometer.vtx"
Loading: "textures/gameui\save.vtx"
*** VGUI_Startup ***
Loading: "textures/gameui\vgui.vtx"
Loading: "def/VguiSchemes.txt"
Loading: "textures/gameui/fonts/hud_font.vtx"
Loading: "textures/gameui/fonts/menu_bigfont.vtx"
Loading: "textures/gameui/fonts/menu_smallfont.vtx"
Loading: "textures/gameui\menu_title.vtx"
Loading: "textures/gameui/fonts/menu_normalfont.vtx"
Loading: "textures/gameui/fonts/text_font1.vtx"
Loading: "textures/gameui/fonts/text_font2.vtx"
Loading: "textures/gameui\crosshair1.vtx"
Loading: "textures/gameui\crosshair2.vtx"
Loading: "textures/gameui\crosshair3.vtx"
Loading: "textures/gameui\portraits\picwpn.vtx"
Loading: "textures/gameui\portraits\pic100.vtx"
Loading: "textures/gameui\portraits\pic100r.vtx"
Loading: "textures/gameui\portraits\pic100l.vtx"
Loading: "textures/gameui\portraits\pic99.vtx"
Loading: "textures/gameui\portraits\pic99r.vtx"
Loading: "textures/gameui\portraits\pic99l.vtx"
Loading: "textures/gameui\portraits\pic90.vtx"
Loading: "textures/gameui\portraits\pic90r.vtx"
Loading: "textures/gameui\portraits\pic90l.vtx"
Loading: "textures/gameui\portraits\pic70.vtx"
Loading: "textures/gameui\portraits\pic70r.vtx"
Loading: "textures/gameui\portraits\pic70l.vtx"
Loading: "textures/gameui\portraits\pic50.vtx"
Loading: "textures/gameui\portraits\pic50r.vtx"
Loading: "textures/gameui\portraits\pic50l.vtx"
Loading: "textures/gameui\portraits\pic30.vtx"
Loading: "textures/gameui\portraits\pic30r.vtx"
Loading: "textures/gameui\portraits\pic30l.vtx"
Loading: "textures/gameui\portraits\pic10.vtx"
Loading: "textures/gameui\portraits\pic10r.vtx"
Loading: "textures/gameui\portraits\pic10l.vtx"
Loading: "textures/gameui\portraits\pic0.vtx"
Loading: "textures/gameui\items\Ammo9mm.vtx"
Loading: "textures/gameui\items\Ammo792mm.vtx"
Loading: "textures/gameui\items\WeaponKnife.vtx"
Loading: "textures/gameui\items\WeaponLuger.vtx"
Loading: "textures/gameui\items\WeaponMP40.vtx"
Loading: "textures/gameui\items\WeaponMG42.vtx"
Loading: "textures/gameui\hud_select.vtx"
Loading: "textures/gameui\vgui_bg1.vtx"
Loading: "textures/gameui\credits.vtx"
Loading: "textures/gameui\gradient.vtx"
Loading: "textures/gameui\menu_bg.vtx"
Loading: "textures/gameui\menu_bg_add.vtx"
Loading: "textures/gameui\server_win32.vtx"
Loading: "textures/gameui\server_linux.vtx"
Loading: "textures/gameui\server_win32_fav.vtx"
Loading: "textures/gameui\server_linux_fav.vtx"
Loading: "textures/gameui\logo.vtx"
Loading: "textures/gameui\menu_static.vtx"
Loading: "def/MenuControls.txt"
Loading: "def/MenuAdvancedControls.txt"
Loading: "def/MenuVideo.txt"
Loading: "def/MenuAdvancedVideo.txt"
Loading: "def/MenuSound.txt"
Loading: "def/MenuAdvancedSound.txt"
Loading: "def/MenuGame.txt"
Loading: "def/MenuMultiplayer.txt"
Loading: "def/MenuCreateServer.txt"
Loading: "hud/default.xml"
Loading: "textures/gameui/fonts/hud_digits.vtx"
Loading: "textures/gameui\wolf_hud.vtx"
Loading: "textures/gameui\silverkey.vtx"
Loading: "textures/gameui\goldkey.vtx"
Loading: "textures/gameui\hud_score.vtx"
Loading: "sound/vgui/click1.wav"
Loading: "sound/vgui/click2.wav"
Loading: "sound/vgui/click3.wav"
Loading: "sound/vgui/tone0.wav"
Loading: "sound/vgui/tone1.wav"
Loading: "sound/vgui/tone2.wav"
Loading: "sound/vgui/tone3.wav"
Loading: "sound/vgui/tone4.wav"
Loading: "sound/vgui/tone5.wav"
Loading: "sound/vgui/tone6.wav"
Loading: "sound/vgui/tone7.wav"
Loading: "sound/vgui/tone8.wav"
Loading: "sound/vgui/tone9.wav"
Loading: "sound/vgui/tone10.wav"
Loading: "sound/vgui/tone11.wav"
Loading: "glprogs/RenderMap.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) failed to link.
ERROR: error(#381) Too many outputs are used in vertex shader.
Loading: "glprogs/ShadowVolume.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked.
Loading: "glprogs/LightSimple.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightSimple.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightSimpleFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightSimpleFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightSimpleSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightSimpleSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightSimpleSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightSimpleSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/Refract.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/Refract.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/RefractModulate.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/RefractModulate.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/Refract2.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/Refract2.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/RefractModulate2.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/RefractModulate2.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuse.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuse.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpecular.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpecular.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpecularFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpecularFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpecularSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpecularSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightBumpDiffuseSpecularSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightBumpDiffuseSpecularSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/ReflectCubemap.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/ReflectCubemap.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SSAORender.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SSAORender.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SSAOColorRender.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SSAOColorRender.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SSAOBlur.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SSAOBlur.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SunShafts.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SunShafts.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuse.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuse.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpecular.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpecular.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpecularFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpecularFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpecularSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpecularSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightParallaxDiffuseSpecularSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightParallaxDiffuseSpecularSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/VertexLitParallax.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/VertexLitParallax.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/LightmapParallax.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/LightmapParallax.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsDepthPass.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsDepthPass.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsStencilPass.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsStencilPass.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightSimple.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightSimple.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightSimpleFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightSimpleFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightSimpleSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightSimpleSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuse.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuse.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecular.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecular.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecularFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecularFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecularSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightBumpDiffuseSpecularSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuse.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuse.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecular.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecular.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecularFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecularFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecularSpot.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftShadowsLightParallaxDiffuseSpecularSpot.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftParticle.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftParticle.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/ParticleFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/ParticleFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/ParticleSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/ParticleSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftParticleFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftParticleFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/SoftParticleSpotFilter.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/SoftParticleSpotFilter.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/Bloom.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/Bloom.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/DepthOfField.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/DepthOfField.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/ColorProcess.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/ColorProcess.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/Water.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/Water.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/Water2.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/Water2.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/WaterSimple.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/WaterSimple.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Loading: "glprogs/WaterSimple2.vsh"
Compile log: Vertex shader was successfully compiled to run on hardware.
Loading: "glprogs/WaterSimple2.fsh"
Compile log: Fragment shader was successfully compiled to run on hardware.
Compile log: Vertex shader(s) linked, fragment shader(s) linked.
Reset texture id = 129 (129 globals)
Reset buffer id = 0xFFFF (0 globals)
Reset program id = 0x1FFFF (0 globals)
Texture memory: 16.29 Mb
Done registering global resources
Couldn't exec hw/Radeon.cfg
Music player: sound/music/menu.ogg [menu]
------ Server Initialization ------
Server: e1m1
ED_Init: 1024 edicts occupy 1180.0 kb of memory
Loading: ./physics.dll
...updating modules...
...loaded module: physics.dll [66AD0000] (symbols: "C:\Games\Wolfram\system\physics.dll")
Physics library initialized
Loading: dlls/server.dll
...updating modules...
...loading symbols: 136 ordinals
...base offset: 0xEB30000
Loading: dlls/vbot.dll
Failed to load bot library: dlls/vbot.dll (126)
Cbuf2_Execute called twice, skipping second call
cCollisionManager::LoadMap( maps/e1m1.vm, server )
LightStyle: 0 = z
LightStyle: 1 = mmnmmommommnonmmonqnmmo
LightStyle: 2 = abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
LightStyle: 3 = mmmmmaaaaammmmmaaaaaabcdefgabcdefg
LightStyle: 4 = mamamamamama
LightStyle: 5 = jklmnopqrstuvwxyzyxwvutsrqponmlkj
LightStyle: 6 = nmonqnmomnmomomno
LightStyle: 7 = mmmaaaabcdefgmmmmaaaammmaamm
LightStyle: 8 = mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
LightStyle: 9 = aaaaaaaazzzzzzzz
LightStyle: 10 = zzazazzzzazzazazaaazazzza
LightStyle: 11 = zzmzmzzzzmzzgzmzgggzmzzzg
LightStyle: 12 = abcdefghijklmnopqrrqponmlkjihgfedcba
LightStyle: 13 = mmnnmmnnnmmnn
LightStyle: 14 = zyyvwtuuyzzzxuuxxxtttyzzzyzyyyz
Loading: "maps/e1m1.vn"
Node graph loaded
Loading: "models/gibs/hgib.vmd"
Loading: "models/misc/pshell.vmd"
Loading: "models/misc/rshell.vmd"
RegisterUserMsg: 127 = ResetHUD
RegisterUserMsg: 128 = Health
RegisterUserMsg: 129 = Armor
RegisterUserMsg: 130 = Illum
RegisterUserMsg: 131 = WeaponPickup
RegisterUserMsg: 132 = AmmoPickup
RegisterUserMsg: 133 = WeaponBits
RegisterUserMsg: 134 = WeaponList
RegisterUserMsg: 135 = AmmoList
RegisterUserMsg: 136 = CurWeapon
RegisterUserMsg: 137 = AmmoX
RegisterUserMsg: 138 = ScreenShake
RegisterUserMsg: 139 = ScreenFade
RegisterUserMsg: 140 = TextMessage
RegisterUserMsg: 141 = CrosshairAngle
RegisterUserMsg: 142 = Notify
RegisterUserMsg: 143 = Replacement
RegisterUserMsg: 144 = ScoreInfo
RegisterUserMsg: 145 = Damage
RegisterUserMsg: 146 = GameInfo
RegisterUserMsg: 147 = DuelMode
RegisterUserMsg: 148 = Score
RegisterUserMsg: 149 = SingleScore
RegisterUserMsg: 150 = EndLevel
RegisterUserMsg: 151 = Level
RegisterUserMsg: 152 = Powerups
RegisterUserMsg: 153 = HideHUD
Loading: "models/items/p_knife.vmd"
Loading: "models/items/v_knife.vmd"
Loading: "models/items/w_knife.vmd"
Loading: "models/items/p_luger.vmd"
Loading: "models/items/v_luger.vmd"
Loading: "models/items/w_luger.vmd"
Loading: "models/items/p_mp40.vmd"
Loading: "models/items/v_mp40.vmd"
Loading: "models/items/w_mp40.vmd"
Loading: "models/items/p_mg42.vmd"
Loading: "models/items/v_mg42.vmd"
Loading: "models/items/w_mg42.vmd"
Loading: "models/player/player.vmd"
TriggerChangeLevel to "e1m2" doesn't have a landmark
Loading: "models/props/wolf_switch_x1.vmd"
Loading: "models/npc/trooper.vmd"
Loading: "models/items/w_ammo.vmd"
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
Loading: "models/items/w_medkit.vmd"
Loading: "models/items/w_chalice.vmd"
Loading: "models/items/w_food.vmd"
Loading: "models/items/w_crown.vmd"
Loading: "models/items/w_chest.vmd"
Loading: "models/items/w_cross.vmd"
Loading: "models/npc/dog.vmd"
Loading: "models/items/w_dogfood.vmd"
Object 56 (DynamicLight) touching 3 areas at (382.000000, -2882.000000, 102.000000): 15, 12, 14
Object 56 (DynamicLight) touching 3 areas at (382.000000, -2882.000000, 102.000000): 15, 12, 20
Object 57 (DynamicLight) touching 3 areas at (382.000000, -2306.000000, 102.000000): 14, 9, 12
Object 57 (DynamicLight) touching 3 areas at (382.000000, -2306.000000, 102.000000): 14, 9, 12
Object 57 (DynamicLight) touching 3 areas at (382.000000, -2306.000000, 102.000000): 14, 9, 12
Object 57 (DynamicLight) touching 3 areas at (382.000000, -2306.000000, 102.000000): 14, 9, 15
Object 57 (DynamicLight) touching 3 areas at (382.000000, -2306.000000, 102.000000): 14, 9, 18
Object 58 (DynamicLight) touching 3 areas at (1534.000000, -2306.000000, 102.000000): 10, 9, 11
Object 58 (DynamicLight) touching 3 areas at (1534.000000, -2306.000000, 102.000000): 10, 9, 12
Object 58 (DynamicLight) touching 3 areas at (1534.000000, -2306.000000, 102.000000): 10, 9, 12
Object 59 (DynamicLight) touching 3 areas at (1534.000000, -2882.000000, 102.000000): 11, 10, 12
Object 59 (DynamicLight) touching 3 areas at (1534.000000, -2882.000000, 102.000000): 11, 10, 12
Object 59 (DynamicLight) touching 3 areas at (1534.000000, -2882.000000, 102.000000): 11, 10, 12
Object 59 (DynamicLight) touching 3 areas at (1534.000000, -2882.000000, 102.000000): 11, 10, 12
Object 60 (DynamicLight) touching 3 areas at (958.000000, -2242.000000, 102.000000): 12, 9, 10
Object 60 (DynamicLight) touching 3 areas at (958.000000, -2242.000000, 102.000000): 12, 9, 10
Object 60 (DynamicLight) touching 3 areas at (958.000000, -2242.000000, 102.000000): 12, 9, 10
Object 60 (DynamicLight) touching 3 areas at (958.000000, -2242.000000, 102.000000): 12, 9, 14
Object 60 (DynamicLight) touching 3 areas at (958.000000, -2242.000000, 102.000000): 12, 9, 14
Object 61 (DynamicLight) touching 3 areas at (958.000000, -2882.000000, 102.000000): 12, 10, 11
Object 61 (DynamicLight) touching 3 areas at (958.000000, -2882.000000, 102.000000): 12, 10, 11
Object 61 (DynamicLight) touching 3 areas at (958.000000, -2882.000000, 102.000000): 12, 10, 11
Object 61 (DynamicLight) touching 3 areas at (958.000000, -2882.000000, 102.000000): 12, 10, 15
Object 61 (DynamicLight) touching 3 areas at (958.000000, -2882.000000, 102.000000): 12, 10, 14
Object 61 (DynamicLight) touching 3 areas at (958.000000, -2882.000000, 102.000000): 12, 10, 15
Object 62 (DynamicLight) touching 3 areas at (958.000000, -3394.000000, 102.000000): 12, 11, 15
Object 69 (DynamicLight) touching 3 areas at (958.000000, 190.000000, 102.000000): 6, 8, 9
Object 69 (DynamicLight) touching 3 areas at (958.000000, 190.000000, 102.000000): 6, 8, 9
Object 69 (DynamicLight) touching 3 areas at (958.000000, 190.000000, 102.000000): 6, 8, 9
Object 70 (DynamicLight) touching 3 areas at (318.000000, 190.000000, 102.000000): 6, 8, 9
Object 70 (DynamicLight) touching 3 areas at (318.000000, 190.000000, 102.000000): 6, 8, 9
Object 70 (DynamicLight) touching 3 areas at (318.000000, 190.000000, 102.000000): 6, 8, 9
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 4
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 4
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 4
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 4
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 8
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 8
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 9
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 8
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 8
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 8
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 9
Object 71 (DynamicLight) touching 3 areas at (1598.000000, 190.000000, 102.000000): 6, 0, 9
Object 143 (DynamicLight) touching 3 areas at (638.000000, 2750.000000, 102.000000): 7, 8, 13
Object 143 (DynamicLight) touching 3 areas at (638.000000, 2750.000000, 102.000000): 7, 8, 13
Object 144 (DynamicLight) touching 3 areas at (1278.000000, 2750.000000, 102.000000): 7, 5, 8
Object 144 (DynamicLight) touching 3 areas at (1278.000000, 2750.000000, 102.000000): 7, 5, 8
Object 144 (DynamicLight) touching 3 areas at (1278.000000, 2750.000000, 102.000000): 7, 5, 8
Object 145 (DynamicLight) touching 3 areas at (1982.000000, 2750.000000, 102.000000): 5, 0, 7
Object 145 (DynamicLight) touching 3 areas at (1982.000000, 2750.000000, 102.000000): 5, 0, 7
Object 145 (DynamicLight) touching 3 areas at (1982.000000, 2750.000000, 102.000000): 5, 0, 7
Object 153 (DynamicLight) touching 3 areas at (-322.000000, 2750.000000, 102.000000): 13, 7, 16
Object 157 (DynamicLight) touching 3 areas at (-2434.000000, 2814.000000, 102.000000): 26, 16, 21
Object 157 (DynamicLight) touching 3 areas at (-2434.000000, 2814.000000, 102.000000): 26, 16, 21
Object 157 (DynamicLight) touching 3 areas at (-2434.000000, 2814.000000, 102.000000): 26, 16, 21
Object 158 (DynamicLight) touching 3 areas at (-2370.000000, 1982.000000, 102.000000): 21, 22, 26
Object 158 (DynamicLight) touching 3 areas at (-2370.000000, 1982.000000, 102.000000): 21, 22, 27
Object 159 (DynamicLight) touching 3 areas at (-1858.000000, 1982.000000, 102.000000): 21, 13, 22
Object 159 (DynamicLight) touching 3 areas at (-1858.000000, 1982.000000, 102.000000): 21, 13, 26
Object 159 (DynamicLight) touching 3 areas at (-1858.000000, 1982.000000, 102.000000): 21, 13, 22
Object 159 (DynamicLight) touching 3 areas at (-1858.000000, 1982.000000, 102.000000): 21, 13, 22
Object 160 (DynamicLight) touching 3 areas at (-2114.000000, 1022.000000, 102.000000): 22, 21, 23
Object 160 (DynamicLight) touching 3 areas at (-2114.000000, 1022.000000, 102.000000): 22, 21, 23
Object 160 (DynamicLight) touching 3 areas at (-2114.000000, 1022.000000, 102.000000): 22, 21, 23
Object 160 (DynamicLight) touching 3 areas at (-2114.000000, 1022.000000, 102.000000): 22, 21, 23
Object 160 (DynamicLight) touching 3 areas at (-2114.000000, 1022.000000, 102.000000): 22, 21, 24
Object 160 (DynamicLight) touching 3 areas at (-2114.000000, 1022.000000, 102.000000): 22, 21, 23
Object 160 (DynamicLight) touching 3 areas at (-2114.000000, 1022.000000, 102.000000): 22, 21, 24
Object 179 (DynamicLight) touching 3 areas at (-2370.000000, 190.000000, 102.000000): 23, 22, 24
Object 179 (DynamicLight) touching 3 areas at (-2370.000000, 190.000000, 102.000000): 23, 22, 24
Object 179 (DynamicLight) touching 3 areas at (-2370.000000, 190.000000, 102.000000): 23, 22, 24
Object 179 (DynamicLight) touching 3 areas at (-2370.000000, 190.000000, 102.000000): 23, 22, 24
Object 179 (DynamicLight) touching 3 areas at (-2370.000000, 190.000000, 102.000000): 23, 22, 24
Object 179 (DynamicLight) touching 3 areas at (-2370.000000, 190.000000, 102.000000): 23, 22, 24
Object 179 (DynamicLight) touching 3 areas at (-2370.000000, 190.000000, 102.000000): 23, 22, 24
Object 179 (DynamicLight) touching 3 areas at (-2370.000000, 190.000000, 102.000000): 23, 22, 24
Object 180 (DynamicLight) touching 3 areas at (-1858.000000, 190.000000, 102.000000): 23, 22, 24
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 19
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 19
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 19
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 19
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 19
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 19
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 19
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 25
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 19
Object 190 (DynamicLight) touching 3 areas at (-1538.000000, -1858.000000, 102.000000): 24, 17, 25
Object 191 (DynamicLight) touching 3 areas at (-706.000000, -1858.000000, 102.000000): 17, 18, 19
Object 191 (DynamicLight) touching 3 areas at (-706.000000, -1858.000000, 102.000000): 17, 18, 24
Object 191 (DynamicLight) touching 3 areas at (-706.000000, -1858.000000, 102.000000): 17, 18, 24
Object 191 (DynamicLight) touching 3 areas at (-706.000000, -1858.000000, 102.000000): 17, 18, 19
Object 191 (DynamicLight) touching 3 areas at (-706.000000, -1858.000000, 102.000000): 17, 18, 19
Object 191 (DynamicLight) touching 3 areas at (-706.000000, -1858.000000, 102.000000): 17, 18, 19
Object 191 (DynamicLight) touching 3 areas at (-706.000000, -1858.000000, 102.000000): 17, 18, 19
Object 192 (DynamicLight) touching 3 areas at (-1602.000000, -2498.000000, 102.000000): 19, 17, 20
Object 192 (DynamicLight) touching 3 areas at (-1602.000000, -2498.000000, 102.000000): 19, 17, 24
Object 192 (DynamicLight) touching 3 areas at (-1602.000000, -2498.000000, 102.000000): 19, 17, 24
Object 192 (DynamicLight) touching 3 areas at (-1602.000000, -2498.000000, 102.000000): 19, 17, 25
Object 192 (DynamicLight) touching 3 areas at (-1602.000000, -2498.000000, 102.000000): 19, 17, 20
Object 192 (DynamicLight) touching 3 areas at (-1602.000000, -2498.000000, 102.000000): 19, 17, 24
Object 192 (DynamicLight) touching 3 areas at (-1602.000000, -2498.000000, 102.000000): 19, 17, 25
Object 192 (DynamicLight) touching 3 areas at (-1602.000000, -2498.000000, 102.000000): 19, 17, 20
Object 195 (DynamicLight) touching 3 areas at (-66.000000, -1858.000000, 102.000000): 18, 14, 17
Object 195 (DynamicLight) touching 3 areas at (-66.000000, -1858.000000, 102.000000): 18, 14, 17
Object 195 (DynamicLight) touching 3 areas at (-66.000000, -1858.000000, 102.000000): 18, 14, 17
Object 195 (DynamicLight) touching 3 areas at (-66.000000, -1858.000000, 102.000000): 18, 14, 17
Object 198 (DynamicLight) touching 3 areas at (-2626.000000, 830.000000, 102.000000): 24, 22, 27
Object 198 (DynamicLight) touching 3 areas at (-2626.000000, 830.000000, 102.000000): 24, 22, 23
Object 198 (DynamicLight) touching 3 areas at (-2626.000000, 830.000000, 102.000000): 24, 22, 23
Object 198 (DynamicLight) touching 3 areas at (-2626.000000, 830.000000, 102.000000): 24, 22, 23
Object 198 (DynamicLight) touching 3 areas at (-2626.000000, 830.000000, 102.000000): 24, 22, 23
Object 198 (DynamicLight) touching 3 areas at (-2626.000000, 830.000000, 102.000000): 24, 22, 27
Object 198 (DynamicLight) touching 3 areas at (-2626.000000, 830.000000, 102.000000): 24, 22, 27
Object 200 (DynamicLight) touching 3 areas at (-3138.000000, 1470.000000, 102.000000): 27, 21, 24
Object 200 (DynamicLight) touching 3 areas at (-3138.000000, 1470.000000, 102.000000): 27, 21, 24
Object 200 (DynamicLight) touching 3 areas at (-3138.000000, 1470.000000, 102.000000): 27, 21, 24
Object 200 (DynamicLight) touching 3 areas at (-3138.000000, 1470.000000, 102.000000): 27, 21, 24
Object 200 (DynamicLight) touching 3 areas at (-3138.000000, 1470.000000, 102.000000): 27, 21, 24
Object 200 (DynamicLight) touching 3 areas at (-3138.000000, 1470.000000, 102.000000): 27, 21, 24
Object 200 (DynamicLight) touching 3 areas at (-3138.000000, 1470.000000, 102.000000): 27, 21, 24
Object 200 (DynamicLight) touching 3 areas at (-3138.000000, 1470.000000, 102.000000): 27, 21, 24
Object 204 (DynamicLight) touching 3 areas at (-3138.000000, 958.000000, 102.000000): 24, 21, 27
Object 204 (DynamicLight) touching 3 areas at (-3138.000000, 958.000000, 102.000000): 24, 21, 23
Object 204 (DynamicLight) touching 3 areas at (-3138.000000, 958.000000, 102.000000): 24, 21, 27
Object 204 (DynamicLight) touching 3 areas at (-3138.000000, 958.000000, 102.000000): 24, 21, 27
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
InitIASTable: "models/npc/trooper.vmd"
...WeaponKnife[0]: Sequence "machete_idle1" resolved to 61
...WeaponKnife[1]: Sequence "machete_combatidle1" resolved to 62
...WeaponKnife[3]: Sequence "machete_180L1" resolved to 63
...WeaponKnife[4]: Sequence "machete_180R1" resolved to 64
...WeaponKnife[5]: Sequence "machete_walk1" resolved to 65
...WeaponKnife[6]: Sequence "machete_run1" resolved to 66
...WeaponKnife[7]: Sequence "machete_melee1" resolved to 67
...WeaponKnife[7]: Sequence "machete_melee2" resolved to 68
...WeaponKnife[7]: Sequence "machete_melee3" resolved to 69
...WeaponKnife[7]: Sequence "machete_melee4" resolved to 70
...WeaponKnife[7]: Sequence "machete_melee5" resolved to 71
...WeaponKnife[7]: Sequence "machete_melee6" resolved to 72
...WeaponKnife[12]: Sequence "machete_arm1" resolved to 73
...WeaponKnife[13]: Sequence "machete_disarm1" resolved to 74
...WeaponLuger[0]: Sequence "pistol_idle1" resolved to 45
...WeaponLuger[1]: Sequence "pistol_combatidle1" resolved to 46
...WeaponLuger[2]: Sequence "pistol_crouchcombatidle1" resolved to 47
...WeaponLuger[3]: Sequence "pistol_180L1" resolved to 48
...WeaponLuger[4]: Sequence "pistol_180R1" resolved to 49
...WeaponLuger[5]: Sequence "pistol_walk1" resolved to 54
...WeaponLuger[6]: Sequence "pistol_run1" resolved to 55
...WeaponLuger[7]: Sequence "pistol_melee1" resolved to 56
...WeaponLuger[7]: Sequence "pistol_melee2" resolved to 57
...WeaponLuger[7]: Sequence "pistol_melee3" resolved to 58
...WeaponLuger[8]: Sequence "pistol_standing1" resolved to 51
...WeaponLuger[9]: Sequence "pistol_crouching1" resolved to 50
...WeaponLuger[10]: Sequence "pistol_reload1" resolved to 52
...WeaponLuger[11]: Sequence "pistol_crouchreload1" resolved to 53
...WeaponLuger[12]: Sequence "pistol_arm1" resolved to 59
...WeaponLuger[13]: Sequence "pistol_disarm1" resolved to 60
...WeaponMP40[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMP40[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMP40[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMP40[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMP40[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMP40[2]: Sequence "rifle_crouchcombatidle1" resolved to 33
...WeaponMP40[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMP40[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMP40[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMP40[6]: Sequence "rifle_run1" resolved to 41
...WeaponMP40[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMP40[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMP40[9]: Sequence "rifle_crouching1" resolved to 36
...WeaponMP40[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMP40[11]: Sequence "rifle_crouchreload1" resolved to 39
...WeaponMP40[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMP40[13]: Sequence "rifle_disarm1" resolved to 44
...WeaponMG42[0]: Sequence "rifle_idle1" resolved to 28
...WeaponMG42[0]: Sequence "rifle_idle2" resolved to 29
...WeaponMG42[0]: Sequence "rifle_idle3" resolved to 30
...WeaponMG42[0]: Sequence "rifle_idle4" resolved to 31
...WeaponMG42[1]: Sequence "rifle_combatidle1" resolved to 32
...WeaponMG42[3]: Sequence "rifle_180L1" resolved to 34
...WeaponMG42[4]: Sequence "rifle_180R1" resolved to 35
...WeaponMG42[5]: Sequence "rifle_walk1" resolved to 40
...WeaponMG42[6]: Sequence "rifle_run1" resolved to 41
...WeaponMG42[7]: Sequence "rifle_melee1" resolved to 42
...WeaponMG42[8]: Sequence "rifle_standing1" resolved to 37
...WeaponMG42[10]: Sequence "rifle_reload1" resolved to 38
...WeaponMG42[12]: Sequence "rifle_arm1" resolved to 43
...WeaponMG42[13]: Sequence "rifle_disarm1" resolved to 44
Map checksum: 1279597155
Lua scripts occupy 31 kb of memory
-----------------------------------
Execing server.cfg
Direct connection
UnnamedPlayer: connected
CL packet loopback: v2svConnect
Connected to loopback
Node graph pointers set
UnnamedPlayer : dropped gamestate, resending
UnnamedPlayer: primed
Parsing gamestate
FLUSH CACHE: yes
=== Renderer caps ===
VBO: yes
Lightmap: yes
DLights: yes
Parallax: yes
SSAO: yes
SunShafts: yes
Bumpmap: glsl
Stenciling: separate
SoftShadows: yes
Reflections: glsl
Refractions: yes
WaterShader: yes
SimpleWaterShader: yes
ParticleFilter: yes
SoftParticles: yes
Bloom: yes
DepthOfField: yes
ColorProcess: yes
=====================
cCollisionManager::LoadMap( maps/e1m1.vm, client )
Reusing the same collision map
Registering resources...
Loading: "shaders/common.shader"
Shader: "textures\common\black"
Shader: "textures\common\black": STATIC
Shader: "textures\common\white"
Shader: "textures\common\white": STATIC
Shader: "textures\common\invisibledw"
Shader: "textures\common\invisibledw": STATIC, ACFF = 1
Shader: "textures\common\areaportal"
Shader: "textures\common\areaportal": STATIC
Shader: "textures\common\aiclip"
Shader: "textures\common\aiclip": STATIC
Shader: "textures\common\clip"
Shader: "textures\common\clip": STATIC
Shader: "textures\common\playerclip"
Shader: "textures\common\playerclip": STATIC
Shader: "textures\common\hint"
Shader: "textures\common\hint": STATIC
Shader: "textures\common\skip"
Shader: "textures\common\skip": STATIC
Shader: "textures\common\origin"
Shader: "textures\common\origin": STATIC
Shader: "textures\common\trigger"
Shader: "textures\common\trigger": STATIC
Shader: "textures\common\donotenter"
Shader: "textures\common\donotenter": STATIC
Shader: "textures\common\caulk"
Shader: "textures\common\caulk": STATIC
Shader: "textures\common\caulk2"
Shader: "textures\common\caulk2": STATIC
Shader: "textures\common\invisible"
Shader: "textures\common\invisible": STATIC
Shader: "textures\common\clusterportal"
Shader: "textures\common\clusterportal": STATIC
Shader: "textures\common\ladder"
Shader: "textures\common\ladder": STATIC
Shader: "textures\common\mirror"
Shader: "textures\common\mirror": NOT STATIC
Shader: "textures\common\shoot_through"
Shader: "textures\common\shoot_through": STATIC
Shader: "textures\common\hitbox_generic"
Shader: "textures\common\hitbox_generic": STATIC
Shader: "textures\common\hitbox_wood"
Shader: "textures\common\hitbox_wood": STATIC
Shader: "textures\common\hitbox_flesh"
Shader: "textures\common\hitbox_flesh": STATIC
Shader: "textures\common\hitbox_metal"
Shader: "textures\common\hitbox_metal": STATIC
Shader: "textures\common\hitbox_glass"
Shader: "textures\common\hitbox_glass": STATIC
Shader: "textures\common\emit_light_blue"
Shader: "textures\common\emit_light_blue": STATIC
Shader: "textures\common\emit_light_red"
Shader: "textures\common\emit_light_red": STATIC
Shader: "textures\common\portal0"
Shader: "textures\common\portal0": NOT STATIC
Shader: "textures\common\portal1"
Shader: "textures\common\portal1": NOT STATIC
Shader: "textures\common\portal2"
Shader: "textures\common\portal2": NOT STATIC
Loading: "shaders/decals.shader"
Shader: "textures\decals\blood1"
Shader: "textures\decals\blood1": STATIC, ACFF = 1
Shader: "textures\decals\blood2"
Shader: "textures\decals\blood2": STATIC, ACFF = 1
Shader: "textures\decals\blood3"
Shader: "textures\decals\blood3": STATIC, ACFF = 1
Shader: "textures\decals\blood4"
Shader: "textures\decals\blood4": STATIC, ACFF = 1
Shader: "textures\decals\blood5"
Shader: "textures\decals\blood5": STATIC, ACFF = 1
Shader: "textures\decals\blood6"
Shader: "textures\decals\blood6": STATIC, ACFF = 1
Shader: "textures\decals\blood7"
Shader: "textures\decals\blood7": STATIC, ACFF = 1
Shader: "textures\decals\blood8"
Shader: "textures\decals\blood8": STATIC, ACFF = 1
Shader: "textures\decals\shot1"
Shader: "textures\decals\shot1": STATIC, ACFF = 1
Shader: "textures\decals\shot2"
Shader: "textures\decals\shot2": STATIC, ACFF = 1
Shader: "textures\decals\shot3"
Shader: "textures\decals\shot3": STATIC, ACFF = 1
Shader: "textures\decals\shot4"
Shader: "textures\decals\shot4": STATIC, ACFF = 1
Shader: "textures\decals\shot5"
Shader: "textures\decals\shot5": STATIC, ACFF = 1
Shader: "textures\decals\metalshot1"
Shader: "textures\decals\metalshot1": STATIC, ACFF = 1
Shader: "textures\decals\metalshot2"
Shader: "textures\decals\metalshot2": STATIC, ACFF = 1
Shader: "textures\decals\metalshot3"
Shader: "textures\decals\metalshot3": STATIC, ACFF = 1
Shader: "textures\decals\metalshot4"
Shader: "textures\decals\metalshot4": STATIC, ACFF = 1
Shader: "textures\decals\metalshot5"
Shader: "textures\decals\metalshot5": STATIC, ACFF = 1
Shader: "textures\decals\glassshot1"
Shader: "textures\decals\glassshot1": STATIC, ACFF = 3
Shader: "textures\decals\glassshot2"
Shader: "textures\decals\glassshot2": STATIC, ACFF = 3
Shader: "textures\decals\glassshot3"
Shader: "textures\decals\glassshot3": STATIC, ACFF = 3
Shader: "textures\decals\glassshot4"
Shader: "textures\decals\glassshot4": STATIC, ACFF = 3
Shader: "textures\decals\glassshot5"
Shader: "textures\decals\glassshot5": STATIC, ACFF = 3
Shader: "textures\decals\woodshot1"
Shader: "textures\decals\woodshot1": STATIC, ACFF = 1
Shader: "textures\decals\woodshot2"
Shader: "textures\decals\woodshot2": STATIC, ACFF = 1
Shader: "textures\decals\woodshot3"
Shader: "textures\decals\woodshot3": STATIC, ACFF = 1
Shader: "textures\decals\woodshot4"
Shader: "textures\decals\woodshot4": STATIC, ACFF = 1
Shader: "textures\decals\woodshot5"
Shader: "textures\decals\woodshot5": STATIC, ACFF = 1
Shader: "textures\decals\blade1"
Shader: "textures\decals\blade1": STATIC, ACFF = 1
Shader: "textures\decals\blade2"
Shader: "textures\decals\blade2": STATIC, ACFF = 1
Shader: "textures\decals\blade3"
Shader: "textures\decals\blade3": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot1"
Shader: "textures\decals\fleshshot1": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot2"
Shader: "textures\decals\fleshshot2": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot3"
Shader: "textures\decals\fleshshot3": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot4"
Shader: "textures\decals\fleshshot4": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot5"
Shader: "textures\decals\fleshshot5": STATIC, ACFF = 1
Shader: "textures\decals\scorch1"
Shader: "textures\decals\scorch1": STATIC, ACFF = 1
Loading: "shaders/effects.shader"
Shader: "shadow"
Shader: "shadow": STATIC, ACFF = 1
Shader: "textures\effects\balloon"
Shader: "textures\effects\balloon": STATIC, ACFF = 3
Shader: "textures\effects\bubble"
Shader: "textures\effects\bubble": NOT STATIC, ACFF = 1
Shader: "textures\effects\blood1_decor"
Shader: "textures\effects\blood1_decor": NOT STATIC
Shader: "textures\effects\puddle"
Shader: "textures\effects\puddle": STATIC, ACFF = 3
Shader: "textures\effects\double_kill"
Shader: "textures\effects\double_kill": STATIC, ACFF = 3
Shader: "textures\effects\triple_kill"
Shader: "textures\effects\triple_kill": STATIC, ACFF = 3
Shader: "textures\effects\multi_kill"
Shader: "textures\effects\multi_kill": STATIC, ACFF = 3
Shader: "textures\effects\muzzleflash"
Shader: "textures\effects\muzzleflash": STATIC, ACFF = 3
Shader: "textures\effects\muzzleflash2"
Shader: "textures\effects\muzzleflash2": STATIC, ACFF = 3
Shader: "textures\effects\tracer"
Shader: "textures\effects\tracer": STATIC, ACFF = 3
Shader: "textures\effects\explode"
Shader: "textures\effects\explode": STATIC, ACFF = 3
Shader: "textures\effects\watersplash"
Shader: "textures\effects\watersplash": STATIC, ACFF = 3
Shader: "textures\effects\flare"
Shader: "textures\effects\flare": STATIC, ACFF = 3
Shader: "textures\effects\flare2"
Shader: "textures\effects\flare2": STATIC, ACFF = 3
Shader: "textures\effects\flame"
Shader: "textures\effects\flame": STATIC
Shader: "textures\effects\teleport_fx"
OptimizeShader [textures\effects\teleport_fx]: collapsing stage 2: failed (modulateColorFunc specified)
OptimizeShader [textures\effects\teleport_fx]: collapsing stage 3: failed (modulateColorFunc specified)
Shader: "textures\effects\teleport_fx": NOT STATIC, ACFF = 3
Shader: "textures\effects\caustics"
Shader: "textures\effects\caustics": STATIC, ACFF = 3
Shader: "textures\effects\smoke"
Shader: "textures\effects\smoke": NOT STATIC
Shader: "textures\effects\chrome_env2"
Shader: "textures\effects\chrome_env2": NOT STATIC
Shader: "textures\effects\grass1"
Shader: "textures\effects\grass1": STATIC, ACFF = 3
Shader: "textures\effects\grass2"
Shader: "textures\effects\grass2": STATIC, ACFF = 3
Shader: "textures\effects\grass3"
Shader: "textures\effects\grass3": STATIC, ACFF = 3
Shader: "textures\effects\grass4"
Shader: "textures\effects\grass4": STATIC, ACFF = 3
Shader: "textures\effects\grass5"
Shader: "textures\effects\grass5": STATIC, ACFF = 3
Shader: "textures\effects\grass6"
Shader: "textures\effects\grass6": STATIC, ACFF = 3
Shader: "textures\effects\grass7"
Shader: "textures\effects\grass7": STATIC, ACFF = 3
Shader: "textures\effects\grass8"
Shader: "textures\effects\grass8": STATIC, ACFF = 3
Loading: "shaders/generic.shader"
Shader: "textures\generic\gen_wood_x1"
Shader: "textures\generic\gen_wood_x1": STATIC
Shader: "textures\generic\gen_grass_x1"
Shader: "textures\generic\gen_grass_x1": STATIC
Loading: "shaders/glass.shader"
Shader: "textures\glass\glass_x1"
Shader: "textures\glass\glass_x1": NOT STATIC, ACFF = 1
Shader: "textures\glass\glass_refractive"
OptimizeShader [textures\glass\glass_refractive]: collapsing stage 2: failed (refractive stage)
Shader: "textures\glass\glass_refractive": NOT STATIC, ACFF = 1
Shader: "textures\glass\glass_x1_2s"
Shader: "textures\glass\glass_x1_2s": NOT STATIC, ACFF = 1
Loading: "shaders/mod_items.shader"
Shader: "textures\models\items\gold"
Shader: "textures\models\items\gold": NOT STATIC
Shader: "textures\models\items\silver"
Shader: "textures\models\items\silver": NOT STATIC
Shader: "textures\models\items\ruby"
Shader: "textures\models\items\ruby": NOT STATIC
Shader: "textures\models\items\sapphire"
Shader: "textures\models\items\sapphire": NOT STATIC
Shader: "textures\models\items\food2"
Shader: "textures\models\items\food2": STATIC
Shader: "textures\models\items\ammo2"
Shader: "textures\models\items\ammo2": STATIC
Loading: "shaders/mod_npc.shader"
Shader: "textures\models\npc\dog"
Shader: "textures\models\npc\dog": STATIC
Shader: "textures\models\npc\trooper_body"
Shader: "textures\models\npc\trooper_body": STATIC
Shader: "textures\models\npc\trooper_head"
Shader: "textures\models\npc\trooper_head": STATIC
Shader: "textures\models\npc\ss_body"
Shader: "textures\models\npc\ss_body": STATIC
Shader: "textures\models\npc\ss_head"
Shader: "textures\models\npc\ss_head": STATIC
Shader: "textures\models\npc\gross_head"
Shader: "textures\models\npc\gross_head": STATIC
Loading: "shaders/mod_player.shader"
Shader: "textures\models\player\vip_militant_body"
Shader: "textures\models\player\vip_militant_body": STATIC
Shader: "textures\models\player\vip_militant_head"
Shader: "textures\models\player\vip_militant_head": STATIC
Loading: "shaders/mod_props.shader"
Shader: "textures\models\props\lamp_x1"
Shader: "textures\models\props\lamp_x1": NOT STATIC
Shader: "textures\models\props\lamp_x1_off"
Shader: "textures\models\props\lamp_x1_off": STATIC
Shader: "textures\models\props\wolf_flag_x1"
Shader: "textures\models\props\wolf_flag_x1": STATIC
Shader: "textures\models\props\wolf_flagpole_x1"
Shader: "textures\models\props\wolf_flagpole_x1": STATIC
Shader: "textures\models\props\wolf_well_water_x1"
OptimizeShader [textures\models\props\wolf_well_water_x1]: collapsing stage 2: failed (refractive stage)
Shader: "textures\models\props\wolf_well_water_x1": NOT STATIC, ACFF = 3
Shader: "textures\models\props\wolf_well_x1"
Shader: "textures\models\props\wolf_well_x1": STATIC
Shader: "textures\models\props\wolf_vase_x1"
Shader: "textures\models\props\wolf_vase_x1": STATIC
Shader: "textures\models\props\wolf_vase_x2"
Shader: "textures\models\props\wolf_vase_x2": STATIC
Shader: "textures\models\props\wolf_plant_x1"
Shader: "textures\models\props\wolf_plant_x1": STATIC
Shader: "textures\models\props\wolf_plant_x2"
Shader: "textures\models\props\wolf_plant_x2": STATIC
Shader: "textures\models\props\wolf_plant_x3"
Shader: "textures\models\props\wolf_plant_x3": STATIC
Shader: "textures\models\props\wolf_plant_x4"
Shader: "textures\models\props\wolf_plant_x4": STATIC
Shader: "textures\models\props\wolf_plant_x5"
Shader: "textures\models\props\wolf_plant_x5": STATIC
Shader: "textures\models\props\wolf_table_x1"
Shader: "textures\models\props\wolf_table_x1": STATIC
Shader: "textures\models\props\wolf_table_x2"
Shader: "textures\models\props\wolf_table_x2": NOT STATIC
Shader: "textures\models\props\wolf_sink_x1"
Shader: "textures\models\props\wolf_sink_x1": STATIC
Shader: "textures\models\props\wolf_mirror_x1"
Shader: "textures\models\props\wolf_mirror_x1": STATIC
Shader: "textures\models\props\wolf_mirror_x2"
Shader: "textures\models\props\wolf_mirror_x2": NOT STATIC
Loading: "shaders/sky.shader"
Shader: "textures\sky\outdoors"
Shader: "textures\sky\outdoors": NOT STATIC
Loading: "shaders/wolf.shader"
Shader: "textures\wolf\zdoorg"
Shader: "textures\wolf\zdoorg": STATIC
Shader: "textures\wolf\zdoors"
Shader: "textures\wolf\zdoors": STATIC
Shader: "textures\wolf\doorstop"
Shader: "textures\wolf\doorstop": STATIC
Shader: "textures\wolf\elev_ceil"
Shader: "textures\wolf\elev_ceil": NOT STATIC
Shader: "textures\wolf\elev_flr"
Shader: "textures\wolf\elev_flr": STATIC
Shader: "textures\wolf\flat1"
Shader: "textures\wolf\flat1": STATIC
Shader: "textures\wolf\flat18"
Shader: "textures\wolf\flat18": STATIC
Shader: "textures\wolf\flat19"
Shader: "textures\wolf\flat19": STATIC
Shader: "textures\wolf\floor_tile"
Shader: "textures\wolf\floor_tile": STATIC
Shader: "textures\wolf\zdoorb1"
Shader: "textures\wolf\zdoorb1": STATIC
Shader: "textures\wolf\zdoorb2"
Shader: "textures\wolf\zdoorb2": STATIC
Shader: "textures\wolf\zeldoor"
Shader: "textures\wolf\zeldoor": NOT STATIC
Shader: "textures\wolf\zeldoor_noadd"
Shader: "textures\wolf\zeldoor_noadd": STATIC
Shader: "textures\wolf\zzwolf1"
Shader: "textures\wolf\zzwolf1": STATIC
Shader: "textures\wolf\zzwolf10"
Shader: "textures\wolf\zzwolf10": STATIC
Shader: "textures\wolf\zzwolf11"
Shader: "textures\wolf\zzwolf11": STATIC
Shader: "textures\wolf\zzwolf12"
Shader: "textures\wolf\zzwolf12": STATIC
Shader: "textures\wolf\zzwolf13"
Shader: "textures\wolf\zzwolf13": STATIC
Shader: "textures\wolf\zzwolf14"
Shader: "textures\wolf\zzwolf14": STATIC
Shader: "textures\wolf\zzwolf2"
Shader: "textures\wolf\zzwolf2": STATIC
Shader: "textures\wolf\zzwolf3"
Shader: "textures\wolf\zzwolf3": STATIC
Shader: "textures\wolf\zzwolf4"
Shader: "textures\wolf\zzwolf4": STATIC
Shader: "textures\wolf\zzwolf5"
Shader: "textures\wolf\zzwolf5": STATIC
Shader: "textures\wolf\zzwolf6"
Shader: "textures\wolf\zzwolf6": STATIC
Shader: "textures\wolf\zzwolf7"
Shader: "textures\wolf\zzwolf7": STATIC
Shader: "textures\wolf\zzwolf9"
Shader: "textures\wolf\zzwolf9": STATIC
Loading: "maps/e1m1.vm"
Stitched 67 trisurf LoD cracks
Stitched 0 patch LoD cracks
Interpolated 0 junctions
LoadSurfaces: 1238 faces, 0 meshes, 141 trisurfs, 0 flares, 0 grass, 2 overlays
26472 vertices should be rendered to static vertexbuffer
Loading: "textures\levelshots\e1m1.vtx"
Loading: "models\gibs\hgib.vmd"
Loading: "models\misc\pshell.vmd"
Loading: "models\misc\rshell.vmd"
Loading: "models\items\p_knife.vmd"
Loading: "models\items\v_knife.vmd"
Loading: "models\items\w_knife.vmd"
Loading: "models\items\p_luger.vmd"
Loading: "models\items\v_luger.vmd"
Loading: "models\items\w_luger.vmd"
Loading: "models\items\p_mp40.vmd"
Loading: "models\items\v_mp40.vmd"
Loading: "models\items\w_mp40.vmd"
Loading: "models\items\p_mg42.vmd"
Loading: "models\items\v_mg42.vmd"
Loading: "models\items\w_mg42.vmd"
Loading: "models\player\player.vmd"
Loading: "models\props\wolf_switch_x1.vmd"
Loading: "models\npc\trooper.vmd"
Loading: "models\items\w_ammo.vmd"
Loading: "models\items\w_medkit.vmd"
Loading: "models\items\w_chalice.vmd"
Loading: "models\items\w_food.vmd"
Loading: "models\items\w_crown.vmd"
Loading: "models\items\w_chest.vmd"
Loading: "models\items\w_cross.vmd"
Loading: "models\npc\dog.vmd"
Loading: "models\items\w_dogfood.vmd"
Loading: "particles/ExplodeStreaks.vfx"
Loading: "particles/ExplodeSmoke.vfx"
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Loading: "particles/DustCloud.vfx"
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Loading: "particles/ImpactSparks.vfx"
Loading: "particles/BloodShot.vfx"
Loading: "particles/Sparks.vfx"
Loading: "textures/lights\flashlight.vtx"
Loading: "sound/effects/explode1.wav"
Loading: "sound/effects/explode2.wav"
Loading: "sound/effects/explode3.wav"
Loading: "sound/common/null.wav"
Loading: "sound/player/pl_jump1.wav"
Loading: "sound/player/pl_jump2.wav"
Loading: "sound/player/pl_jump3.wav"
Loading: "sound/player/pl_land1.wav"
Loading: "sound/player/pl_land2.wav"
Loading: "sound/player/pl_landc1.wav"
Loading: "sound/player/pl_landc2.wav"
Loading: "sound/player/pl_landc3.wav"
Loading: "sound/player/pl_ladder1.wav"
Loading: "sound/player/pl_ladder2.wav"
Loading: "sound/player/pl_ladder3.wav"
Loading: "sound/player/pl_ladder4.wav"
Loading: "sound/player/pl_ladder5.wav"
Loading: "sound/player/pl_ladder6.wav"
Loading: "sound/player/pl_slosh1.wav"
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Loading: "sound/player/pl_slosh6.wav"
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Loading: "sound/player/pl_step4.wav"
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Loading: "sound/player/pl_step6.wav"
Loading: "sound/player/pl_metal1.wav"
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Loading: "sound/player/pl_metal4.wav"
Loading: "sound/player/pl_metal5.wav"
Loading: "sound/player/pl_metal6.wav"
Loading: "sound/player/pl_wade1.wav"
Loading: "sound/player/pl_wade2.wav"
Loading: "sound/player/pl_wade3.wav"
Loading: "sound/player/pl_wade4.wav"
Loading: "sound/player/pl_wade5.wav"
Loading: "sound/player/pl_wade6.wav"
Loading: "sound/player/pl_select.wav"
Loading: "sound/player/pl_denyselect.wav"
Loading: "sound/player/pl_pain1.wav"
Loading: "sound/player/pl_pain2.wav"
Loading: "sound/player/pl_pain3.wav"
Loading: "sound/player/pl_pain4.wav"
Loading: "sound/player/pl_pain5.wav"
Loading: "sound/effects/teleport_in.wav"
Loading: "sound/effects/teleport_out.wav"
Loading: "sound/gibs/gib_imp1.wav"
Loading: "sound/gibs/gib_imp2.wav"
Loading: "sound/gibs/gib_imp3.wav"
Loading: "sound/gibs/gib_splat.wav"
Loading: "sound/debris/concrete_impact1.wav"
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Loading: "sound/debris/concrete_impact3.wav"
Loading: "sound/debris/glass_impact1.wav"
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Loading: "sound/debris/wood_impact1.wav"
Loading: "sound/debris/wood_impact2.wav"
Loading: "sound/debris/wood_impact3.wav"
Loading: "sound/debris/wood_impact4.wav"
Loading: "sound/debris/wood_impact5.wav"
Loading: "sound/debris/wood_impact6.wav"
Loading: "sound/debris/metal_impact1.wav"
Loading: "sound/debris/metal_impact2.wav"
Loading: "sound/debris/metal_impact3.wav"
Loading: "sound/debris/water_impact1.wav"
Loading: "sound/debris/water_impact2.wav"
Loading: "sound/debris/water_impact3.wav"
Loading: "sound/debris/flesh_impact1.wav"
Loading: "sound/debris/flesh_impact2.wav"
Loading: "sound/debris/flesh_impact3.wav"
Loading: "sound/debris/flesh_impact4.wav"
Loading: "sound/debris/flesh_impact5.wav"
Loading: "sound/debris/plastic_impact1.wav"
Loading: "sound/debris/plastic_impact2.wav"
Loading: "sound/debris/plastic_impact3.wav"
Loading: "sound/debris/plastic_impact4.wav"
Loading: "sound/items/knife_deploy1.wav"
Loading: "sound/items/knife_hit1.wav"
Loading: "sound/items/knife_hit2.wav"
Loading: "sound/items/knife_hit3.wav"
Loading: "sound/items/knife_hit4.wav"
Loading: "sound/items/knife_hitwall1.wav"
Loading: "sound/items/knife_slash1.wav"
Loading: "sound/items/knife_slash2.wav"
Loading: "sound/items/item_weapon.wav"
Loading: "sound/items/dryfire_pistol.wav"
Loading: "sound/items/dryfire_rifle.wav"
Loading: "sound/items/item_generic.wav"
Loading: "sound/items/item_respawn.wav"
Loading: "sound/items/reload_clipout.wav"
Loading: "sound/items/reload_clipin.wav"
Loading: "sound/items/luger_shoot.wav"
Loading: "sound/items/draw_slideback.wav"
Loading: "sound/items/mp40_shoot.wav"
Loading: "sound/items/bulletchain.wav"
Loading: "sound/items/chainpull.wav"
Loading: "sound/items/clampdown.wav"
Loading: "sound/items/mgbolt.wav"
Loading: "sound/items/mg42_shoot.wav"
Loading: "sound/items/npc_reload.wav"
Loading: "sound/items/npc_reload2.wav"
Loading: "sound/items/flashlight.wav"
Loading: "sound/buttons/elevator.wav"
Loading: "sound/npc/trooper_alert.wav"
Loading: "sound/npc/trooper_die1.wav"
Loading: "sound/npc/trooper_die2.wav"
Loading: "sound/npc/trooper_die3.wav"
Loading: "sound/items/ammoclip1.wav"
Loading: "sound/items/ammoclip2.wav"
Loading: "sound/items/melee_whoosh1.wav"
Loading: "sound/items/medkit.wav"
Loading: "sound/items/tr_chalice.wav"
Loading: "sound/items/food.wav"
Loading: "sound/items/tr_chest.wav"
Loading: "sound/doors/door_secret.wav"
Loading: "sound/doors/door_close.wav"
Loading: "sound/doors/door_locked.wav"
Loading: "sound/npc/dog_alert.wav"
Loading: "sound/npc/dog_attack.wav"
Loading: "sound/npc/dog_die.wav"
Loading: "sound/doors/door_open.wav"
Loading: "textures/cubemaps/e1m1_0.vtx"
Loading: "textures/cubemaps/e1m1_1.vtx"
Loading: "textures\effects\spark.vtx"
Loading: "textures\effects\smoke_wood.vtx"
Loading: "textures\effects\smoke_dust.vtx"
Loading: "textures\effects\blood_cloud.vtx"
Loading: "textures\effects\smoke2.vtx"
Loading: "textures\effects\streak.vtx"
Loading: "textures\models\items\dog_food_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\dog_food_n
Loading: "textures\models\items\dog_food.vtx"
Loading: "textures\models\items\chest_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\chest_n
Loading: "textures\models\items\chest.vtx"
Loading: "textures\models\items\gold2_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\gold2_n
Loading: "textures\models\items\gold2.vtx"
Loading: "textures\models\items\velvet_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\velvet_n
Loading: "textures\models\items\velvet.vtx"
Loading: "textures\models\items\food_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\food_n
Loading: "textures\models\items\food.vtx"
Loading: "textures\models\items\medkit_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\medkit_n
Loading: "textures\models\items\medkit.vtx"
Loading: "textures\models\items\ammo_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\ammo_n
Loading: "textures\models\items\ammo.vtx"
Loading: "textures\models\items\p_mg42_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\p_mg42_n
Loading: "textures\models\items\p_mg42.vtx"
Loading: "textures\models\items\v_mg42_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\v_mg42_n
Loading: "textures\models\items\v_mg42.vtx"
Loading: "textures\models\items\w_mg42_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\w_mg42_n
Loading: "textures\models\items\w_mg42.vtx"
Loading: "textures\models\items\v_mp40_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\v_mp40_n
Loading: "textures\models\items\v_mp40.vtx"
Loading: "textures\models\items\w_mp40_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\w_mp40_n
Loading: "textures\models\items\w_mp40.vtx"
Loading: "textures\models\items\v_luger_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\v_luger_n
Loading: "textures\models\items\v_luger.vtx"
Loading: "textures\models\items\w_luger_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\w_luger_n
Loading: "textures\models\items\w_luger.vtx"
Loading: "textures\models\items\v_hands_n.vtx"
Loading: "textures\models\items\v_hands_g.vtx"
Imprinting glossmap textures\models\items\v_hands_g into normalmap: textures\models\items\v_hands_n
Loading: "textures\models\items\v_hands.vtx"
Loading: "textures\models\items\v_knife_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\v_knife_n
Loading: "textures\models\items\v_knife.vtx"
Loading: "textures\models\items\w_knife_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\w_knife_n
Loading: "textures\models\items\w_knife.vtx"
Loading: "textures\models\misc\rifle_goldshell.vtx"
Loading: "textures\models\misc\pistol_goldshell.vtx"
Loading: "textures\models\gibs\hgib_n.vtx"
Imprinting default glossmap into normalmap: textures\models\gibs\hgib_n
Loading: "textures\models\gibs\hgib.vtx"
Loading: "textures\wolf\zeldoor_n.vtx"
Loading: "textures\wolf\zeldoor_g.vtx"
Imprinting glossmap textures\wolf\zeldoor_g into normalmap: textures\wolf\zeldoor_n
Loading: "textures\wolf\zeldoor.vtx"
Loading: "textures\wolf\zeldoor_a.vtx"
Loading: "textures\wolf\zdoorb1_n.vtx"
Loading: "textures\wolf\zdoorb1_g.vtx"
Imprinting glossmap textures\wolf\zdoorb1_g into normalmap: textures\wolf\zdoorb1_n
Loading: "textures\wolf\zdoorb1.vtx"
Loading: "textures\wolf\flat19_n.vtx"
Loading: "textures\wolf\flat19_g.vtx"
Imprinting glossmap textures\wolf\flat19_g into normalmap: textures\wolf\flat19_n
Loading: "textures\wolf\flat19.vtx"
Loading: "textures\wolf\doorstop_n.vtx"
Loading: "textures\wolf\doorstop_g.vtx"
Loading: "textures\wolf\doorstop.vtx"
Loading: "textures\wolf\zzwolf9_n.vtx"
Loading: "textures\wolf\zzwolf9_g.vtx"
Loading: "textures\wolf\zzwolf9.vtx"
Loading: "textures\wolf\zzwolf10_n.vtx"
Loading: "textures\wolf\zzwolf10_g.vtx"
Imprinting glossmap textures\wolf\zzwolf10_g into normalmap: textures\wolf\zzwolf10_n
Loading: "textures\wolf\zzwolf10.vtx"
Loading: "textures\wolf\zzwolf6_n.vtx"
Loading: "textures\wolf\zzwolf6_g.vtx"
Loading: "textures\wolf\zzwolf6.vtx"
Loading: "textures\wolf\zzwolf5_n.vtx"
Loading: "textures\wolf\zzwolf5_g.vtx"
Loading: "textures\wolf\zzwolf5.vtx"
Loading: "textures\wolf\zzwolf1_n.vtx"
Loading: "textures\wolf\zzwolf1_g.vtx"
Loading: "textures\wolf\zzwolf1.vtx"
Loading: "textures\models\props\wolf_lamp_x1.vtx"
Loading: "textures\models\props\wolf_grate_n.vtx"
Loading: "textures\models\props\wolf_grate.vtx"
Loading: "textures\models\props\wolf_chair_n.vtx"
Imprinting default glossmap into normalmap: textures\models\props\wolf_chair_n
Loading: "textures\models\props\wolf_chair.vtx"
Loading: "textures\models\props\wolf_cabin_x1_n.vtx"
Loading: "textures\models\props\wolf_cabin_x1_g.vtx"
Imprinting glossmap textures\models\props\wolf_cabin_x1_g into normalmap: textures\models\props\wolf_cabin_x1_n
Loading: "textures\models\props\wolf_cabin_x1.vtx"
Loading: "textures\models\props\wolf_barrel2_n.vtx"
Imprinting default glossmap into normalmap: textures\models\props\wolf_barrel2_n
Loading: "textures\models\props\wolf_barrel2.vtx"
Loading: "textures\models\props\wolf_barrel_top_n.vtx"
Loading: "textures\models\props\wolf_barrel_top_g.vtx"
Imprinting glossmap textures\models\props\wolf_barrel_top_g into normalmap: textures\models\props\wolf_barrel_top_n
Loading: "textures\models\props\wolf_barrel_top.vtx"
Loading: "textures\models\props\wolf_barrel_n.vtx"
Loading: "textures\models\props\wolf_barrel_g.vtx"
Imprinting glossmap textures\models\props\wolf_barrel_g into normalmap: textures\models\props\wolf_barrel_n
Loading: "textures\models\props\wolf_barrel.vtx"
Loading: "textures\wolf\flat1_n.vtx"
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\flat1.vtx"
Loading: "textures\wolf\floor_tile_n.vtx"
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\floor_tile.vtx"
Loading: "textures\wolf\elev_flr_n.vtx"
Loading: "textures\wolf\elev_flr.vtx"
Loading: "textures\wolf\elev_ceil_n.vtx"
Imprinting default glossmap into normalmap: textures\wolf\elev_ceil_n
Loading: "textures\wolf\elev_ceil.vtx"
Loading: "textures\wolf\elev_ceil_a.vtx"
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\zdoorb2_n.vtx"
Loading: "textures\wolf\zdoorb2_g.vtx"
Imprinting glossmap textures\wolf\zdoorb2_g into normalmap: textures\wolf\zdoorb2_n
Loading: "textures\wolf\zdoorb2.vtx"
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\zzwolf7_n.vtx"
Loading: "textures\wolf\zzwolf7_g.vtx"
Loading: "textures\wolf\zzwolf7.vtx"
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\zzwolf4_n.vtx"
Loading: "textures\wolf\zzwolf4_g.vtx"
Loading: "textures\wolf\zzwolf4.vtx"
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\zzwolf2_n.vtx"
Loading: "textures\wolf\zzwolf2_g.vtx"
Loading: "textures\wolf\zzwolf2.vtx"
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\zzwolf3_n.vtx"
Loading: "textures\wolf\zzwolf3_g.vtx"
Loading: "textures\wolf\zzwolf3.vtx"
Loading: "textures\wolf\zzwolf10_g.vtx"
Imprinting glossmap textures\wolf\zzwolf10_g into normalmap: textures\wolf\zzwolf10_n
Loading: "textures\common\white.vtx"
Loading: "textures\models\props\wolf_mirror_x1_n.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into normalmap: textures\models\props\wolf_mirror_x1_n
Loading: "textures\models\props\wolf_mirror_x1.vtx"
Loading: "textures\models\props\wolf_table_x2_n.vtx"
Imprinting default glossmap into normalmap: textures\models\props\wolf_table_x2_n
Loading: "textures\models\props\wolf_table_x2.vtx"
Loading: "textures\effects\chrome_env.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_table_x1.vtx"
Loading: "textures\models\props\wolf_plant_x5_n.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into normalmap: textures\models\props\wolf_plant_x5_n
Loading: "textures\models\props\wolf_plant_x5.vtx"
Loading: "textures\models\props\wolf_plant_x4_n.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into normalmap: textures\models\props\wolf_plant_x4_n
Loading: "textures\models\props\wolf_plant_x4.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_plant_x3.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_plant_x2.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_plant_x1.vtx"
Loading: "textures\common\black.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_vase_x1.vtx"
Loading: "textures\models\props\wolf_well_x1_n.vtx"
Loading: "textures\models\props\wolf_well_x1.vtx"
Loading: "textures\effects\simple_water.vtx"
Loading: "textures\effects\water_n.vtx"
Loading: "textures\models\props\wolf_flagpole_x1_n.vtx"
Imprinting default glossmap into normalmap: textures\models\props\wolf_flagpole_x1_n
Loading: "textures\models\props\wolf_flagpole_x1.vtx"
Loading: "textures\models\props\wolf_flag_x1.vtx"
Loading: "textures\common\flat_10_n.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into normalmap: textures\common\flat_10_n
Loading: "textures\models\player\vip_militant_head.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into normalmap: textures\common\flat_10_n
Loading: "textures\models\player\vip_militant_body.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into default normalmap (16 x 16)
Loading: "textures\models\npc\trooper_head.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into default normalmap (16 x 16)
Loading: "textures\models\npc\trooper_body.vtx"
Loading: "textures\models\npc\dog_n.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into normalmap: textures\models\npc\dog_n
Loading: "textures\models\npc\dog.vtx"
Imprinting default glossmap into normalmap: textures\models\items\ammo_n
Loading: "textures\models\items\ammo2.vtx"
Loading: "textures\models\items\food2_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\food2_n
Loading: "textures\models\items\food2.vtx"
Loading: "textures\models\items\sapphire.vtx"
Loading: "textures\models\items\sapphire_add.vtx"
Loading: "textures\models\items\ruby.vtx"
Loading: "textures\models\items\ruby_add.vtx"
Loading: "textures\models\items\gold.vtx"
Loading: "textures\models\items\gold_add.vtx"
Loading: "textures\effects\teleport_fx1.vtx"
Loading: "textures\effects\teleport_fx3.vtx"
Loading: "textures\effects\watersplash.vtx"
Loading: "textures\effects\explode.vtx"
Loading: "textures\effects\tracer.vtx"
Loading: "textures\effects\muzzleflash2.vtx"
Loading: "textures\effects\muzzleflash.vtx"
Loading: "textures\effects\multi_kill.vtx"
Loading: "textures\effects\triple_kill.vtx"
Loading: "textures\effects\double_kill.vtx"
Loading: "textures\effects\puddle_n.vtx"
Loading: "textures\effects\puddle_g.vtx"
Imprinting glossmap textures\effects\puddle_g into normalmap: textures\effects\puddle_n
Loading: "textures\effects\puddle_ref.vtx"
Loading: "textures\effects\puddle.vtx"
Loading: "textures\effects\blood1_n.vtx"
Loading: "textures\effects\blood1_g.vtx"
Loading: "textures\effects\blood1_decor.vtx"
Loading: "textures\effects\bubble.vtx"
Loading: "textures\effects\balloon.vtx"
Loading: "textures\effects\shadow.vtx"
Loading: "textures\decals\scorch1.vtx"
Loading: "textures\decals\fleshshot5.vtx"
Loading: "textures\decals\fleshshot4.vtx"
Loading: "textures\decals\fleshshot3.vtx"
Loading: "textures\decals\fleshshot2.vtx"
Loading: "textures\decals\fleshshot1.vtx"
Loading: "textures\decals\blade3.vtx"
Loading: "textures\decals\blade2.vtx"
Loading: "textures\decals\blade1.vtx"
Loading: "textures\decals\woodshot5.vtx"
Loading: "textures\decals\woodshot4.vtx"
Loading: "textures\decals\woodshot3.vtx"
Loading: "textures\decals\woodshot2.vtx"
Loading: "textures\decals\woodshot1.vtx"
Loading: "textures\decals\glassshot5.vtx"
Loading: "textures\decals\glassshot4.vtx"
Loading: "textures\decals\glassshot3.vtx"
Loading: "textures\decals\glassshot2.vtx"
Loading: "textures\decals\glassshot1.vtx"
Loading: "textures\decals\metalshot5.vtx"
Loading: "textures\decals\metalshot4.vtx"
Loading: "textures\decals\metalshot3.vtx"
Loading: "textures\decals\metalshot2.vtx"
Loading: "textures\decals\metalshot1.vtx"
Loading: "textures\decals\shot5.vtx"
Loading: "textures\decals\shot4.vtx"
Loading: "textures\decals\shot3.vtx"
Loading: "textures\decals\shot2.vtx"
Loading: "textures\decals\shot1.vtx"
Loading: "textures\decals\blood8.vtx"
Loading: "textures\decals\blood7.vtx"
Loading: "textures\decals\blood6.vtx"
Loading: "textures\decals\blood5.vtx"
Loading: "textures\decals\blood4.vtx"
Loading: "textures\decals\blood3.vtx"
Loading: "textures\decals\blood2.vtx"
Loading: "textures\decals\blood1.vtx"
Loading: "textures\common\hitbox_metal.vtx"
Loading: "textures\common\hitbox_wood.vtx"
Loading: "textures\common\hitbox_generic.vtx"
Loading: "textures\common\invisible.vtx"
Texture memory: 78.55 Mb
Loading: "sound/vgui/click1.wav"
Loading: "sound/vgui/click2.wav"
Loading: "sound/vgui/click3.wav"
Loading: "sound/vgui/tone0.wav"
Loading: "sound/vgui/tone1.wav"
Loading: "sound/vgui/tone2.wav"
Loading: "sound/vgui/tone3.wav"
Loading: "sound/vgui/tone4.wav"
Loading: "sound/vgui/tone5.wav"
Loading: "sound/vgui/tone6.wav"
Loading: "sound/vgui/tone7.wav"
Loading: "sound/vgui/tone8.wav"
Loading: "sound/vgui/tone9.wav"
Loading: "sound/vgui/tone10.wav"
Loading: "sound/vgui/tone11.wav"
Done registering resources
Client primed
Music player: sound/music/getthem_ambient.ogg [getthem_ambient]
Client recieved empty snapshot
Shader sort results:
0: textures\common\invisibledw (-1)
1: textures\common\white (-1)
2: textures\common\black (-1)
3: textures\common\areaportal (-1)
4: textures\common\aiclip (-1)
5: textures\common\clip (-1)
6: textures\common\playerclip (-1)
7: textures\common\hint (-1)
8: textures\common\skip (-1)
9: textures\common\origin (-1)
10: textures\common\trigger (-1)
11: textures\common\donotenter (-1)
12: textures\common\caulk (-1)
13: textures\common\caulk2 (-1)
14: textures\common\invisible (-1)
15: textures\common\clusterportal (-1)
16: textures\common\ladder (-1)
17: textures\common\mirror (-1)
18: textures\common\shoot_through (-1)
19: textures\common\hitbox_generic (-1)
20: textures\common\hitbox_wood (-1)
21: textures\common\hitbox_flesh (-1)
22: textures\common\hitbox_metal (-1)
23: textures\common\hitbox_glass (-1)
24: textures\common\emit_light_blue (-1)
25: textures\common\emit_light_red (-1)
26: textures\common\portal0 (-1)
27: textures\common\portal1 (-1)
28: textures\common\portal2 (-1)
29: textures\decals\blood1 (-1)
30: textures\decals\blood2 (-1)
31: textures\decals\blood3 (-1)
32: textures\decals\blood4 (-1)
33: textures\decals\blood5 (-1)
34: textures\decals\blood6 (-1)
35: textures\decals\blood7 (-1)
36: textures\decals\blood8 (-1)
37: textures\decals\shot1 (-1)
38: textures\decals\shot2 (-1)
39: textures\decals\shot3 (-1)
40: textures\decals\shot4 (-1)
41: textures\decals\shot5 (-1)
42: textures\decals\metalshot1 (-1)
43: textures\decals\metalshot2 (-1)
44: textures\decals\metalshot3 (-1)
45: textures\decals\metalshot4 (-1)
46: textures\decals\metalshot5 (-1)
47: textures\decals\glassshot1 (-1)
48: textures\decals\glassshot2 (-1)
49: textures\decals\glassshot3 (-1)
50: textures\decals\glassshot4 (-1)
51: textures\decals\glassshot5 (-1)
52: textures\decals\woodshot1 (-1)
53: textures\decals\woodshot2 (-1)
54: textures\decals\woodshot3 (-1)
55: textures\decals\woodshot4 (-1)
56: textures\decals\woodshot5 (-1)
57: textures\decals\blade1 (-1)
58: textures\decals\blade2 (-1)
59: textures\decals\blade3 (-1)
60: textures\decals\fleshshot1 (-1)
61: textures\decals\fleshshot2 (-1)
62: textures\decals\fleshshot3 (-1)
63: textures\decals\fleshshot4 (-1)
64: textures\decals\fleshshot5 (-1)
65: textures\decals\scorch1 (-1)
66: shadow (-1)
67: textures\effects\balloon (-1)
68: textures\effects\bubble (-1)
69: textures\effects\smoke_wood (-1)
70: textures\effects\puddle (-1)
71: textures\effects\double_kill (-1)
72: textures\effects\triple_kill (-1)
73: textures\effects\multi_kill (-1)
74: textures\effects\muzzleflash (-1)
75: textures\effects\muzzleflash2 (-1)
76: textures\effects\tracer (-1)
77: textures\effects\explode (-1)
78: textures\effects\watersplash (-1)
79: textures\effects\flare (-1)
80: textures\effects\flare2 (-1)
81: textures\effects\flame (-1)
82: textures\effects\teleport_fx (-1)
83: textures\effects\smoke_dust (-1)
84: textures\effects\smoke (-1)
85: textures\effects\chrome_env2 (-1)
86: textures\effects\grass1 (-1)
87: textures\effects\grass2 (-1)
88: textures\effects\grass3 (-1)
89: textures\effects\grass4 (-1)
90: textures\effects\grass5 (-1)
91: textures\effects\grass6 (-1)
92: textures\effects\grass7 (-1)
93: textures\effects\grass8 (-1)
94: textures\generic\gen_wood_x1 (-1)
95: textures\generic\gen_grass_x1 (-1)
96: textures\glass\glass_x1 (-1)
97: textures\glass\glass_refractive (-1)
98: textures\glass\glass_x1_2s (-1)
99: textures\models\items\gold (-1)
100: textures\models\items\silver (-1)
101: textures\models\items\ruby (-1)
102: textures\models\items\sapphire (-1)
103: textures\models\items\food2 (-1)
104: textures\models\items\ammo2 (-1)
105: textures\models\npc\dog (-1)
106: textures\models\npc\trooper_body (-1)
107: textures\models\npc\trooper_head (-1)
108: textures\models\npc\ss_body (-1)
109: textures\models\npc\ss_head (-1)
110: textures\models\npc\gross_head (-1)
111: textures\models\player\vip_militant_body (-1)
112: textures\models\player\vip_militant_head (-1)
113: textures\models\props\lamp_x1 (-1)
114: textures\models\props\lamp_x1_off (-1)
115: textures\models\props\wolf_flag_x1 (-1)
116: textures\models\props\wolf_flagpole_x1 (-1)
117: textures\models\props\wolf_well_water_x1 (-1)
118: textures\effects\blood_cloud (-1)
119: textures\models\props\wolf_vase_x1 (-1)
120: textures\models\props\wolf_vase_x2 (-1)
121: textures\models\props\wolf_plant_x1 (-1)
122: textures\models\props\wolf_plant_x2 (-1)
123: textures\models\props\wolf_plant_x3 (-1)
124: textures\models\props\wolf_plant_x4 (-1)
125: textures\models\props\wolf_plant_x5 (-1)
126: textures\models\props\wolf_table_x1 (-1)
127: textures\models\props\wolf_table_x2 (-1)
128: textures\models\props\wolf_sink_x1 (-1)
129: textures\models\props\wolf_mirror_x1 (-1)
130: textures\models\props\wolf_mirror_x2 (-1)
131: textures\sky\outdoors (-1)
132: textures\wolf\zdoorg (-1)
133: textures\wolf\zdoors (-1)
134: textures\wolf\doorstop (-1)
135: textures\wolf\elev_ceil (-1)
136: textures\wolf\elev_flr (-1)
137: textures\wolf\flat1 (-1)
138: textures\wolf\flat18 (-1)
139: textures\wolf\flat19 (-1)
140: textures\wolf\floor_tile (-1)
141: textures\wolf\zdoorb1 (-1)
142: textures\wolf\zdoorb2 (-1)
143: textures\wolf\zeldoor (-1)
144: textures\wolf\zeldoor_noadd (-1)
145: textures\wolf\zzwolf1 (-1)
146: textures\wolf\zzwolf10 (-1)
147: textures\wolf\zzwolf11 (-1)
148: textures\wolf\zzwolf12 (-1)
149: textures\wolf\zzwolf13 (-1)
150: textures\wolf\zzwolf14 (-1)
151: textures\wolf\zzwolf2 (-1)
152: textures\wolf\zzwolf3 (-1)
153: textures\wolf\zzwolf4 (-1)
154: textures\wolf\zzwolf5 (-1)
155: textures\wolf\zzwolf6 (-1)
156: textures\wolf\zzwolf7 (-1)
157: textures\wolf\zzwolf9 (-1)
158: textures\effects\smoke2 (-1)
159: textures\effects\streak (-1)
160:
161: textures\models\items\dog_food (-1)
162: textures\models\items\chest (-1)
163: textures\models\items\gold2 (-1)
164: textures\models\items\velvet (-1)
165: textures\models\items\food (-1)
166: textures\models\items\medkit (-1)
167: textures\models\items\ammo (-1)
168: textures\models\items\p_mg42 (-1)
169: textures\models\items\v_mg42 (-1)
170: textures\models\items\w_mg42 (-1)
171: textures\models\items\v_mp40 (-1)
172: textures\models\items\w_mp40 (-1)
173: textures\models\items\v_luger (-1)
174: textures\models\items\w_luger (-1)
175: textures\models\items\v_hands (-1)
176: textures\models\items\v_knife (-1)
177: textures\models\items\w_knife (-1)
178: textures\models\misc\rifle_goldshell (-1)
179: textures\models\misc\pistol_goldshell (-1)
180: textures\models\gibs\hgib (-1)
181: textures\models\props\wolf_lamp_x1 (-1)
182: textures\models\props\wolf_chair (-1)
183: textures\models\props\wolf_cabin_x1 (-1)
184: textures\models\props\wolf_barrel2 (-1)
185: textures\models\props\wolf_barrel_top (-1)
186: textures\models\props\wolf_barrel (-1)
187: textures\effects\spark (-1)
188: textures\wolf\zzwolf10 (0)
189: textures\wolf\floor_tile (3)
190: textures\wolf\floor_tile (4)
191: textures\wolf\floor_tile (5)
192: textures\wolf\floor_tile (6)
193: textures\wolf\floor_tile (7)
194: textures\wolf\floor_tile (8)
195: textures\wolf\floor_tile (9)
196: textures\wolf\floor_tile (10)
197: textures\wolf\flat1 (11)
198: textures\wolf\floor_tile (11)
199: textures\wolf\flat1 (12)
200: textures\wolf\flat1 (13)
201: textures\wolf\flat1 (14)
202: textures\wolf\flat1 (15)
203: textures\wolf\flat1 (16)
204: textures\wolf\flat1 (17)
205: textures\wolf\flat1 (18)
206: textures\wolf\zdoorb1 (19)
207: textures\wolf\zdoorb2 (19)
208: textures\wolf\zzwolf10 (19)
209: textures\wolf\elev_ceil (19)
210: textures\wolf\flat19 (19)
211: textures\wolf\zeldoor (19)
212: textures\wolf\flat1 (19)
213: textures\effects\blood1_decor (-1) parallax
214: textures\models\props\wolf_well_x1 (-1) parallax
215: textures\models\props\wolf_grate (-1) parallax
216: textures\wolf\zzwolf1 (0) parallax
217: textures\wolf\zzwolf5 (1) parallax
218: textures\wolf\zzwolf3 (1) parallax
219: textures\wolf\zzwolf1 (1) parallax
220: textures\wolf\zzwolf6 (2) parallax
221: textures\wolf\zzwolf9 (2) parallax
222: textures\wolf\zzwolf5 (2) parallax
223: textures\wolf\zzwolf9 (3) parallax
224: textures\wolf\zzwolf6 (19) parallax
225: textures\wolf\zzwolf1 (19) parallax
226: textures\wolf\zzwolf5 (19) parallax
227: textures\wolf\zzwolf2 (19) parallax
228: textures\wolf\zzwolf9 (19) parallax
229: textures\wolf\elev_flr (19) parallax
230: textures\wolf\zzwolf4 (19) parallax
231: textures\wolf\doorstop (19) parallax
232: textures\wolf\zzwolf7 (19) parallax
233: textures\effects\caustics (-1)
UnnamedPlayer: active
Client recieved first snapshot and is now active
UnnamedPlayer entered the game
Building SVBSP for light 0 (384 -2880 104)... 63 planes, 89 nodes
Building SVBSP for light 1 (384 -2304 104)... 55 planes, 84 nodes
Building SVBSP for light 2 (1536 -2304 104)... 47 planes, 66 nodes
Building SVBSP for light 3 (1536 -2880 104)... 61 planes, 90 nodes
Building SVBSP for light 4 (960 -2240 104)... 88 planes, 117 nodes
Building SVBSP for light 5 (960 -2880 104)... 79 planes, 102 nodes
Building SVBSP for light 6 (960 -3392 104)... 52 planes, 96 nodes
Building SVBSP for light 7 (448 -3392 104)... 75 planes, 122 nodes
Building SVBSP for light 8 (1472 -3392 104)... 73 planes, 116 nodes
Building SVBSP for light 9 (960 -896 104)... 7 planes, 7 nodes
Building SVBSP for light 10 (960 -1536 104)... 7 planes, 7 nodes
Building SVBSP for light 11 (960 192 104)... 51 planes, 52 nodes
Building SVBSP for light 12 (320 192 104)... 124 planes, 159 nodes
Building SVBSP for light 13 (1600 192 104)... 89 planes, 106 nodes
Building SVBSP for light 14 (2688 192 104)... 2 planes, 2 nodes
Building SVBSP for light 15 (2752 -1216 104)... 27 planes, 32 nodes
Building SVBSP for light 16 (3392 -1216 104)... 39 planes, 52 nodes
Building SVBSP for light 17 (3904 -1216 104)... 41 planes, 62 nodes
Building SVBSP for light 18 (3776 448 104)... 58 planes, 69 nodes
Building SVBSP for light 19 (4160 448 104)... 2 planes, 2 nodes
Building SVBSP for light 20 (3776 -64 104)... 33 planes, 37 nodes
Building SVBSP for light 21 (4160 -64 104)... 7 planes, 7 nodes
Building SVBSP for light 22 (960 1216 104)... 58 planes, 80 nodes
Building SVBSP for light 23 (960 1856 104)... 37 planes, 69 nodes
Building SVBSP for light 24 (384 1280 104)... 7 planes, 7 nodes
Building SVBSP for light 25 (640 2752 104)... 74 planes, 85 nodes
Building SVBSP for light 26 (1280 2752 104)... 46 planes, 52 nodes
Building SVBSP for light 27 (1984 2752 104)... 29 planes, 42 nodes
Building SVBSP for light 28 (-960 2752 104)... 2 planes, 2 nodes
Building SVBSP for light 29 (-320 2752 104)... 14 planes, 17 nodes
Building SVBSP for light 30 (-960 1984 104)... 7 planes, 7 nodes
Building SVBSP for light 31 (-2432 2816 104)... 26 planes, 40 nodes
Building SVBSP for light 32 (-2368 1984 104)... 67 planes, 89 nodes
Building SVBSP for light 33 (-1856 1984 104)... 93 planes, 123 nodes
Building SVBSP for light 34 (-2112 1024 104)... 101 planes, 146 nodes
Building SVBSP for light 35 (-2368 192 104)... 200 planes, 261 nodes
Building SVBSP for light 36 (-1856 192 104)... 51 planes, 61 nodes
Building SVBSP for light 37 (-2368 -320 104)... 99 planes, 123 nodes
Building SVBSP for light 38 (-1856 -320 104)... 30 planes, 32 nodes
Building SVBSP for light 39 (-2104 -1216 104)... 68 planes, 95 nodes
Building SVBSP for light 40 (-2688 -1856 104)... 50 planes, 61 nodes
Building SVBSP for light 41 (-1536 -1856 104)... 68 planes, 95 nodes
Building SVBSP for light 42 (-704 -1856 104)... 70 planes, 78 nodes
Building SVBSP for light 43 (-1600 -2496 104)... 92 planes, 124 nodes
Building SVBSP for light 44 (-1600 -2816 104)... 7 planes, 7 nodes
Building SVBSP for light 45 (-2112 -2368 104)... 18 planes, 22 nodes
Building SVBSP for light 46 (-64 -1856 104)... 27 planes, 32 nodes
Building SVBSP for light 47 (-2624 -1216 104)... 43 planes, 65 nodes
Building SVBSP for light 48 (-2624 832 104)... 62 planes, 108 nodes
Building SVBSP for light 49 (-3136 1472 104)... 56 planes, 62 nodes
Building SVBSP for light 50 (-3136 -1344 104)... 29 planes, 31 nodes
Building SVBSP for light 51 (-3136 -704 104)... 63 planes, 67 nodes
Building SVBSP for light 52 (-3136 448 104)... 57 planes, 63 nodes
Building SVBSP for light 53 (-3136 960 104)... 53 planes, 62 nodes
Realloc verts for pool surface 0 (220 -> 458)
Realloc verts for pool surface 3 (242 -> 921)
Realloc verts for pool surface 0 (458 -> 562)
Realloc verts for pool surface 1 (921 -> 1156)
Realloc verts for pool surface 4 (1973 -> 2996)
Realloc verts for pool surface 6 (242 -> 632)
Realloc verts for pool surface 8 (632 -> 739)
Realloc verts for pool surface 9 (62 -> 242)
Realloc verts for pool surface 10 (739 -> 2996)
Ragdoll for "trooper.vmd": 14 dynamic bone(s), 39 static bone(s)
Realloc verts for pool surface 9 (242 -> 739)
Music player: sound/music/getthem_ambient.ogg [getthem_ambient]
Realloc verts for pool surface 7 (1973 -> 2996)
Ragdoll for "trooper.vmd": 14 dynamic bone(s), 39 static bone(s)
------ Vid_Restart ------
RenderTarget: pbuffer destroyed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...resetting display
...shutdown OpenGL wrapper
...unloading library: success
...clearing proc addresses
Music player: sound/music/getthem_ambient.ogg [getthem_ambient]
Creating main window
...initializing OpenGL wrapper
...loading C:\Windows\system32\opengl32.dll: success
...loading proc addresses
...created window (1366 x 768)
Initializing OpenGL driver
...getting DC: success
...choosing pixel format: success
...setting pixel format: success
...hardware acceleration found
...pixel format 2 selected
...creating GL context: success
...making context current: success
...reading GL extensions: success
...reading WGL extensions: success
...using WGL_ARB_multisample
...using WGL_ARB_pixel_format
...reinitializing window for 8x FSAA
...using colorbits of 32
...calling CDS: success
Cbuf2_Execute called twice, skipping second call
Initializing OpenGL extensions
...using GL_ARB_multitexture (8 TMU)
...using GL_ARB_texture_compression
...using GL_ARB_texture_cube_map
...using GL_EXT_texture3D
...using GL_ARB_texture_rectangle
...using GL_ARB_depth_texture
...using GL_ARB_shader_objects
...using GL_ARB_shading_language_100
...using GL_ARB_vertex_shader
...using GL_ARB_fragment_shader
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
...using GL_ATI_fragment_shader
...using GL_ARB_texture_env_add
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_env_crossbar
...using GL_EXT_texture_edge_clamp
...using GL_ARB_texture_border_clamp
...using GL_EXT_texture_filter_anisotropic
...using GL_SGIS_generate_mipmap
...using GL_EXT_draw_range_elements
...using GL_EXT_multi_draw_arrays
...using GL_NV_primitive_restart
...using GL_ARB_vertex_buffer_object
...skipping GL_EXT_framebuffer_object
...using GL_EXT_packed_depth_stencil
...using GL_EXT_stencil_wrap
...GL_EXT_stencil_two_side not found
...using GL_ATI_separate_stencil
...using GL_ARB_depth_clamp
...GL_EXT_depth_bounds_test not found
...using GL_EXT_bgra
...using WGL_ARB_pixel_format
...using WGL_ARB_pbuffer
...using WGL_ARB_render_texture
...using WGL_EXT_swap_control
GL progs: GLSL pathway (2.0+)
Current pixel format:
GL_RED_BITS = 8
GL_GREEN_BITS = 8
GL_BLUE_BITS = 8
GL_ALPHA_BITS = 8
GL_ACCUM_RED_BITS = 0
GL_ACCUM_GREEN_BITS = 0
GL_ACCUM_BLUE_BITS = 0
GL_ACCUM_ALPHA_BITS = 0
GL_DEPTH_BITS = 24
GL_STENCIL_BITS = 8
GL_SAMPLE_BUFFERS_ARB = true
GL_SAMPLES_ARB = 8
Max 2D texture size = 16384
Max cubemap texture size = 16384
Max rectangle texture size = 16384
Max 3D texture size = 8192
Hardware TnL caps:
GL_MAX_ELEMENTS_VERTICES = 2147483647
GL_MAX_ELEMENTS_INDICES = 16777215
Skipping W2K gamma clamp
=== Renderer caps ===
VBO: yes
Lightmap: yes
DLights: yes
Parallax: yes
SSAO: yes
SunShafts: yes
Bumpmap: glsl
Stenciling: separate
SoftShadows: yes
Reflections: glsl
Refractions: yes
WaterShader: yes
SimpleWaterShader: yes
ParticleFilter: yes
SoftParticles: yes
Bloom: yes
DepthOfField: yes
ColorProcess: yes
=====================
Backend memory: 7.60 Mb
SVBSP: uses 1280 kb of memory
...using Pbuffer with 8x FSAA
RenderTarget: 1024 x 1024 (mode 63) [pbuffer]
Registering global resources...
Loading: "textures/console/console_font.vtx"
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*** VGUI_Startup ***
Loading: "textures/gameui\vgui.vtx"
Loading: "def/VguiSchemes.txt"
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Shader: "textures\common\portal2": NOT STATIC
Loading: "shaders/decals.shader"
Shader: "textures\decals\blood1"
Shader: "textures\decals\blood1": STATIC, ACFF = 1
Shader: "textures\decals\blood2"
Shader: "textures\decals\blood2": STATIC, ACFF = 1
Shader: "textures\decals\blood3"
Shader: "textures\decals\blood3": STATIC, ACFF = 1
Shader: "textures\decals\blood4"
Shader: "textures\decals\blood4": STATIC, ACFF = 1
Shader: "textures\decals\blood5"
Shader: "textures\decals\blood5": STATIC, ACFF = 1
Shader: "textures\decals\blood6"
Shader: "textures\decals\blood6": STATIC, ACFF = 1
Shader: "textures\decals\blood7"
Shader: "textures\decals\blood7": STATIC, ACFF = 1
Shader: "textures\decals\blood8"
Shader: "textures\decals\blood8": STATIC, ACFF = 1
Shader: "textures\decals\shot1"
Shader: "textures\decals\shot1": STATIC, ACFF = 1
Shader: "textures\decals\shot2"
Shader: "textures\decals\shot2": STATIC, ACFF = 1
Shader: "textures\decals\shot3"
Shader: "textures\decals\shot3": STATIC, ACFF = 1
Shader: "textures\decals\shot4"
Shader: "textures\decals\shot4": STATIC, ACFF = 1
Shader: "textures\decals\shot5"
Shader: "textures\decals\shot5": STATIC, ACFF = 1
Shader: "textures\decals\metalshot1"
Shader: "textures\decals\metalshot1": STATIC, ACFF = 1
Shader: "textures\decals\metalshot2"
Shader: "textures\decals\metalshot2": STATIC, ACFF = 1
Shader: "textures\decals\metalshot3"
Shader: "textures\decals\metalshot3": STATIC, ACFF = 1
Shader: "textures\decals\metalshot4"
Shader: "textures\decals\metalshot4": STATIC, ACFF = 1
Shader: "textures\decals\metalshot5"
Shader: "textures\decals\metalshot5": STATIC, ACFF = 1
Shader: "textures\decals\glassshot1"
Shader: "textures\decals\glassshot1": STATIC, ACFF = 3
Shader: "textures\decals\glassshot2"
Shader: "textures\decals\glassshot2": STATIC, ACFF = 3
Shader: "textures\decals\glassshot3"
Shader: "textures\decals\glassshot3": STATIC, ACFF = 3
Shader: "textures\decals\glassshot4"
Shader: "textures\decals\glassshot4": STATIC, ACFF = 3
Shader: "textures\decals\glassshot5"
Shader: "textures\decals\glassshot5": STATIC, ACFF = 3
Shader: "textures\decals\woodshot1"
Shader: "textures\decals\woodshot1": STATIC, ACFF = 1
Shader: "textures\decals\woodshot2"
Shader: "textures\decals\woodshot2": STATIC, ACFF = 1
Shader: "textures\decals\woodshot3"
Shader: "textures\decals\woodshot3": STATIC, ACFF = 1
Shader: "textures\decals\woodshot4"
Shader: "textures\decals\woodshot4": STATIC, ACFF = 1
Shader: "textures\decals\woodshot5"
Shader: "textures\decals\woodshot5": STATIC, ACFF = 1
Shader: "textures\decals\blade1"
Shader: "textures\decals\blade1": STATIC, ACFF = 1
Shader: "textures\decals\blade2"
Shader: "textures\decals\blade2": STATIC, ACFF = 1
Shader: "textures\decals\blade3"
Shader: "textures\decals\blade3": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot1"
Shader: "textures\decals\fleshshot1": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot2"
Shader: "textures\decals\fleshshot2": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot3"
Shader: "textures\decals\fleshshot3": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot4"
Shader: "textures\decals\fleshshot4": STATIC, ACFF = 1
Shader: "textures\decals\fleshshot5"
Shader: "textures\decals\fleshshot5": STATIC, ACFF = 1
Shader: "textures\decals\scorch1"
Shader: "textures\decals\scorch1": STATIC, ACFF = 1
Loading: "shaders/effects.shader"
Shader: "shadow"
Shader: "shadow": STATIC, ACFF = 1
Shader: "textures\effects\balloon"
Shader: "textures\effects\balloon": STATIC, ACFF = 3
Shader: "textures\effects\bubble"
Shader: "textures\effects\bubble": NOT STATIC, ACFF = 1
Shader: "textures\effects\blood1_decor"
Shader: "textures\effects\blood1_decor": NOT STATIC
Shader: "textures\effects\puddle"
Shader: "textures\effects\puddle": STATIC, ACFF = 3
Shader: "textures\effects\double_kill"
Shader: "textures\effects\double_kill": STATIC, ACFF = 3
Shader: "textures\effects\triple_kill"
Shader: "textures\effects\triple_kill": STATIC, ACFF = 3
Shader: "textures\effects\multi_kill"
Shader: "textures\effects\multi_kill": STATIC, ACFF = 3
Shader: "textures\effects\muzzleflash"
Shader: "textures\effects\muzzleflash": STATIC, ACFF = 3
Shader: "textures\effects\muzzleflash2"
Shader: "textures\effects\muzzleflash2": STATIC, ACFF = 3
Shader: "textures\effects\tracer"
Shader: "textures\effects\tracer": STATIC, ACFF = 3
Shader: "textures\effects\explode"
Shader: "textures\effects\explode": STATIC, ACFF = 3
Shader: "textures\effects\watersplash"
Shader: "textures\effects\watersplash": STATIC, ACFF = 3
Shader: "textures\effects\flare"
Shader: "textures\effects\flare": STATIC, ACFF = 3
Shader: "textures\effects\flare2"
Shader: "textures\effects\flare2": STATIC, ACFF = 3
Shader: "textures\effects\flame"
Shader: "textures\effects\flame": STATIC
Shader: "textures\effects\teleport_fx"
OptimizeShader [textures\effects\teleport_fx]: collapsing stage 2: failed (modulateColorFunc specified)
OptimizeShader [textures\effects\teleport_fx]: collapsing stage 3: failed (modulateColorFunc specified)
Shader: "textures\effects\teleport_fx": NOT STATIC, ACFF = 3
Shader: "textures\effects\caustics"
Shader: "textures\effects\caustics": STATIC, ACFF = 3
Shader: "textures\effects\smoke"
Shader: "textures\effects\smoke": NOT STATIC
Shader: "textures\effects\chrome_env2"
Shader: "textures\effects\chrome_env2": NOT STATIC
Shader: "textures\effects\grass1"
Shader: "textures\effects\grass1": STATIC, ACFF = 3
Shader: "textures\effects\grass2"
Shader: "textures\effects\grass2": STATIC, ACFF = 3
Shader: "textures\effects\grass3"
Shader: "textures\effects\grass3": STATIC, ACFF = 3
Shader: "textures\effects\grass4"
Shader: "textures\effects\grass4": STATIC, ACFF = 3
Shader: "textures\effects\grass5"
Shader: "textures\effects\grass5": STATIC, ACFF = 3
Shader: "textures\effects\grass6"
Shader: "textures\effects\grass6": STATIC, ACFF = 3
Shader: "textures\effects\grass7"
Shader: "textures\effects\grass7": STATIC, ACFF = 3
Shader: "textures\effects\grass8"
Shader: "textures\effects\grass8": STATIC, ACFF = 3
Loading: "shaders/generic.shader"
Shader: "textures\generic\gen_wood_x1"
Shader: "textures\generic\gen_wood_x1": STATIC
Shader: "textures\generic\gen_grass_x1"
Shader: "textures\generic\gen_grass_x1": STATIC
Loading: "shaders/glass.shader"
Shader: "textures\glass\glass_x1"
Shader: "textures\glass\glass_x1": NOT STATIC, ACFF = 1
Shader: "textures\glass\glass_refractive"
OptimizeShader [textures\glass\glass_refractive]: collapsing stage 2: failed (refractive stage)
Shader: "textures\glass\glass_refractive": NOT STATIC, ACFF = 1
Shader: "textures\glass\glass_x1_2s"
Shader: "textures\glass\glass_x1_2s": NOT STATIC, ACFF = 1
Loading: "shaders/mod_items.shader"
Shader: "textures\models\items\gold"
Shader: "textures\models\items\gold": NOT STATIC
Shader: "textures\models\items\silver"
Shader: "textures\models\items\silver": NOT STATIC
Shader: "textures\models\items\ruby"
Shader: "textures\models\items\ruby": NOT STATIC
Shader: "textures\models\items\sapphire"
Shader: "textures\models\items\sapphire": NOT STATIC
Shader: "textures\models\items\food2"
Shader: "textures\models\items\food2": STATIC
Shader: "textures\models\items\ammo2"
Shader: "textures\models\items\ammo2": STATIC
Loading: "shaders/mod_npc.shader"
Shader: "textures\models\npc\dog"
Shader: "textures\models\npc\dog": STATIC
Shader: "textures\models\npc\trooper_body"
Shader: "textures\models\npc\trooper_body": STATIC
Shader: "textures\models\npc\trooper_head"
Shader: "textures\models\npc\trooper_head": STATIC
Shader: "textures\models\npc\ss_body"
Shader: "textures\models\npc\ss_body": STATIC
Shader: "textures\models\npc\ss_head"
Shader: "textures\models\npc\ss_head": STATIC
Shader: "textures\models\npc\gross_head"
Shader: "textures\models\npc\gross_head": STATIC
Loading: "shaders/mod_player.shader"
Shader: "textures\models\player\vip_militant_body"
Shader: "textures\models\player\vip_militant_body": STATIC
Shader: "textures\models\player\vip_militant_head"
Shader: "textures\models\player\vip_militant_head": STATIC
Loading: "shaders/mod_props.shader"
Shader: "textures\models\props\lamp_x1"
Shader: "textures\models\props\lamp_x1": NOT STATIC
Shader: "textures\models\props\lamp_x1_off"
Shader: "textures\models\props\lamp_x1_off": STATIC
Shader: "textures\models\props\wolf_flag_x1"
Shader: "textures\models\props\wolf_flag_x1": STATIC
Shader: "textures\models\props\wolf_flagpole_x1"
Shader: "textures\models\props\wolf_flagpole_x1": STATIC
Shader: "textures\models\props\wolf_well_water_x1"
OptimizeShader [textures\models\props\wolf_well_water_x1]: collapsing stage 2: failed (refractive stage)
Shader: "textures\models\props\wolf_well_water_x1": NOT STATIC, ACFF = 3
Shader: "textures\models\props\wolf_well_x1"
Shader: "textures\models\props\wolf_well_x1": STATIC
Shader: "textures\models\props\wolf_vase_x1"
Shader: "textures\models\props\wolf_vase_x1": STATIC
Shader: "textures\models\props\wolf_vase_x2"
Shader: "textures\models\props\wolf_vase_x2": STATIC
Shader: "textures\models\props\wolf_plant_x1"
Shader: "textures\models\props\wolf_plant_x1": STATIC
Shader: "textures\models\props\wolf_plant_x2"
Shader: "textures\models\props\wolf_plant_x2": STATIC
Shader: "textures\models\props\wolf_plant_x3"
Shader: "textures\models\props\wolf_plant_x3": STATIC
Shader: "textures\models\props\wolf_plant_x4"
Shader: "textures\models\props\wolf_plant_x4": STATIC
Shader: "textures\models\props\wolf_plant_x5"
Shader: "textures\models\props\wolf_plant_x5": STATIC
Shader: "textures\models\props\wolf_table_x1"
Shader: "textures\models\props\wolf_table_x1": STATIC
Shader: "textures\models\props\wolf_table_x2"
Shader: "textures\models\props\wolf_table_x2": NOT STATIC
Shader: "textures\models\props\wolf_sink_x1"
Shader: "textures\models\props\wolf_sink_x1": STATIC
Shader: "textures\models\props\wolf_mirror_x1"
Shader: "textures\models\props\wolf_mirror_x1": STATIC
Shader: "textures\models\props\wolf_mirror_x2"
Shader: "textures\models\props\wolf_mirror_x2": NOT STATIC
Loading: "shaders/sky.shader"
Shader: "textures\sky\outdoors"
Shader: "textures\sky\outdoors": NOT STATIC
Loading: "shaders/wolf.shader"
Shader: "textures\wolf\zdoorg"
Shader: "textures\wolf\zdoorg": STATIC
Shader: "textures\wolf\zdoors"
Shader: "textures\wolf\zdoors": STATIC
Shader: "textures\wolf\doorstop"
Shader: "textures\wolf\doorstop": STATIC
Shader: "textures\wolf\elev_ceil"
Shader: "textures\wolf\elev_ceil": NOT STATIC
Shader: "textures\wolf\elev_flr"
Shader: "textures\wolf\elev_flr": STATIC
Shader: "textures\wolf\flat1"
Shader: "textures\wolf\flat1": STATIC
Shader: "textures\wolf\flat18"
Shader: "textures\wolf\flat18": STATIC
Shader: "textures\wolf\flat19"
Shader: "textures\wolf\flat19": STATIC
Shader: "textures\wolf\floor_tile"
Shader: "textures\wolf\floor_tile": STATIC
Shader: "textures\wolf\zdoorb1"
Shader: "textures\wolf\zdoorb1": STATIC
Shader: "textures\wolf\zdoorb2"
Shader: "textures\wolf\zdoorb2": STATIC
Shader: "textures\wolf\zeldoor"
Shader: "textures\wolf\zeldoor": NOT STATIC
Shader: "textures\wolf\zeldoor_noadd"
Shader: "textures\wolf\zeldoor_noadd": STATIC
Shader: "textures\wolf\zzwolf1"
Shader: "textures\wolf\zzwolf1": STATIC
Shader: "textures\wolf\zzwolf10"
Shader: "textures\wolf\zzwolf10": STATIC
Shader: "textures\wolf\zzwolf11"
Shader: "textures\wolf\zzwolf11": STATIC
Shader: "textures\wolf\zzwolf12"
Shader: "textures\wolf\zzwolf12": STATIC
Shader: "textures\wolf\zzwolf13"
Shader: "textures\wolf\zzwolf13": STATIC
Shader: "textures\wolf\zzwolf14"
Shader: "textures\wolf\zzwolf14": STATIC
Shader: "textures\wolf\zzwolf2"
Shader: "textures\wolf\zzwolf2": STATIC
Shader: "textures\wolf\zzwolf3"
Shader: "textures\wolf\zzwolf3": STATIC
Shader: "textures\wolf\zzwolf4"
Shader: "textures\wolf\zzwolf4": STATIC
Shader: "textures\wolf\zzwolf5"
Shader: "textures\wolf\zzwolf5": STATIC
Shader: "textures\wolf\zzwolf6"
Shader: "textures\wolf\zzwolf6": STATIC
Shader: "textures\wolf\zzwolf7"
Shader: "textures\wolf\zzwolf7": STATIC
Shader: "textures\wolf\zzwolf9"
Shader: "textures\wolf\zzwolf9": STATIC
Loading: "maps/e1m1.vm"
Stitched 67 trisurf LoD cracks
Stitched 0 patch LoD cracks
Interpolated 0 junctions
LoadSurfaces: 1238 faces, 0 meshes, 141 trisurfs, 0 flares, 0 grass, 2 overlays
26472 vertices should be rendered to static vertexbuffer
Loading: "models\gibs\hgib.vmd"
Loading: "models\misc\pshell.vmd"
Loading: "models\misc\rshell.vmd"
Loading: "models\items\p_knife.vmd"
Loading: "models\items\v_knife.vmd"
Loading: "models\items\w_knife.vmd"
Loading: "models\items\p_luger.vmd"
Loading: "models\items\v_luger.vmd"
Loading: "models\items\w_luger.vmd"
Loading: "models\items\p_mp40.vmd"
Loading: "models\items\v_mp40.vmd"
Loading: "models\items\w_mp40.vmd"
Loading: "models\items\p_mg42.vmd"
Loading: "models\items\v_mg42.vmd"
Loading: "models\items\w_mg42.vmd"
Loading: "models\player\player.vmd"
Loading: "models\props\wolf_switch_x1.vmd"
Loading: "models\npc\trooper.vmd"
Loading: "models\items\w_ammo.vmd"
Loading: "models\items\w_medkit.vmd"
Loading: "models\items\w_chalice.vmd"
Loading: "models\items\w_food.vmd"
Loading: "models\items\w_crown.vmd"
Loading: "models\items\w_chest.vmd"
Loading: "models\items\w_cross.vmd"
Loading: "models\npc\dog.vmd"
Loading: "models\items\w_dogfood.vmd"
Loading: "particles/ExplodeStreaks.vfx"
Loading: "particles/ExplodeSmoke.vfx"
Loading: "particles/BloodCloud.vfx"
Loading: "particles/DustCloud.vfx"
Loading: "particles/WoodCloud.vfx"
Loading: "particles/ImpactSparks.vfx"
Loading: "particles/BloodShot.vfx"
Loading: "particles/Sparks.vfx"
Loading: "textures/lights\flashlight.vtx"
Loading: "sound/effects/explode1.wav"
Loading: "sound/effects/explode2.wav"
Loading: "sound/effects/explode3.wav"
Loading: "sound/common/null.wav"
Loading: "sound/player/pl_jump1.wav"
Loading: "sound/player/pl_jump2.wav"
Loading: "sound/player/pl_jump3.wav"
Loading: "sound/player/pl_land1.wav"
Loading: "sound/player/pl_land2.wav"
Loading: "sound/player/pl_landc1.wav"
Loading: "sound/player/pl_landc2.wav"
Loading: "sound/player/pl_landc3.wav"
Loading: "sound/player/pl_ladder1.wav"
Loading: "sound/player/pl_ladder2.wav"
Loading: "sound/player/pl_ladder3.wav"
Loading: "sound/player/pl_ladder4.wav"
Loading: "sound/player/pl_ladder5.wav"
Loading: "sound/player/pl_ladder6.wav"
Loading: "sound/player/pl_slosh1.wav"
Loading: "sound/player/pl_slosh2.wav"
Loading: "sound/player/pl_slosh3.wav"
Loading: "sound/player/pl_slosh4.wav"
Loading: "sound/player/pl_slosh5.wav"
Loading: "sound/player/pl_slosh6.wav"
Loading: "sound/player/pl_step1.wav"
Loading: "sound/player/pl_step2.wav"
Loading: "sound/player/pl_step3.wav"
Loading: "sound/player/pl_step4.wav"
Loading: "sound/player/pl_step5.wav"
Loading: "sound/player/pl_step6.wav"
Loading: "sound/player/pl_metal1.wav"
Loading: "sound/player/pl_metal2.wav"
Loading: "sound/player/pl_metal3.wav"
Loading: "sound/player/pl_metal4.wav"
Loading: "sound/player/pl_metal5.wav"
Loading: "sound/player/pl_metal6.wav"
Loading: "sound/player/pl_wade1.wav"
Loading: "sound/player/pl_wade2.wav"
Loading: "sound/player/pl_wade3.wav"
Loading: "sound/player/pl_wade4.wav"
Loading: "sound/player/pl_wade5.wav"
Loading: "sound/player/pl_wade6.wav"
Loading: "sound/player/pl_select.wav"
Loading: "sound/player/pl_denyselect.wav"
Loading: "sound/player/pl_pain1.wav"
Loading: "sound/player/pl_pain2.wav"
Loading: "sound/player/pl_pain3.wav"
Loading: "sound/player/pl_pain4.wav"
Loading: "sound/player/pl_pain5.wav"
Loading: "sound/effects/teleport_in.wav"
Loading: "sound/effects/teleport_out.wav"
Loading: "sound/gibs/gib_imp1.wav"
Loading: "sound/gibs/gib_imp2.wav"
Loading: "sound/gibs/gib_imp3.wav"
Loading: "sound/gibs/gib_splat.wav"
Loading: "sound/debris/concrete_impact1.wav"
Loading: "sound/debris/concrete_impact2.wav"
Loading: "sound/debris/concrete_impact3.wav"
Loading: "sound/debris/glass_impact1.wav"
Loading: "sound/debris/glass_impact2.wav"
Loading: "sound/debris/glass_impact3.wav"
Loading: "sound/debris/wood_impact1.wav"
Loading: "sound/debris/wood_impact2.wav"
Loading: "sound/debris/wood_impact3.wav"
Loading: "sound/debris/wood_impact4.wav"
Loading: "sound/debris/wood_impact5.wav"
Loading: "sound/debris/wood_impact6.wav"
Loading: "sound/debris/metal_impact1.wav"
Loading: "sound/debris/metal_impact2.wav"
Loading: "sound/debris/metal_impact3.wav"
Loading: "sound/debris/water_impact1.wav"
Loading: "sound/debris/water_impact2.wav"
Loading: "sound/debris/water_impact3.wav"
Loading: "sound/debris/flesh_impact1.wav"
Loading: "sound/debris/flesh_impact2.wav"
Loading: "sound/debris/flesh_impact3.wav"
Loading: "sound/debris/flesh_impact4.wav"
Loading: "sound/debris/flesh_impact5.wav"
Loading: "sound/debris/plastic_impact1.wav"
Loading: "sound/debris/plastic_impact2.wav"
Loading: "sound/debris/plastic_impact3.wav"
Loading: "sound/debris/plastic_impact4.wav"
Loading: "sound/items/knife_deploy1.wav"
Loading: "sound/items/knife_hit1.wav"
Loading: "sound/items/knife_hit2.wav"
Loading: "sound/items/knife_hit3.wav"
Loading: "sound/items/knife_hit4.wav"
Loading: "sound/items/knife_hitwall1.wav"
Loading: "sound/items/knife_slash1.wav"
Loading: "sound/items/knife_slash2.wav"
Loading: "sound/items/item_weapon.wav"
Loading: "sound/items/dryfire_pistol.wav"
Loading: "sound/items/dryfire_rifle.wav"
Loading: "sound/items/item_generic.wav"
Loading: "sound/items/item_respawn.wav"
Loading: "sound/items/reload_clipout.wav"
Loading: "sound/items/reload_clipin.wav"
Loading: "sound/items/luger_shoot.wav"
Loading: "sound/items/draw_slideback.wav"
Loading: "sound/items/mp40_shoot.wav"
Loading: "sound/items/bulletchain.wav"
Loading: "sound/items/chainpull.wav"
Loading: "sound/items/clampdown.wav"
Loading: "sound/items/mgbolt.wav"
Loading: "sound/items/mg42_shoot.wav"
Loading: "sound/items/npc_reload.wav"
Loading: "sound/items/npc_reload2.wav"
Loading: "sound/items/flashlight.wav"
Loading: "sound/buttons/elevator.wav"
Loading: "sound/npc/trooper_alert.wav"
Loading: "sound/npc/trooper_die1.wav"
Loading: "sound/npc/trooper_die2.wav"
Loading: "sound/npc/trooper_die3.wav"
Loading: "sound/items/ammoclip1.wav"
Loading: "sound/items/ammoclip2.wav"
Loading: "sound/items/melee_whoosh1.wav"
Loading: "sound/items/medkit.wav"
Loading: "sound/items/tr_chalice.wav"
Loading: "sound/items/food.wav"
Loading: "sound/items/tr_chest.wav"
Loading: "sound/doors/door_secret.wav"
Loading: "sound/doors/door_close.wav"
Loading: "sound/doors/door_locked.wav"
Loading: "sound/npc/dog_alert.wav"
Loading: "sound/npc/dog_attack.wav"
Loading: "sound/npc/dog_die.wav"
Loading: "sound/doors/door_open.wav"
Loading: "textures/cubemaps/e1m1_0.vtx"
Loading: "textures/cubemaps/e1m1_1.vtx"
Loading: "textures\effects\spark.vtx"
Loading: "textures\effects\smoke_wood.vtx"
Loading: "textures\effects\smoke_dust.vtx"
Loading: "textures\effects\blood_cloud.vtx"
Loading: "textures\effects\smoke2.vtx"
Loading: "textures\effects\streak.vtx"
Loading: "textures\models\items\dog_food_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\dog_food_n
Loading: "textures\models\items\dog_food.vtx"
Loading: "textures\models\items\chest_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\chest_n
Loading: "textures\models\items\chest.vtx"
Loading: "textures\models\items\gold2_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\gold2_n
Loading: "textures\models\items\gold2.vtx"
Loading: "textures\models\items\velvet_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\velvet_n
Loading: "textures\models\items\velvet.vtx"
Loading: "textures\models\items\food_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\food_n
Loading: "textures\models\items\food.vtx"
Loading: "textures\models\items\medkit_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\medkit_n
Loading: "textures\models\items\medkit.vtx"
Loading: "textures\models\items\ammo_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\ammo_n
Loading: "textures\models\items\ammo.vtx"
Loading: "textures\models\items\p_mg42_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\p_mg42_n
Loading: "textures\models\items\p_mg42.vtx"
Loading: "textures\models\items\v_mg42_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\v_mg42_n
Loading: "textures\models\items\v_mg42.vtx"
Loading: "textures\models\items\w_mg42_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\w_mg42_n
Loading: "textures\models\items\w_mg42.vtx"
Loading: "textures\models\items\v_mp40_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\v_mp40_n
Loading: "textures\models\items\v_mp40.vtx"
Loading: "textures\models\items\w_mp40_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\w_mp40_n
Loading: "textures\models\items\w_mp40.vtx"
Loading: "textures\models\items\v_luger_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\v_luger_n
Loading: "textures\models\items\v_luger.vtx"
Loading: "textures\models\items\w_luger_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\w_luger_n
Loading: "textures\models\items\w_luger.vtx"
Loading: "textures\models\items\v_hands_n.vtx"
Loading: "textures\models\items\v_hands_g.vtx"
Imprinting glossmap textures\models\items\v_hands_g into normalmap: textures\models\items\v_hands_n
Loading: "textures\models\items\v_hands.vtx"
Loading: "textures\models\items\v_knife_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\v_knife_n
Loading: "textures\models\items\v_knife.vtx"
Loading: "textures\models\items\w_knife_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\w_knife_n
Loading: "textures\models\items\w_knife.vtx"
Loading: "textures\models\misc\rifle_goldshell.vtx"
Loading: "textures\models\misc\pistol_goldshell.vtx"
Loading: "textures\models\gibs\hgib_n.vtx"
Imprinting default glossmap into normalmap: textures\models\gibs\hgib_n
Loading: "textures\models\gibs\hgib.vtx"
Loading: "textures\wolf\zeldoor_n.vtx"
Loading: "textures\wolf\zeldoor_g.vtx"
Imprinting glossmap textures\wolf\zeldoor_g into normalmap: textures\wolf\zeldoor_n
Loading: "textures\wolf\zeldoor.vtx"
Loading: "textures\wolf\zeldoor_a.vtx"
Loading: "textures\wolf\zdoorb1_n.vtx"
Loading: "textures\wolf\zdoorb1_g.vtx"
Imprinting glossmap textures\wolf\zdoorb1_g into normalmap: textures\wolf\zdoorb1_n
Loading: "textures\wolf\zdoorb1.vtx"
Loading: "textures\wolf\flat19_n.vtx"
Loading: "textures\wolf\flat19_g.vtx"
Imprinting glossmap textures\wolf\flat19_g into normalmap: textures\wolf\flat19_n
Loading: "textures\wolf\flat19.vtx"
Loading: "textures\wolf\doorstop_n.vtx"
Loading: "textures\wolf\doorstop_g.vtx"
Loading: "textures\wolf\doorstop.vtx"
Loading: "textures\wolf\zzwolf9_n.vtx"
Loading: "textures\wolf\zzwolf9_g.vtx"
Loading: "textures\wolf\zzwolf9.vtx"
Loading: "textures\wolf\zzwolf10_n.vtx"
Loading: "textures\wolf\zzwolf10_g.vtx"
Imprinting glossmap textures\wolf\zzwolf10_g into normalmap: textures\wolf\zzwolf10_n
Loading: "textures\wolf\zzwolf10.vtx"
Loading: "textures\wolf\zzwolf6_n.vtx"
Loading: "textures\wolf\zzwolf6_g.vtx"
Loading: "textures\wolf\zzwolf6.vtx"
Loading: "textures\wolf\zzwolf5_n.vtx"
Loading: "textures\wolf\zzwolf5_g.vtx"
Loading: "textures\wolf\zzwolf5.vtx"
Loading: "textures\wolf\zzwolf1_n.vtx"
Loading: "textures\wolf\zzwolf1_g.vtx"
Loading: "textures\wolf\zzwolf1.vtx"
Loading: "textures\models\props\wolf_lamp_x1.vtx"
Loading: "textures\models\props\wolf_grate_n.vtx"
Loading: "textures\models\props\wolf_grate.vtx"
Loading: "textures\models\props\wolf_chair_n.vtx"
Imprinting default glossmap into normalmap: textures\models\props\wolf_chair_n
Loading: "textures\models\props\wolf_chair.vtx"
Loading: "textures\models\props\wolf_cabin_x1_n.vtx"
Loading: "textures\models\props\wolf_cabin_x1_g.vtx"
Imprinting glossmap textures\models\props\wolf_cabin_x1_g into normalmap: textures\models\props\wolf_cabin_x1_n
Loading: "textures\models\props\wolf_cabin_x1.vtx"
Loading: "textures\models\props\wolf_barrel2_n.vtx"
Imprinting default glossmap into normalmap: textures\models\props\wolf_barrel2_n
Loading: "textures\models\props\wolf_barrel2.vtx"
Loading: "textures\models\props\wolf_barrel_top_n.vtx"
Loading: "textures\models\props\wolf_barrel_top_g.vtx"
Imprinting glossmap textures\models\props\wolf_barrel_top_g into normalmap: textures\models\props\wolf_barrel_top_n
Loading: "textures\models\props\wolf_barrel_top.vtx"
Loading: "textures\models\props\wolf_barrel_n.vtx"
Loading: "textures\models\props\wolf_barrel_g.vtx"
Imprinting glossmap textures\models\props\wolf_barrel_g into normalmap: textures\models\props\wolf_barrel_n
Loading: "textures\models\props\wolf_barrel.vtx"
Loading: "textures\wolf\flat1_n.vtx"
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\flat1.vtx"
Loading: "textures\wolf\floor_tile_n.vtx"
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\floor_tile.vtx"
Loading: "textures\wolf\elev_flr_n.vtx"
Loading: "textures\wolf\elev_flr.vtx"
Loading: "textures\wolf\elev_ceil_n.vtx"
Imprinting default glossmap into normalmap: textures\wolf\elev_ceil_n
Loading: "textures\wolf\elev_ceil.vtx"
Loading: "textures\wolf\elev_ceil_a.vtx"
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\zdoorb2_n.vtx"
Loading: "textures\wolf\zdoorb2_g.vtx"
Imprinting glossmap textures\wolf\zdoorb2_g into normalmap: textures\wolf\zdoorb2_n
Loading: "textures\wolf\zdoorb2.vtx"
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\zzwolf7_n.vtx"
Loading: "textures\wolf\zzwolf7_g.vtx"
Loading: "textures\wolf\zzwolf7.vtx"
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\zzwolf4_n.vtx"
Loading: "textures\wolf\zzwolf4_g.vtx"
Loading: "textures\wolf\zzwolf4.vtx"
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\zzwolf2_n.vtx"
Loading: "textures\wolf\zzwolf2_g.vtx"
Loading: "textures\wolf\zzwolf2.vtx"
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\flat1_g.vtx"
Imprinting glossmap textures\wolf\flat1_g into normalmap: textures\wolf\flat1_n
Loading: "textures\wolf\floor_tile_g.vtx"
Imprinting glossmap textures\wolf\floor_tile_g into normalmap: textures\wolf\floor_tile_n
Loading: "textures\wolf\zzwolf3_n.vtx"
Loading: "textures\wolf\zzwolf3_g.vtx"
Loading: "textures\wolf\zzwolf3.vtx"
Loading: "textures\wolf\zzwolf10_g.vtx"
Imprinting glossmap textures\wolf\zzwolf10_g into normalmap: textures\wolf\zzwolf10_n
Loading: "textures\common\white.vtx"
Loading: "textures\models\props\wolf_mirror_x1_n.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into normalmap: textures\models\props\wolf_mirror_x1_n
Loading: "textures\models\props\wolf_mirror_x1.vtx"
Loading: "textures\models\props\wolf_table_x2_n.vtx"
Imprinting default glossmap into normalmap: textures\models\props\wolf_table_x2_n
Loading: "textures\models\props\wolf_table_x2.vtx"
Loading: "textures\effects\chrome_env.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_table_x1.vtx"
Loading: "textures\models\props\wolf_plant_x5_n.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into normalmap: textures\models\props\wolf_plant_x5_n
Loading: "textures\models\props\wolf_plant_x5.vtx"
Loading: "textures\models\props\wolf_plant_x4_n.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into normalmap: textures\models\props\wolf_plant_x4_n
Loading: "textures\models\props\wolf_plant_x4.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_plant_x3.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_plant_x2.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_plant_x1.vtx"
Loading: "textures\common\black.vtx"
Loading: "textures\common\gloss_20.vtx"
Imprinting glossmap textures\common\gloss_20 into default normalmap (16 x 16)
Loading: "textures\models\props\wolf_vase_x1.vtx"
Loading: "textures\models\props\wolf_well_x1_n.vtx"
Loading: "textures\models\props\wolf_well_x1.vtx"
Loading: "textures\effects\simple_water.vtx"
Loading: "textures\effects\water_n.vtx"
Loading: "textures\models\props\wolf_flagpole_x1_n.vtx"
Imprinting default glossmap into normalmap: textures\models\props\wolf_flagpole_x1_n
Loading: "textures\models\props\wolf_flagpole_x1.vtx"
Loading: "textures\models\props\wolf_flag_x1.vtx"
Loading: "textures\common\flat_10_n.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into normalmap: textures\common\flat_10_n
Loading: "textures\models\player\vip_militant_head.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into normalmap: textures\common\flat_10_n
Loading: "textures\models\player\vip_militant_body.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into default normalmap (16 x 16)
Loading: "textures\models\npc\trooper_head.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into default normalmap (16 x 16)
Loading: "textures\models\npc\trooper_body.vtx"
Loading: "textures\models\npc\dog_n.vtx"
Loading: "textures\common\gloss_10.vtx"
Imprinting glossmap textures\common\gloss_10 into normalmap: textures\models\npc\dog_n
Loading: "textures\models\npc\dog.vtx"
Imprinting default glossmap into normalmap: textures\models\items\ammo_n
Loading: "textures\models\items\ammo2.vtx"
Loading: "textures\models\items\food2_n.vtx"
Imprinting default glossmap into normalmap: textures\models\items\food2_n
Loading: "textures\models\items\food2.vtx"
Loading: "textures\models\items\sapphire.vtx"
Loading: "textures\models\items\sapphire_add.vtx"
Loading: "textures\models\items\ruby.vtx"
Loading: "textures\models\items\ruby_add.vtx"
Loading: "textures\models\items\gold.vtx"
Loading: "textures\models\items\gold_add.vtx"
Loading: "textures\effects\teleport_fx1.vtx"
Loading: "textures\effects\teleport_fx3.vtx"
Loading: "textures\effects\watersplash.vtx"
Loading: "textures\effects\explode.vtx"
Loading: "textures\effects\tracer.vtx"
Loading: "textures\effects\muzzleflash2.vtx"
Loading: "textures\effects\muzzleflash.vtx"
Loading: "textures\effects\multi_kill.vtx"
Loading: "textures\effects\triple_kill.vtx"
Loading: "textures\effects\double_kill.vtx"
Loading: "textures\effects\puddle_n.vtx"
Loading: "textures\effects\puddle_g.vtx"
Imprinting glossmap textures\effects\puddle_g into normalmap: textures\effects\puddle_n
Loading: "textures\effects\puddle_ref.vtx"
Loading: "textures\effects\puddle.vtx"
Loading: "textures\effects\blood1_n.vtx"
Loading: "textures\effects\blood1_g.vtx"
Loading: "textures\effects\blood1_decor.vtx"
Loading: "textures\effects\bubble.vtx"
Loading: "textures\effects\balloon.vtx"
Loading: "textures\effects\shadow.vtx"
Loading: "textures\decals\scorch1.vtx"
Loading: "textures\decals\fleshshot5.vtx"
Loading: "textures\decals\fleshshot4.vtx"
Loading: "textures\decals\fleshshot3.vtx"
Loading: "textures\decals\fleshshot2.vtx"
Loading: "textures\decals\fleshshot1.vtx"
Loading: "textures\decals\blade3.vtx"
Loading: "textures\decals\blade2.vtx"
Loading: "textures\decals\blade1.vtx"
Loading: "textures\decals\woodshot5.vtx"
Loading: "textures\decals\woodshot4.vtx"
Loading: "textures\decals\woodshot3.vtx"
Loading: "textures\decals\woodshot2.vtx"
Loading: "textures\decals\woodshot1.vtx"
Loading: "textures\decals\glassshot5.vtx"
Loading: "textures\decals\glassshot4.vtx"
Loading: "textures\decals\glassshot3.vtx"
Loading: "textures\decals\glassshot2.vtx"
Loading: "textures\decals\glassshot1.vtx"
Loading: "textures\decals\metalshot5.vtx"
Loading: "textures\decals\metalshot4.vtx"
Loading: "textures\decals\metalshot3.vtx"
Loading: "textures\decals\metalshot2.vtx"
Loading: "textures\decals\metalshot1.vtx"
Loading: "textures\decals\shot5.vtx"
Loading: "textures\decals\shot4.vtx"
Loading: "textures\decals\shot3.vtx"
Loading: "textures\decals\shot2.vtx"
Loading: "textures\decals\shot1.vtx"
Loading: "textures\decals\blood8.vtx"
Loading: "textures\decals\blood7.vtx"
Loading: "textures\decals\blood6.vtx"
Loading: "textures\decals\blood5.vtx"
Loading: "textures\decals\blood4.vtx"
Loading: "textures\decals\blood3.vtx"
Loading: "textures\decals\blood2.vtx"
Loading: "textures\decals\blood1.vtx"
Loading: "textures\common\hitbox_metal.vtx"
Loading: "textures\common\hitbox_wood.vtx"
Loading: "textures\common\hitbox_generic.vtx"
Loading: "textures\common\invisible.vtx"
Texture memory: 77.80 Mb
Loading: "sound/vgui/click1.wav"
Loading: "sound/vgui/click2.wav"
Loading: "sound/vgui/click3.wav"
Loading: "sound/vgui/tone0.wav"
Loading: "sound/vgui/tone1.wav"
Loading: "sound/vgui/tone2.wav"
Loading: "sound/vgui/tone3.wav"
Loading: "sound/vgui/tone4.wav"
Loading: "sound/vgui/tone5.wav"
Loading: "sound/vgui/tone6.wav"
Loading: "sound/vgui/tone7.wav"
Loading: "sound/vgui/tone8.wav"
Loading: "sound/vgui/tone9.wav"
Loading: "sound/vgui/tone10.wav"
Loading: "sound/vgui/tone11.wav"
Done registering resources
Couldn't exec hw/Radeon.cfg
Shader sort results:
0: textures\common\invisibledw (-1)
1: textures\common\white (-1)
2: textures\common\black (-1)
3: textures\common\areaportal (-1)
4: textures\common\aiclip (-1)
5: textures\common\clip (-1)
6: textures\common\playerclip (-1)
7: textures\common\hint (-1)
8: textures\common\skip (-1)
9: textures\common\origin (-1)
10: textures\common\trigger (-1)
11: textures\common\donotenter (-1)
12: textures\common\caulk (-1)
13: textures\common\caulk2 (-1)
14: textures\common\invisible (-1)
15: textures\common\clusterportal (-1)
16: textures\common\ladder (-1)
17: textures\common\mirror (-1)
18: textures\common\shoot_through (-1)
19: textures\common\hitbox_generic (-1)
20: textures\common\hitbox_wood (-1)
21: textures\common\hitbox_flesh (-1)
22: textures\common\hitbox_metal (-1)
23: textures\common\hitbox_glass (-1)
24: textures\common\emit_light_blue (-1)
25: textures\common\emit_light_red (-1)
26: textures\common\portal0 (-1)
27: textures\common\portal1 (-1)
28: textures\common\portal2 (-1)
29: textures\decals\blood1 (-1)
30: textures\decals\blood2 (-1)
31: textures\decals\blood3 (-1)
32: textures\decals\blood4 (-1)
33: textures\decals\blood5 (-1)
34: textures\decals\blood6 (-1)
35: textures\decals\blood7 (-1)
36: textures\decals\blood8 (-1)
37: textures\decals\shot1 (-1)
38: textures\decals\shot2 (-1)
39: textures\decals\shot3 (-1)
40: textures\decals\shot4 (-1)
41: textures\decals\shot5 (-1)
42: textures\decals\metalshot1 (-1)
43: textures\decals\metalshot2 (-1)
44: textures\decals\metalshot3 (-1)
45: textures\decals\metalshot4 (-1)
46: textures\decals\metalshot5 (-1)
47: textures\decals\glassshot1 (-1)
48: textures\decals\glassshot2 (-1)
49: textures\decals\glassshot3 (-1)
50: textures\decals\glassshot4 (-1)
51: textures\decals\glassshot5 (-1)
52: textures\decals\woodshot1 (-1)
53: textures\decals\woodshot2 (-1)
54: textures\decals\woodshot3 (-1)
55: textures\decals\woodshot4 (-1)
56: textures\decals\woodshot5 (-1)
57: textures\decals\blade1 (-1)
58: textures\decals\blade2 (-1)
59: textures\decals\blade3 (-1)
60: textures\decals\fleshshot1 (-1)
61: textures\decals\fleshshot2 (-1)
62: textures\decals\fleshshot3 (-1)
63: textures\decals\fleshshot4 (-1)
64: textures\decals\fleshshot5 (-1)
65: textures\decals\scorch1 (-1)
66: shadow (-1)
67: textures\effects\balloon (-1)
68: textures\effects\bubble (-1)
69: textures\effects\smoke_wood (-1)
70: textures\effects\puddle (-1)
71: textures\effects\double_kill (-1)
72: textures\effects\triple_kill (-1)
73: textures\effects\multi_kill (-1)
74: textures\effects\muzzleflash (-1)
75: textures\effects\muzzleflash2 (-1)
76: textures\effects\tracer (-1)
77: textures\effects\explode (-1)
78: textures\effects\watersplash (-1)
79: textures\effects\flare (-1)
80: textures\effects\flare2 (-1)
81: textures\effects\flame (-1)
82: textures\effects\teleport_fx (-1)
83: textures\effects\smoke_dust (-1)
84: textures\effects\smoke (-1)
85: textures\effects\chrome_env2 (-1)
86: textures\effects\grass1 (-1)
87: textures\effects\grass2 (-1)
88: textures\effects\grass3 (-1)
89: textures\effects\grass4 (-1)
90: textures\effects\grass5 (-1)
91: textures\effects\grass6 (-1)
92: textures\effects\grass7 (-1)
93: textures\effects\grass8 (-1)
94: textures\generic\gen_wood_x1 (-1)
95: textures\generic\gen_grass_x1 (-1)
96: textures\glass\glass_x1 (-1)
97: textures\glass\glass_refractive (-1)
98: textures\glass\glass_x1_2s (-1)
99: textures\models\items\gold (-1)
100: textures\models\items\silver (-1)
101: textures\models\items\ruby (-1)
102: textures\models\items\sapphire (-1)
103: textures\models\items\food2 (-1)
104: textures\models\items\ammo2 (-1)
105: textures\models\npc\dog (-1)
106: textures\models\npc\trooper_body (-1)
107: textures\models\npc\trooper_head (-1)
108: textures\models\npc\ss_body (-1)
109: textures\models\npc\ss_head (-1)
110: textures\models\npc\gross_head (-1)
111: textures\models\player\vip_militant_body (-1)
112: textures\models\player\vip_militant_head (-1)
113: textures\models\props\lamp_x1 (-1)
114: textures\models\props\lamp_x1_off (-1)
115: textures\models\props\wolf_flag_x1 (-1)
116: textures\models\props\wolf_flagpole_x1 (-1)
117: textures\models\props\wolf_well_water_x1 (-1)
118: textures\effects\blood_cloud (-1)
119: textures\models\props\wolf_vase_x1 (-1)
120: textures\models\props\wolf_vase_x2 (-1)
121: textures\models\props\wolf_plant_x1 (-1)
122: textures\models\props\wolf_plant_x2 (-1)
123: textures\models\props\wolf_plant_x3 (-1)
124: textures\models\props\wolf_plant_x4 (-1)
125: textures\models\props\wolf_plant_x5 (-1)
126: textures\models\props\wolf_table_x1 (-1)
127: textures\models\props\wolf_table_x2 (-1)
128: textures\models\props\wolf_sink_x1 (-1)
129: textures\models\props\wolf_mirror_x1 (-1)
130: textures\models\props\wolf_mirror_x2 (-1)
131: textures\sky\outdoors (-1)
132: textures\wolf\zdoorg (-1)
133: textures\wolf\zdoors (-1)
134: textures\wolf\doorstop (-1)
135: textures\wolf\elev_ceil (-1)
136: textures\wolf\elev_flr (-1)
137: textures\wolf\flat1 (-1)
138: textures\wolf\flat18 (-1)
139: textures\wolf\flat19 (-1)
140: textures\wolf\floor_tile (-1)
141: textures\wolf\zdoorb1 (-1)
142: textures\wolf\zdoorb2 (-1)
143: textures\wolf\zeldoor (-1)
144: textures\wolf\zeldoor_noadd (-1)
145: textures\wolf\zzwolf1 (-1)
146: textures\wolf\zzwolf10 (-1)
147: textures\wolf\zzwolf11 (-1)
148: textures\wolf\zzwolf12 (-1)
149: textures\wolf\zzwolf13 (-1)
150: textures\wolf\zzwolf14 (-1)
151: textures\wolf\zzwolf2 (-1)
152: textures\wolf\zzwolf3 (-1)
153: textures\wolf\zzwolf4 (-1)
154: textures\wolf\zzwolf5 (-1)
155: textures\wolf\zzwolf6 (-1)
156: textures\wolf\zzwolf7 (-1)
157: textures\wolf\zzwolf9 (-1)
158: textures\effects\smoke2 (-1)
159: textures\effects\streak (-1)
160:
161: textures\models\items\dog_food (-1)
162: textures\models\items\chest (-1)
163: textures\models\items\gold2 (-1)
164: textures\models\items\velvet (-1)
165: textures\models\items\food (-1)
166: textures\models\items\medkit (-1)
167: textures\models\items\ammo (-1)
168: textures\models\items\p_mg42 (-1)
169: textures\models\items\v_mg42 (-1)
170: textures\models\items\w_mg42 (-1)
171: textures\models\items\v_mp40 (-1)
172: textures\models\items\w_mp40 (-1)
173: textures\models\items\v_luger (-1)
174: textures\models\items\w_luger (-1)
175: textures\models\items\v_hands (-1)
176: textures\models\items\v_knife (-1)
177: textures\models\items\w_knife (-1)
178: textures\models\misc\rifle_goldshell (-1)
179: textures\models\misc\pistol_goldshell (-1)
180: textures\models\gibs\hgib (-1)
181: textures\models\props\wolf_lamp_x1 (-1)
182: textures\models\props\wolf_chair (-1)
183: textures\models\props\wolf_cabin_x1 (-1)
184: textures\models\props\wolf_barrel2 (-1)
185: textures\models\props\wolf_barrel_top (-1)
186: textures\models\props\wolf_barrel (-1)
187: textures\effects\spark (-1)
188: textures\wolf\zzwolf10 (0)
189: textures\wolf\floor_tile (3)
190: textures\wolf\floor_tile (4)
191: textures\wolf\floor_tile (5)
192: textures\wolf\floor_tile (6)
193: textures\wolf\floor_tile (7)
194: textures\wolf\floor_tile (8)
195: textures\wolf\floor_tile (9)
196: textures\wolf\floor_tile (10)
197: textures\wolf\flat1 (11)
198: textures\wolf\floor_tile (11)
199: textures\wolf\flat1 (12)
200: textures\wolf\flat1 (13)
201: textures\wolf\flat1 (14)
202: textures\wolf\flat1 (15)
203: textures\wolf\flat1 (16)
204: textures\wolf\flat1 (17)
205: textures\wolf\flat1 (18)
206: textures\wolf\zdoorb1 (19)
207: textures\wolf\zdoorb2 (19)
208: textures\wolf\zzwolf10 (19)
209: textures\wolf\elev_ceil (19)
210: textures\wolf\flat19 (19)
211: textures\wolf\zeldoor (19)
212: textures\wolf\flat1 (19)
213: textures\effects\blood1_decor (-1) parallax
214: textures\models\props\wolf_well_x1 (-1) parallax
215: textures\models\props\wolf_grate (-1) parallax
216: textures\wolf\zzwolf1 (0) parallax
217: textures\wolf\zzwolf5 (1) parallax
218: textures\wolf\zzwolf3 (1) parallax
219: textures\wolf\zzwolf1 (1) parallax
220: textures\wolf\zzwolf6 (2) parallax
221: textures\wolf\zzwolf9 (2) parallax
222: textures\wolf\zzwolf5 (2) parallax
223: textures\wolf\zzwolf9 (3) parallax
224: textures\wolf\zzwolf6 (19) parallax
225: textures\wolf\zzwolf1 (19) parallax
226: textures\wolf\zzwolf5 (19) parallax
227: textures\wolf\zzwolf2 (19) parallax
228: textures\wolf\zzwolf9 (19) parallax
229: textures\wolf\elev_flr (19) parallax
230: textures\wolf\zzwolf4 (19) parallax
231: textures\wolf\doorstop (19) parallax
232: textures\wolf\zzwolf7 (19) parallax
233: textures\effects\caustics (-1)
clientCommand: UnnamedPlayer : 1 : fullupdate
Building SVBSP for light 0 (384 -2880 104)... 63 planes, 89 nodes
Building SVBSP for light 1 (384 -2304 104)... 55 planes, 84 nodes
Building SVBSP for light 2 (1536 -2304 104)... 47 planes, 66 nodes
Building SVBSP for light 3 (1536 -2880 104)... 61 planes, 90 nodes
Building SVBSP for light 4 (960 -2240 104)... 88 planes, 117 nodes
Building SVBSP for light 5 (960 -2880 104)... 79 planes, 102 nodes
Building SVBSP for light 6 (960 -3392 104)... 52 planes, 96 nodes
Building SVBSP for light 7 (448 -3392 104)... 75 planes, 122 nodes
Building SVBSP for light 8 (1472 -3392 104)... 73 planes, 116 nodes
Building SVBSP for light 9 (960 -896 104)... 7 planes, 7 nodes
Building SVBSP for light 10 (960 -1536 104)... 7 planes, 7 nodes
Building SVBSP for light 11 (960 192 104)... 51 planes, 52 nodes
Building SVBSP for light 12 (320 192 104)... 124 planes, 159 nodes
Building SVBSP for light 13 (1600 192 104)... 89 planes, 106 nodes
Building SVBSP for light 14 (2688 192 104)... 2 planes, 2 nodes
Building SVBSP for light 15 (2752 -1216 104)... 27 planes, 32 nodes
Building SVBSP for light 16 (3392 -1216 104)... 39 planes, 52 nodes
Building SVBSP for light 17 (3904 -1216 104)... 41 planes, 62 nodes
Building SVBSP for light 18 (3776 448 104)... 58 planes, 69 nodes
Building SVBSP for light 19 (4160 448 104)... 2 planes, 2 nodes
Building SVBSP for light 20 (3776 -64 104)... 33 planes, 37 nodes
Building SVBSP for light 21 (4160 -64 104)... 7 planes, 7 nodes
Building SVBSP for light 22 (960 1216 104)... 58 planes, 80 nodes
Building SVBSP for light 23 (960 1856 104)... 37 planes, 69 nodes
Building SVBSP for light 24 (384 1280 104)... 7 planes, 7 nodes
Building SVBSP for light 25 (640 2752 104)... 74 planes, 85 nodes
Building SVBSP for light 26 (1280 2752 104)... 46 planes, 52 nodes
Building SVBSP for light 27 (1984 2752 104)... 29 planes, 42 nodes
Building SVBSP for light 28 (-960 2752 104)... 2 planes, 2 nodes
Building SVBSP for light 29 (-320 2752 104)... 14 planes, 17 nodes
Building SVBSP for light 30 (-960 1984 104)... 7 planes, 7 nodes
Building SVBSP for light 31 (-2432 2816 104)... 26 planes, 40 nodes
Building SVBSP for light 32 (-2368 1984 104)... 67 planes, 89 nodes
Building SVBSP for light 33 (-1856 1984 104)... 93 planes, 123 nodes
Building SVBSP for light 34 (-2112 1024 104)... 101 planes, 146 nodes
Building SVBSP for light 35 (-2368 192 104)... 200 planes, 261 nodes
Building SVBSP for light 36 (-1856 192 104)... 51 planes, 61 nodes
Building SVBSP for light 37 (-2368 -320 104)... 99 planes, 123 nodes
Building SVBSP for light 38 (-1856 -320 104)... 30 planes, 32 nodes
Building SVBSP for light 39 (-2104 -1216 104)... 68 planes, 95 nodes
Building SVBSP for light 40 (-2688 -1856 104)... 50 planes, 61 nodes
Building SVBSP for light 41 (-1536 -1856 104)... 68 planes, 95 nodes
Building SVBSP for light 42 (-704 -1856 104)... 70 planes, 78 nodes
Building SVBSP for light 43 (-1600 -2496 104)... 92 planes, 124 nodes
Building SVBSP for light 44 (-1600 -2816 104)... 7 planes, 7 nodes
Building SVBSP for light 45 (-2112 -2368 104)... 18 planes, 22 nodes
Building SVBSP for light 46 (-64 -1856 104)... 27 planes, 32 nodes
Building SVBSP for light 47 (-2624 -1216 104)... 43 planes, 65 nodes
Building SVBSP for light 48 (-2624 832 104)... 62 planes, 108 nodes
Building SVBSP for light 49 (-3136 1472 104)... 56 planes, 62 nodes
Building SVBSP for light 50 (-3136 -1344 104)... 29 planes, 31 nodes
Building SVBSP for light 51 (-3136 -704 104)... 63 planes, 67 nodes
Building SVBSP for light 52 (-3136 448 104)... 57 planes, 63 nodes
Building SVBSP for light 53 (-3136 960 104)... 53 planes, 62 nodes
clientCommand: UnnamedPlayer : 2 : WeaponKnife
clientCommand: UnnamedPlayer : 3 : WeaponLuger
Realloc verts for pool surface 7 (56 -> 2996)
Ragdoll for "trooper.vmd": 14 dynamic bone(s), 39 static bone(s)
Realloc verts for pool surface 9 (242 -> 2996)
Realloc verts for pool surface 11 (52 -> 2996)
Ragdoll for "trooper.vmd": 14 dynamic bone(s), 39 static bone(s)
Music player: sound/music/getthem_ambient.ogg [getthem_ambient]
clientCommand: UnnamedPlayer : 4 : WeaponLuger
clientCommand: UnnamedPlayer : 5 : WeaponLuger
Ragdoll for "dog.vmd": 12 dynamic bone(s), 25 static bone(s)
Ragdoll for "dog.vmd": 12 dynamic bone(s), 25 static bone(s)
Realloc verts for pool surface 12 (52 -> 739)
Realloc verts for pool surface 13 (52 -> 242)
Realloc verts for pool surface 14 (52 -> 2996)
Ragdoll for "dog.vmd": 12 dynamic bone(s), 25 static bone(s)
Realloc verts for pool surface 12 (739 -> 2996)
Ragdoll for "trooper.vmd": 14 dynamic bone(s), 39 static bone(s)
Realloc verts for pool surface 8 (739 -> 2996)
Realloc verts for pool surface 6 (242 -> 2996)
Ragdoll for "dog.vmd": 12 dynamic bone(s), 25 static bone(s)
Ragdoll for "dog.vmd": 12 dynamic bone(s), 25 static bone(s)
Music player: sound/music/getthem_ambient.ogg [getthem_ambient]
clientCommand: UnnamedPlayer : 6 : WeaponKnife
clientCommand: UnnamedPlayer : 7 : WeaponLuger
Realloc verts for pool surface 15 (52 -> 242)
Realloc verts for pool surface 16 (52 -> 2996)
Ragdoll for "trooper.vmd": 14 dynamic bone(s), 39 static bone(s)
Realloc verts for pool surface 13 (242 -> 638)
Realloc verts for pool surface 17 (52 -> 242)
Ragdoll for "dog.vmd": 12 dynamic bone(s), 25 static bone(s)
clientCommand: UnnamedPlayer : 8 : WeaponKnife
Music player: sound/music/getthem_ambient.ogg [getthem_ambient]
clientCommand: UnnamedPlayer : 9 : WeaponLuger
clientCommand: UnnamedPlayer : 10 : WeaponKnife
clientCommand: UnnamedPlayer : 11 : WeaponLuger
Realloc verts for pool surface 13 (638 -> 739)
Realloc verts for pool surface 15 (242 -> 638)
Realloc verts for pool surface 17 (242 -> 638)
Engine_Error: R_BindGLSLShader: tried to bind NULL program
------ Call Stack ------
ERROR: SymGetSymFromAddr64 failed with the code 487
...???
ERROR: SymGetSymFromAddr64 failed with the code 487
...???
...atiPPHSN
...atiPPHSN
---------- SYS_ERROR ----------
R_BindGLSLShader: tried to bind NULL program
Shutting down sound subsystem
...resetting cooperative level: success
...stopping and releasing sound buffer: success
...releasing primary buffer: success
...releasing DirectSound object: success
...shutting down DSP
...sound memory manager stopped
RenderTarget: pbuffer destroyed
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...restoring gamma: success
...releasing DC: success
...resetting display
...shutdown OpenGL wrapper
...unloading library: success
...clearing proc addresses
...clearing refresh API: success
...unloading ./ref_gl.dll: success
...shutting down VGUI: success
...clearing client dll API: success
...unloading dlls/client.dll: success
...clearing bot library API: success
...clearing game dll API: success
...clearing symbols: success
...unloading dlls/server.dll: success
Shutting down game
...clearing physics API: success
...unloading ./physics.dll: success
...clearing consys API: success
...closing global state: success
...freeing commands: success
...shutting down engine: success
=========================================================================
Volatile3D II shutdown at Thu Mar 22 19:32:44 2012
=========================================================================