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Yet another TDM crash thread


Campaignjunkie

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Okay, so I can otherwise play TDM just fine. I have Catalyst AI turned off, bloom turned off, Doom 3 is patched to the right version, all those random tweaks - and still my map is crashing the game, though curiously it doesn't crash other people's computers. I've run it via devmap and gotten booted back to the menu sometimes, only to see "ERROR: idrendersystemlocal::uncrop: currentrendercrop < 1" which seems to be the culprit.

 

When I run it with "map", the screen turns black - as if the game has momentarily loaded but is fading in from black - but then I get a "Doom 3 has stopped working" error dialog.

 

Here's my map: http://www.radiator.debacle.us/porterhouse.map

 

Here's my log. Help! :(

 

 

[.\DarkMod\DarkModGlobals.cpp ( 401):INI (INIT) FR: 0] LogFile created at 2009.09.23 01:17:34

[.\DarkMod\DarkModGlobals.cpp ( 404):INI (INIT) FR: 0] DLL compiled on Oct 13 2009 18:51:56

 

[.\DarkMod\DarkModGlobals.cpp ( 408):FRC (FORCE) FR: 0] Found Debug section

[.\DarkMod\DarkModGlobals.cpp ( 415):FRC (FORCE) FR: 0] LogError: 1

[.\DarkMod\DarkModGlobals.cpp ( 423):FRC (FORCE) FR: 0] LogBegin: 1

[.\DarkMod\DarkModGlobals.cpp ( 430):FRC (FORCE) FR: 0] LogEnd: 1

[.\DarkMod\DarkModGlobals.cpp ( 437):FRC (FORCE) FR: 0] LogDebug: 1

[.\DarkMod\DarkModGlobals.cpp ( 444):FRC (FORCE) FR: 0] LogWarning: 1

[.\DarkMod\DarkModGlobals.cpp ( 451):FRC (FORCE) FR: 0] LogInfo: 1

[.\DarkMod\DarkModGlobals.cpp ( 462):FRC (FORCE) FR: 0] LogClass_FRAME: 1

[.\DarkMod\DarkModGlobals.cpp ( 472):FRC (FORCE) FR: 0] LogClass_SYSTEM: 1

[.\DarkMod\DarkModGlobals.cpp ( 482):FRC (FORCE) FR: 0] LogClass_MISC: 1

[.\DarkMod\DarkModGlobals.cpp ( 492):FRC (FORCE) FR: 0] LogClass_FROBBING: 1

[.\DarkMod\DarkModGlobals.cpp ( 502):FRC (FORCE) FR: 0] LogClass_AI: 1

[.\DarkMod\DarkModGlobals.cpp ( 512):FRC (FORCE) FR: 0] LogClass_SOUND: 1

[.\DarkMod\DarkModGlobals.cpp ( 522):FRC (FORCE) FR: 0] LogClass_FUNCTION: 1

[.\DarkMod\DarkModGlobals.cpp ( 532):FRC (FORCE) FR: 0] LogClass_ENTITY: 1

[.\DarkMod\DarkModGlobals.cpp ( 542):FRC (FORCE) FR: 0] LogClass_INVENTORY: 1

[.\DarkMod\DarkModGlobals.cpp ( 552):FRC (FORCE) FR: 0] LogClass_LIGHT: 1

[.\DarkMod\DarkModGlobals.cpp ( 562):FRC (FORCE) FR: 0] LogClass_WEAPON: 1

[.\DarkMod\DarkModGlobals.cpp ( 572):FRC (FORCE) FR: 0] LogClass_MATH: 1

[.\DarkMod\DarkModGlobals.cpp ( 592):FRC (FORCE) FR: 0] LogClass_STIM_RESPONSE: 1

[.\DarkMod\DarkModGlobals.cpp ( 602):FRC (FORCE) FR: 0] LogClass_OBJECTIVES: 1

[.\DarkMod\DarkModGlobals.cpp ( 612):FRC (FORCE) FR: 0] LogClass_DIFFICULTY: 1

[.\DarkMod\DarkModGlobals.cpp ( 622):FRC (FORCE) FR: 0] LogClass_CONVERSATION: 1

[.\DarkMod\DarkModGlobals.cpp ( 632):FRC (FORCE) FR: 0] LogClass_MAINMENU: 1

[.\DarkMod\DarkModGlobals.cpp ( 642):FRC (FORCE) FR: 0] LogClass_LOCKPICK: 1

[.\DarkMod\DarkModGlobals.cpp ( 651):FRC (FORCE) FR: 0] Found GlobalParams section

[.\DarkMod\DarkModGlobals.cpp ( 734):FRC (FORCE) FR: 0] Jump hold mantle milliseconds: 100.000000

[.\DarkMod\DarkModGlobals.cpp ( 735):FRC (FORCE) FR: 0] Mantle hang milliseconds: 750.000000

[.\DarkMod\DarkModGlobals.cpp ( 736):FRC (FORCE) FR: 0] Mantle pull milliseconds: 750.000000

[.\DarkMod\DarkModGlobals.cpp ( 737):FRC (FORCE) FR: 0] Mantle shift hands milliseconds: 500.000000

[.\DarkMod\DarkModGlobals.cpp ( 738):FRC (FORCE) FR: 0] Mantle push milliseconds: 800.000000

[.\DarkMod\DarkModGlobals.cpp ( 740):FRC (FORCE) FR: 0] Lean milliseconds: 600.000000

[.\DarkMod\DarkModGlobals.cpp ( 741):FRC (FORCE) FR: 0] Lean degrees tilt: 12.000000

[.\DarkMod\DarkModGlobals.cpp ( 743):FRC (FORCE) FR: 0] AICommStimRadius: 5000.000000

[.\DarkMod\DarkModGlobals.cpp ( 744):FRC (FORCE) FR: 0] maxHidingSpotTestsPerAIFrame: 10

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: actor.cpp 3709 2009-09-24 03:37:37Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: af.cpp 2926 2008-10-06 05:12:54Z ishtvan $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: afentity.cpp 3570 2009-07-23 18:29:36Z tels $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: brittlefracture.cpp 3328 2009-03-28 05:32:31Z ishtvan $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: camera.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: entity.cpp 3709 2009-09-24 03:37:37Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: fx.cpp 2458 2008-06-08 12:35:44Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: game_local.cpp 3717 2009-10-04 05:38:39Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: game_network.cpp 2458 2008-06-08 12:35:44Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: gameedit.cpp 1513 2007-10-21 23:57:17Z ishtvan $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ik.cpp 2081 2008-02-10 11:34:58Z tels $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: item.cpp 3070 2008-11-30 16:16:13Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: light.cpp 3679 2009-08-30 10:28:05Z tels $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: misc.cpp 3184 2009-01-19 12:49:11Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: moveable.cpp 3433 2009-05-08 15:36:35Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: mover.cpp 3268 2009-03-18 12:27:16Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: multiplayergame.cpp 3660 2009-08-09 08:37:27Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: player.cpp 3715 2009-10-01 03:09:04Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: playericon.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: playerview.cpp 3027 2008-11-14 21:02:35Z tels $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: projectile.cpp 3195 2009-01-20 07:41:47Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: pvs.cpp 3451 2009-05-21 12:51:23Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: securitycamera.cpp 2461 2008-06-08 13:30:47Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: smokeparticles.cpp 2462 2008-06-08 13:39:42Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: sound.cpp 2968 2008-10-22 19:19:08Z tels $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: target.cpp 3577 2009-07-24 17:43:53Z tels $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: trigger.cpp 1998 2008-01-18 18:02:26Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: weapon.cpp 3614 2009-07-30 05:10:52Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: worldspawn.cpp 2589 2008-06-30 05:09:36Z dram $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: aas.cpp 3261 2009-03-17 09:45:40Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: aas_debug.cpp 3453 2009-05-22 03:31:58Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Source$ $Revision: 3453 $ $Date: 2009-05-22 05:31:58 +0200 (Fr, 22 Mai 2009) $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: aas_routing.cpp 3453 2009-05-22 03:31:58Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ai.cpp 3713 2009-09-27 05:45:31Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ai_events.cpp 3630 2009-08-02 05:27:39Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ai_pathing.cpp 3305 2009-03-25 16:15:24Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ai_vagary.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: AreaManager.cpp 3053 2008-11-21 16:31:52Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Subsystem.cpp 2822 2008-09-13 04:50:55Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: DoorInfo.cpp 2338 2008-05-15 16:23:41Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Memory.cpp 3689 2009-09-03 12:40:05Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Mind.cpp 3070 2008-11-30 16:16:13Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MovementSubsystem.cpp 3672 2009-08-15 03:17:43Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Subsystem.cpp 3524 2009-07-09 04:20:12Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: Conversation.cpp 3512 2009-07-03 03:51:35Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ConversationCommand.cpp 3148 2009-01-16 18:59:23Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ConversationSystem.cpp 3148 2009-01-16 18:59:23Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: AgitatedSearchingState.cpp 3531 2009-07-13 13:27:15Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: AlertIdleState.cpp 3676 2009-08-19 08:00:46Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: BlindedState.cpp 3628 2009-08-01 04:46:12Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: CombatState.cpp 3668 2009-08-14 17:03:57Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ConversationState.cpp 3446 2009-05-19 16:49:30Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: DeadState.cpp 3705 2009-09-15 09:58:24Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: EmergeFromCoverState.cpp 3431 2009-05-08 02:54:31Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: FailedKnockoutState.cpp 3586 2009-07-26 12:37:43Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: FleeDoneState.cpp 3460 2009-05-23 13:41:04Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: FleeState.cpp 3547 2009-07-18 17:44:57Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: IdleSleepState.cpp 3222 2009-03-04 13:37:27Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: IdleState.cpp 3689 2009-09-03 12:40:05Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: KnockedOutState.cpp 3698 2009-09-07 11:01:56Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: LostTrackOfEnemyState.cpp 3363 2009-04-05 06:19:50Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ObservantState.cpp 3626 2009-07-31 16:39:11Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PainState.cpp 3563 2009-07-22 13:49:21Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: SearchingState.cpp 3635 2009-08-02 17:29:37Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: State.cpp 3702 2009-09-08 16:04:15Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: StayInCoverState.cpp 3354 2009-04-04 11:41:43Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: SuspiciousState.cpp 3635 2009-08-02 17:29:37Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: SwitchOnLightState.cpp 3354 2009-04-04 11:41:43Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: TakeCoverState.cpp 3354 2009-04-04 11:41:43Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: UnreachableTargetState.cpp 3625 2009-07-31 16:18:18Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: EAS.cpp 3453 2009-05-22 03:31:58Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RouteInfo.cpp 2817 2008-09-11 17:38:12Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RouteNode.cpp 2338 2008-05-15 16:23:41Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: AnimalPatrolTask.cpp 3184 2009-01-19 12:49:11Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ChaseEnemyRangedTask.cpp 2443 2008-06-07 13:48:49Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ChaseEnemyTask.cpp 3323 2009-03-27 23:44:04Z ishtvan $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: CombatTask.cpp 3549 2009-07-19 10:47:25Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: CommunicationTask.cpp 3184 2009-01-19 12:49:11Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: CommWaitTask.cpp 3428 2009-05-07 17:34:08Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: FleeTask.cpp 3472 2009-05-26 06:24:10Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: GreetingBarkTask.cpp 3582 2009-07-25 18:13:04Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: HandleDoorTask.cpp 3655 2009-08-06 07:29:36Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: HandleElevatorTask.cpp 2959 2008-10-20 15:46:29Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: IdleAnimationTask.cpp 3693 2009-09-05 14:43:56Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: InteractionTask.cpp 3537 2009-07-15 15:05:05Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: InvestigateSpotTask.cpp 3426 2009-05-07 16:44:17Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MeleeCombatTask.cpp 3555 2009-07-19 16:53:13Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MoveToCoverTask.cpp 2443 2008-06-07 13:48:49Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: MoveToPositionTask.cpp 3629 2009-08-01 04:53:27Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathAnimTask.cpp 3278 2009-03-20 19:53:12Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathCornerTask.cpp 3695 2009-09-06 19:27:53Z tels $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathCycleAnimTask.cpp 3086 2008-12-14 07:30:30Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathHideTask.cpp 3278 2009-03-20 19:53:12Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathInteractTask.cpp 3278 2009-03-20 19:53:12Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathLookatTask.cpp 3689 2009-09-03 12:40:05Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathShowTask.cpp 3278 2009-03-20 19:53:12Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathSitTask.cpp 3086 2008-12-14 07:30:30Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathSleepTask.cpp 3086 2008-12-14 07:30:30Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathTask.cpp 3184 2009-01-19 12:49:11Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathTurnTask.cpp 3278 2009-03-20 19:53:12Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathWaitForTriggerTask.cpp 3278 2009-03-20 19:53:12Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PathWaitTask.cpp 3291 2009-03-23 09:08:23Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PatrolTask.cpp 3689 2009-09-03 12:40:05Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: PlayAnimationTask.cpp 2693 2008-07-18 16:28:56Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RandomHeadturnTask.cpp 3092 2008-12-28 21:26:07Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RandomTurningTask.cpp 3585 2009-07-26 11:42:54Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RangedCombatTask.cpp 3651 2009-08-05 16:45:14Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: RepeatedBarkTask.cpp 3427 2009-05-07 17:02:16Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ResolveMovementBlockTask.cpp 3672 2009-08-15 03:17:43Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ScriptTask.cpp 2697 2008-07-18 17:01:32Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: SingleBarkTask.cpp 3575 2009-07-24 06:57:08Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: ThrowObjectTask.cpp 3467 2009-05-24 11:12:58Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: WaitTask.cpp 2443 2008-06-07 13:48:49Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: WanderInLocationTask.cpp 2443 2008-06-07 13:48:49Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: anim.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: anim_blend.cpp 3622 2009-07-31 09:21:41Z angua $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: anim_import.cpp 3435 2009-05-08 17:27:20Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: anim_testmodel.cpp 3561 2009-07-22 12:54:08Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: class.cpp 2980 2008-10-26 11:41:35Z tels $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: debuggraph.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: event.cpp 2423 2008-06-02 16:22:52Z dram $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: savegame.cpp 3014 2008-11-11 18:12:59Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: syscmds.cpp 3449 2009-05-21 07:09:56Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: syscvar.cpp 3717 2009-10-04 05:38:39Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: typeinfo.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: clip.cpp 2458 2008-06-08 12:35:44Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: force.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: force_constant.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: force_drag.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: force_field.cpp 1435 2007-10-16 16:53:28Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: force_push.cpp 3205 2009-02-03 12:16:42Z greebo $

[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Id: force_spring.cpp 1435 2007-10-16 16:53:28Z greebo $

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[.\DarkMod\DarkModGlobals.cpp ( 174):INI (INIT) FR: 0] $Source$ $Revision: 1435 $ $Date: 2007-10-16 18:53:28 +0200 (Di, 16 Okt 2007) $

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[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[lights/blur3.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[textures\sfx\black_2] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[textures\sfx\black_2] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_spotlight] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_pointLight1] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_pointLight2] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/blurlight3] - [lights/squarelight1b.tga]/[_pointLight3] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/windowLight] - [lights/squarelight1b.tga]/[lights/window] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/rotatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/swingingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/scalingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/scaleRotateLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/rotateScaleLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/rotateScaleLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/shearingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/translatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/colorAnimatingLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/doubleLight] - [lights/squarelight1b.tga]/[lights/spot05] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/squarelight] - [lights/squarelight1b.tga]/[lights/squarelight.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/testFalloff] - [lights/squarelight1b.tga]/[lights/testFalloff.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/xfalloff] - [lights/squarelight1b.tga]/[lights/xfalloff.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/xambient] - [lights/squarelight1b.tga]/[lights/xambient.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/malsrotatedLight] - [lights/squarelight1b.tga]/[lights/squarelight1a.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/globalFadeLight] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/globalFadeLight2] - [lights/squarelight1b.tga]/[lights/squarelight1.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/duffysquarelight] - [lights/squarelight1b.tga]/[lights/squarelight.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/xianspecial] - [lights/squarelight1b.tga]/[lights/squareishlight.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/xianspecial_stages] - [lights/squarelight1b.tga]/[lights/squareishlight.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/medical_laserb] - [lights/squarelight1b.tga]/[lights/medicallaserb.tga] - Ambient: 0

[.\game\game_local.cpp (5607):INF (SYSTEM) FR: 0] Texture: [lights/medical_laser] - [lights/squarelight1b.tga]/[lights/medicallaser.tga] - Ambient: 0

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 136):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.

[.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/chalice.

[.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/crown_of_penitence.

[.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/outpost.

[.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/startmap.

[.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/training_mission.

[.\DarkMod\ModMenu.cpp ( 525):DEB ((empty)) FR: 0] Looking for darkmod.txt file in fms/when_the_fan_hits_the.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuStartup called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuStartup done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Both targetmusic and music are MM_MUSIC_NONE, switching to MM_MUSIC_MAINMENU.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Selecting CONTROLS_PAGE_MOVEMENT.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] SettingsControlsPageSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] SettingsPageSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Selecting SETTINGS_PAGE_AUDIO.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] SettingsPageSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Both targetmode and mode are MM_STATE_NONE, switching to main menu.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to MM_MUSIC_MAINMENU.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to MAINMENU, forking to MM_STATE_MAINMENU_NOTINGAME.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to mode MM_STATE_MAINMENU_NOTINGAME.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuStateInit called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Trying to call main menu intro animation.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuIntroAnimation called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuIntroAnimation started playing.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Tried to switch to same music as already set, exiting.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuIntroAnimation successfully executed, stopping.

[.\DarkMod\darkModLAS.cpp ( 662):DEB (LIGHT) FR: 0] LAS shutdown initiated...

[.\DarkMod\darkModLAS.cpp ( 715):DEB (LIGHT) FR: 0] LAS shutdown deleted array of per-area list pointers...

[.\DarkMod\darkModLAS.cpp ( 718):DEB (LIGHT) FR: 0] LAS shut down and empty

[.\DarkMod\darkModLAS.cpp ( 721):DEB (LIGHT) FR: 0] Clearing PVS to AAS(0) mapping table ...

[.\DarkMod\darkModLAS.cpp ( 723):DEB (LIGHT) FR: 0] PVS to AAS(0) mapping table cleared

[.\DarkMod\sndProp.cpp ( 108):DEB (SOUND) FR: 0] Clearing sound prop gameplay object.

[.\DarkMod\sndPropLoader.cpp ( 770):DEB (SOUND) FR: 0] Clearing m_sndAreas

[.\DarkMod\sndPropLoader.cpp ( 786):DEB (SOUND) FR: 0] Clearing m_PortData with 0 portals

[.\DarkMod\sndPropLoader.cpp ( 794):DEB (SOUND) FR: 0] Destroy Areas data finished.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuStartup called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuStartup done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to MM_MUSIC_MAINMENU.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Selecting CONTROLS_PAGE_MOVEMENT.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] SettingsControlsPageSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] SettingsPageSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Selecting SETTINGS_PAGE_AUDIO.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] SettingsPageSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Switching to mode MM_STATE_MAINMENU_NOTINGAME.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuModeSelect done.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuStateInit called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Trying to call main menu intro animation.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuIntroAnimation called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuIntroAnimation started playing.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect called.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] Tried to switch to same music as already set, exiting.

[.\game\game_local.cpp (3391):INF ((empty)) FR: 0] MainMenuMusicSelect done.

[.\DarkMod\sndPropLoader.cpp ( 839):DEB (SOUND) FR: 0] Sound propagation system initializing...

[.\DarkMod\sndPropLoader.cpp ( 770):DEB (SOUND) FR: 0] Clearing m_sndAreas

[.\DarkMod\sndPropLoader.cpp ( 786):DEB (SOUND) FR: 0] Clearing m_PortData with 0 portals

[.\DarkMod\sndPropLoader.cpp ( 794):DEB (SOUND) FR: 0] Destroy Areas data finished.

[.\DarkMod\sndPropLoader.cpp ( 460):DEB (SOUND) FR: 0] Soundprop: Parsing Map entities

[.\DarkMod\sndPropLoader.cpp ( 491):DEB (SOUND) FR: 0] Parsing worldspawn sound prop data...

[.\DarkMod\sndPropLoader.cpp ( 498):DEB (SOUND) FR: 0] Using indoor sound prop model as the default for this map

[.\DarkMod\sndPropLoader.cpp ( 560):DEB (SOUND) FR: 0] Allocated m_AreaPropsG for 3 areas

[.\DarkMod\sndPropLoader.cpp ( 482):DEB (SOUND) FR: 0] Finished parsing map entities

[.\DarkMod\sndPropLoader.cpp ( 644):DEB (SOUND) FR: 0] Number of Portals in Area 0 = 0

[.\DarkMod\sndPropLoader.cpp ( 644):DEB (SOUND) FR: 0] Number of Portals in Area 1 = 0

[.\DarkMod\sndPropLoader.cpp ( 644):DEB (SOUND) FR: 0] Number of Portals in Area 2 = 0

[.\DarkMod\sndPropLoader.cpp ( 695):DEB (SOUND) FR: 0] 0 Area specific losses applied

[.\DarkMod\sndPropLoader.cpp ( 708):DEB (SOUND) FR: 0] Writing portal losses...

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 136):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.

[.\DarkMod\sndPropLoader.cpp ( 727):DEB (SOUND) FR: 0] Initializing area 0 with 0 portals

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 203):DEB (MISC) FR: 0] Initializing matrix of dimension 0 with 271241312 elements.

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 136):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.

[.\DarkMod\sndPropLoader.cpp ( 727):DEB (SOUND) FR: 0] Initializing area 1 with 0 portals

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 203):DEB (MISC) FR: 0] Initializing matrix of dimension 0 with 271241344 elements.

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 136):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.

[.\DarkMod\sndPropLoader.cpp ( 727):DEB (SOUND) FR: 0] Initializing area 2 with 0 portals

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 203):DEB (MISC) FR: 0] Initializing matrix of dimension 0 with 271241376 elements.

[.\DarkMod\sndPropLoader.cpp ( 700):DEB (SOUND) FR: 0] Create Areas array finished.

[.\DarkMod\sndPropLoader.cpp ( 855):DEB (SOUND) FR: 0] Sound propagation system finished loading.

[.\DarkMod\darkModLAS.cpp ( 458):DEB (LIGHT) FR: 0] Initializing Light Awareness System (LAS)

[.\DarkMod\darkModLAS.cpp ( 495):DEB (LIGHT) FR: 0] LAS initialized for 3 map areas.

[.\DarkMod\PVSToAASMapping.cpp ( 101):ERR (AI) FR: 0] No aas with name 'aas32' exists for this map, AI will not be able to locate darkness...

[.\DarkMod\darkModLAS.cpp ( 501):DEB (LIGHT) FR: 0] Failed to initialize PVS to aas32 mapping table, trying aas48.

[.\DarkMod\PVSToAASMapping.cpp ( 101):ERR (AI) FR: 0] No aas with name 'aas48' exists for this map, AI will not be able to locate darkness...

[.\DarkMod\darkModLAS.cpp ( 505):DEB (LIGHT) FR: 0] Failed to initialize PVS to aas48 mapping table.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10130174 idEntity::idEntity

[.\DarkMod\DifficultyManager.cpp ( 34):INF (DIFFICULTY) FR: 0] Searching for difficulty setting on worldspawn.

[.\DarkMod\DifficultyManager.cpp ( 140):INF (DIFFICULTY) FR: 0] Trying to load default difficulty settings from entityDefs.

[.\DarkMod\DifficultyManager.cpp ( 149):DEB (DIFFICULTY) FR: 0] Found difficulty settings: atdm:difficulty_settings_default.

[.\DarkMod\DifficultyManager.cpp ( 177):INF (DIFFICULTY) FR: 0] Trying to load map-specific difficulty settings.

[.\DarkMod\AI\Conversation\ConversationSystem.cpp ( 31):INF (MAINMENU) FR: 0] Searching for conversation settings on worldspawn.

[.\DarkMod\AI\Conversation\ConversationSystem.cpp ( 51):DEB (MAINMENU) FR: 0] 0 Conversations found in this map.

[.\DarkMod\DifficultyManager.cpp ( 118):INF (DIFFICULTY) FR: 0] Applying CVAR difficulty settings

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 1, col = 2, val = 1

[.\DarkMod\Relations.cpp ( 234):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 1, 1

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 2, 2

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 1, 2

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 1, col = 3, val = 1

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 3, 3

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 1, 3

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 1, col = 4, val = 1

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 4, 4

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 1, 4

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 1, col = 5, val = 0

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 5, 5

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 1, col = 6, val = 0

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 6, 6

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 1, col = 7, val = 0

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 7, 7

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 1, col = 8, val = 0

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 8, 8

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 2, col = 3, val = 1

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 2, 3

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 2, col = 4, val = 1

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 2, 4

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 2, col = 5, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 2, col = 6, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 2, col = 7, val = 1

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 2, col = 8, val = 1

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 3, col = 4, val = 1

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 3, 4

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 5, col = 0, val = 0

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 0, 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 5, 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 5, col = 1, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 5, col = 2, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 5, col = 3, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 5, 3

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 5, col = 4, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 5, 4

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 5, col = 6, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 5, col = 7, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 5, col = 8, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 6, col = 1, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 6, col = 2, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 6, col = 3, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 6, 3

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 6, col = 4, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 6, 4

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 6, col = 5, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 6, col = 7, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 6, col = 8, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 7, col = 1, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 7, col = 2, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 7, col = 3, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 7, 3

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 7, col = 4, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 7, 4

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 7, col = 5, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 7, col = 6, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 7, col = 8, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 7, 8

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 8, col = 1, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 8, col = 2, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 8, col = 3, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 8, 3

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 8, col = 4, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 8, 4

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 8, col = 5, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 8, col = 6, val = 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 9, col = 10, val = 0

[.\DarkMod\Relations.cpp ( 234):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 9, 9

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 10, 10

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 9, 10

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 9, col = 11, val = 0

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 11, 11

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 9, 11

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 9, col = 12, val = 0

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 12, 12

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 9, 12

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 4

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 9, col = 13, val = 0

[.\DarkMod\Relations.cpp ( 248):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 13, 13

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 9, 13

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 10, col = 11, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 10, 11

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 10, col = 12, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 10, 12

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 10, col = 13, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 10, 13

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 11, col = 12, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 11, 12

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 11, col = 13, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 11, 13

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 12, col = 13, val = 1

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 12, 13

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 0, val = 0

[.\DarkMod\Relations.cpp ( 234):DEB (AI) FR: 0] Relmat Parser: Added missing diagonal 14, 14

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 0

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 1, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 1

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 2, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 2

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 3, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 3

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 4, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 4

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 5, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 5

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 6, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 6

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 7, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 7

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 8, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 8

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 9, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 9

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 10, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 10

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 11, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 11

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 12, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 12

[.\DarkMod\Relations.cpp ( 170):DEB (AI) FR: 0] Relmat Parser: start = 4, end(comma-1) = 5

[.\DarkMod\Relations.cpp ( 188):DEB (AI) FR: 0] Relmat Parser: row = 14, col = 13, val = 0

[.\DarkMod\Relations.cpp ( 259):DEB (AI) FR: 0] Relmat Parser: Added missing asymmetric element 14, 13

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: world.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity world.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012E06C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012E06C Name: [world]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [world] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 8190 (world)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [world] this: 1012E06C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[1] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[1] Key:[name] = [func_static_2]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[1] Key:[model] = [func_static_2]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[1] Key:[noclipmodel] = [1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[1] Key:[origin] = [1184 432 992]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_2 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_2.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_2.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012DAE4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012DAE4 Name: [func_static_2]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_2] test for clipmodel

[.\game\entity.cpp (3868):DEB (ENTITY) FR: 0] Entity [func_static_2] does not contain a clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 32 (func_static_2)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_2] this: 1012DAE4 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[2] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[2] Key:[name] = [func_static_5]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[2] Key:[_color] = [0.2 0.2 0.22]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[2] Key:[model] = [func_static_5]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[2] Key:[noclipmodel] = [1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[2] Key:[origin] = [1187 431 1078]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_5 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_5.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_5.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012D55C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012D55C Name: [func_static_5]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_5] test for clipmodel

[.\game\entity.cpp (3868):DEB (ENTITY) FR: 0] Entity [func_static_5] does not contain a clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 33 (func_static_5)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_5] this: 1012D55C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[classname] = [light]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[name] = [light_1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[_color] = [0.11 0.1 0.07]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[falloff] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[light_center] = [0 0 0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[light_radius] = [10 10 14]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[nodiffuse] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[noshadows] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[nospecular] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[origin] = [1190 432 1102]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[rotation] = [0.104529 0 0.994522 0 1 0 -0.994522 0 0.104529]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[3] Key:[texture] = [lights/tdm_sky_fadebiground1]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity light_1 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: light_1.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity light_1.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012CEB4 idEntity::idEntity

[.\game\light.cpp ( 198):DEB (FUNCTION) FR: 0] this: 1012CEB4 idLight::idLight

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012CEB4 Name: [light_1]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [light_1] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 34 (light_1)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [light_1] this: 1012CEB4 FrobDistance: 63

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 34 (light_1)

[.\game\light.cpp ( 429):DEB (LIGHT) FR: 0] this: 1012CEB4 [light_1] MaxLightRadius: 19.899748

[.\game\light.cpp ( 434):DEB (LIGHT) FR: 0] Light has an image: lights/tdm_sky_fadebiground1

[.\DarkMod\PlayerData.cpp ( 74):DEB (FUNCTION) FR: 0] 1012CEB4 [light_1] 1 added to LightList

[.\game\light.cpp ( 449):DEB (LIGHT) FR: 0] this: 1012CEB4 [light_1] noShadows: 0 noSpecular: 0 pointLight: 1 parallel: 0

[.\game\light.cpp ( 456):DEB (LIGHT) FR: 0] Red: 0.110000 Green: 0.100000 Blue: 0.070000

[.\game\light.cpp ( 458):DEB (LIGHT) FR: 0] Vector Origin: x: 1190.000000 y: 432.000000 z: 1102.000000

[.\game\light.cpp ( 459):DEB (LIGHT) FR: 0] Vector Radius: x: 10.000000 y: 10.000000 z: 14.000000

[.\game\light.cpp ( 460):DEB (LIGHT) FR: 0] Vector Center: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 461):DEB (LIGHT) FR: 0] Vector Target: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 462):DEB (LIGHT) FR: 0] Vector Right: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 463):DEB (LIGHT) FR: 0] Vector Up: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 464):DEB (LIGHT) FR: 0] Vector Start: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 465):DEB (LIGHT) FR: 0] Vector End: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[4] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[4] Key:[name] = [func_static_6]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[4] Key:[model] = [func_static_6]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[4] Key:[noclipmodel] = [1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[4] Key:[origin] = [1184 432 976]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[4] Key:[shaderparm4] = [0.1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[4] Key:[shaderparm5] = [0.1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[4] Key:[shaderparm6] = [0.4]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_6 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_6.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_6.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012C92C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012C92C Name: [func_static_6]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_6] test for clipmodel

[.\game\entity.cpp (3868):DEB (ENTITY) FR: 0] Entity [func_static_6] does not contain a clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 35 (func_static_6)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_6] this: 1012C92C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[classname] = [light]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[name] = [light_2]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[_color] = [1 1 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[falloff] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[light_center] = [0 0 0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[light_radius] = [64 64 64]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[nodiffuse] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[noshadows] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[nospecular] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[origin] = [1186 432 1078]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[5] Key:[texture] = [lights/biground1]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity light_2 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: light_2.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity light_2.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012C284 idEntity::idEntity

[.\game\light.cpp ( 198):DEB (FUNCTION) FR: 0] this: 1012C284 idLight::idLight

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012C284 Name: [light_2]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [light_2] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 36 (light_2)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [light_2] this: 1012C284 FrobDistance: 63

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 36 (light_2)

[.\game\light.cpp ( 429):DEB (LIGHT) FR: 0] this: 1012C284 [light_2] MaxLightRadius: 110.851250

[.\game\light.cpp ( 434):DEB (LIGHT) FR: 0] Light has an image: lights/biground1

[.\DarkMod\PlayerData.cpp ( 74):DEB (FUNCTION) FR: 0] 1012C284 [light_2] 2 added to LightList

[.\game\light.cpp ( 449):DEB (LIGHT) FR: 0] this: 1012C284 [light_2] noShadows: 0 noSpecular: 0 pointLight: 1 parallel: 0

[.\game\light.cpp ( 456):DEB (LIGHT) FR: 0] Red: 1.000000 Green: 1.000000 Blue: 1.000000

[.\game\light.cpp ( 458):DEB (LIGHT) FR: 0] Vector Origin: x: 1186.000000 y: 432.000000 z: 1078.000000

[.\game\light.cpp ( 459):DEB (LIGHT) FR: 0] Vector Radius: x: 64.000000 y: 64.000000 z: 64.000000

[.\game\light.cpp ( 460):DEB (LIGHT) FR: 0] Vector Center: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 461):DEB (LIGHT) FR: 0] Vector Target: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 462):DEB (LIGHT) FR: 0] Vector Right: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 463):DEB (LIGHT) FR: 0] Vector Up: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 464):DEB (LIGHT) FR: 0] Vector Start: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 465):DEB (LIGHT) FR: 0] Vector End: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[classname] = [light]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[name] = [light_3]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[_color] = [0.53 0.53 0.53]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[falloff] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[light_center] = [0 0 0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[light_radius] = [96 96 128]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[nodiffuse] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[noshadows] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[nospecular] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[origin] = [1184 432 1072]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[6] Key:[texture] = [lights/tdm_sky_starsbiground1]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity light_3 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: light_3.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity light_3.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012BBDC idEntity::idEntity

[.\game\light.cpp ( 198):DEB (FUNCTION) FR: 0] this: 1012BBDC idLight::idLight

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012BBDC Name: [light_3]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [light_3] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 37 (light_3)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [light_3] this: 1012BBDC FrobDistance: 63

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 37 (light_3)

[.\game\light.cpp ( 429):DEB (LIGHT) FR: 0] this: 1012BBDC [light_3] MaxLightRadius: 186.590454

[.\game\light.cpp ( 434):DEB (LIGHT) FR: 0] Light has an image: lights/tdm_sky_starsbiground1

[.\DarkMod\PlayerData.cpp ( 74):DEB (FUNCTION) FR: 0] 1012BBDC [light_3] 3 added to LightList

[.\game\light.cpp ( 449):DEB (LIGHT) FR: 0] this: 1012BBDC [light_3] noShadows: 0 noSpecular: 0 pointLight: 1 parallel: 0

[.\game\light.cpp ( 456):DEB (LIGHT) FR: 0] Red: 0.530000 Green: 0.530000 Blue: 0.530000

[.\game\light.cpp ( 458):DEB (LIGHT) FR: 0] Vector Origin: x: 1184.000000 y: 432.000000 z: 1072.000000

[.\game\light.cpp ( 459):DEB (LIGHT) FR: 0] Vector Radius: x: 96.000000 y: 96.000000 z: 128.000000

[.\game\light.cpp ( 460):DEB (LIGHT) FR: 0] Vector Center: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 461):DEB (LIGHT) FR: 0] Vector Target: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 462):DEB (LIGHT) FR: 0] Vector Right: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 463):DEB (LIGHT) FR: 0] Vector Up: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 464):DEB (LIGHT) FR: 0] Vector Start: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 465):DEB (LIGHT) FR: 0] Vector End: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[7] Key:[classname] = [info_portalsky]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[7] Key:[name] = [info_portalsky_2]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[7] Key:[origin] = [1184 432 1056]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[7] Key:[rotation] = [1 0 0 0 1 0 0 0 1]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity info_portalsky_2 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: info_portalsky_2.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity info_portalsky_2.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012B694 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012B694 Name: [info_portalsky_2]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [info_portalsky_2] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 38 (info_portalsky_2)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [info_portalsky_2] this: 1012B694 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[8] Key:[classname] = [func_emitter]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[8] Key:[name] = [func_emitter_2]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[8] Key:[model] = [tdm_moon_glare.prt]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[8] Key:[origin] = [1188 431 1083]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_emitter_2 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_emitter_2.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_emitter_2.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012B10C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012B10C Name: [func_emitter_2]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_emitter_2] test for clipmodel

[.\game\entity.cpp (3868):DEB (ENTITY) FR: 0] Entity [func_emitter_2] does not contain a clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 39 (func_emitter_2)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_emitter_2] this: 1012B10C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[9] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[9] Key:[name] = [func_static_4]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[9] Key:[model] = [func_static_4]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[9] Key:[noclipmodel] = [1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[9] Key:[origin] = [1184 432 1015]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[9] Key:[shaderparm4] = [0.001]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[9] Key:[shaderparm5] = [0.0002]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_4 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_4.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_4.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012AB84 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012AB84 Name: [func_static_4]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_4] test for clipmodel

[.\game\entity.cpp (3868):DEB (ENTITY) FR: 0] Entity [func_static_4] does not contain a clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 40 (func_static_4)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_4] this: 1012AB84 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[classname] = [light]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[name] = [ambient_world]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[_color] = [0.08 0.10 0.15]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[light_center] = [0 0 0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[light_radius] = [512 736 1872]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[nodiffuse] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[noshadows] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[nospecular] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[origin] = [276 96 96]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[parallel] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[10] Key:[texture] = [lights/ambientlightnfo]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity ambient_world is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: ambient_world.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity ambient_world.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012A4DC idEntity::idEntity

[.\game\light.cpp ( 198):DEB (FUNCTION) FR: 0] this: 1012A4DC idLight::idLight

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012A4DC Name: [ambient_world]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [ambient_world] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 41 (ambient_world)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [ambient_world] this: 1012A4DC FrobDistance: 63

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 41 (ambient_world)

[.\game\light.cpp ( 429):DEB (LIGHT) FR: 0] this: 1012A4DC [ambient_world] MaxLightRadius: 2075.626221

[.\game\light.cpp ( 434):DEB (LIGHT) FR: 0] Light has an image: lights/ambientlightnfo

[.\game\light.cpp ( 439):DEB (LIGHT) FR: 0] Light has an image: 093A94A8

[.\DarkMod\PlayerData.cpp ( 74):DEB (FUNCTION) FR: 0] 1012A4DC [ambient_world] 4 added to LightList

[.\game\light.cpp ( 449):DEB (LIGHT) FR: 0] this: 1012A4DC [ambient_world] noShadows: 0 noSpecular: 0 pointLight: 1 parallel: 0

[.\game\light.cpp ( 456):DEB (LIGHT) FR: 0] Red: 0.080000 Green: 0.100000 Blue: 0.150000

[.\game\light.cpp ( 458):DEB (LIGHT) FR: 0] Vector Origin: x: 276.000000 y: 96.000000 z: 96.000000

[.\game\light.cpp ( 459):DEB (LIGHT) FR: 0] Vector Radius: x: 512.000000 y: 736.000000 z: 1872.000000

[.\game\light.cpp ( 460):DEB (LIGHT) FR: 0] Vector Center: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 461):DEB (LIGHT) FR: 0] Vector Target: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 462):DEB (LIGHT) FR: 0] Vector Right: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 463):DEB (LIGHT) FR: 0] Vector Up: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 464):DEB (LIGHT) FR: 0] Vector Start: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 465):DEB (LIGHT) FR: 0] Vector End: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[11] Key:[classname] = [info_player_start]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[11] Key:[name] = [info_player_start_1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[11] Key:[angle] = [90]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[11] Key:[origin] = [144 156 16]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity info_player_start_1 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: info_player_start_1.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity info_player_start_1.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10129F94 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10129F94 Name: [info_player_start_1]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [info_player_start_1] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 42 (info_player_start_1)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [info_player_start_1] this: 10129F94 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[12] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[12] Key:[name] = [func_static_7]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[12] Key:[model] = [models/darkmod/architecture/windows/round_stone01_tall.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[12] Key:[origin] = [3 68 144]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[12] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[12] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_7 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_7.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_7.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10129A0C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10129A0C Name: [func_static_7]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_7] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 43 (func_static_7)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_7] this: 10129A0C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[13] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[13] Key:[name] = [func_static_8]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[13] Key:[model] = [models/darkmod/architecture/windows/round_stone01_small.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[13] Key:[origin] = [2 188 360]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[13] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[13] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_8 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_8.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_8.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10129484 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10129484 Name: [func_static_8]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_8] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 44 (func_static_8)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_8] this: 10129484 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[14] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[14] Key:[name] = [func_static_10]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[14] Key:[model] = [models/darkmod/architecture/windows/round_stone01_small.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[14] Key:[origin] = [2 72 360]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[14] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[14] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_10 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_10.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_10.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10128EFC idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10128EFC Name: [func_static_10]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_10] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 45 (func_static_10)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_10] this: 10128EFC FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[15] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[15] Key:[name] = [func_static_11]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[15] Key:[model] = [models/darkmod/architecture/windows/round_stone01_tall.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[15] Key:[origin] = [3 200 144]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[15] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[15] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_11 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_11.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_11.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10128974 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10128974 Name: [func_static_11]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_11] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 46 (func_static_11)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_11] this: 10128974 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[16] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[16] Key:[name] = [func_static_12]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[16] Key:[model] = [models/darkmod/architecture/windows/round_stone01_small.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[16] Key:[origin] = [2 260 360]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[16] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[16] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_12 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_12.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_12.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 101283EC idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 101283EC Name: [func_static_12]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_12] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 47 (func_static_12)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_12] this: 101283EC FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[17] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[17] Key:[name] = [func_static_13]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[17] Key:[model] = [models/darkmod/architecture/windows/round_stone01_small.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[17] Key:[origin] = [2 324 360]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[17] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[17] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_13 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_13.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_13.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10127E64 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10127E64 Name: [func_static_13]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_13] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 48 (func_static_13)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_13] this: 10127E64 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[18] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[18] Key:[name] = [func_static_9]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[18] Key:[model] = [models/darkmod/architecture/windows/round_stone01_tall.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[18] Key:[origin] = [3 312 144]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[18] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[18] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_9 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_9.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_9.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 101278DC idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 101278DC Name: [func_static_9]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_9] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 49 (func_static_9)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_9] this: 101278DC FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[19] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[19] Key:[name] = [func_static_15]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[19] Key:[model] = [models/darkmod/architecture/windows/round_stone01_tall.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[19] Key:[origin] = [3 708 144]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[19] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[19] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_15 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_15.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_15.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10127354 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10127354 Name: [func_static_15]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_15] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 50 (func_static_15)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_15] this: 10127354 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[20] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[20] Key:[name] = [func_static_1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[20] Key:[model] = [models/darkmod/architecture/balconies/round_ornate_set01_big.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[20] Key:[origin] = [0 512 320]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_1 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_1.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_1.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10126DCC idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10126DCC Name: [func_static_1]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_1] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 51 (func_static_1)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_1] this: 10126DCC FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[21] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[21] Key:[name] = [func_static_19]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[21] Key:[model] = [models/darkmod/architecture/windows/round_stone01_small.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[21] Key:[origin] = [2 436 360]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[21] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[21] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_19 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_19.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_19.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10126844 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10126844 Name: [func_static_19]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_19] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 52 (func_static_19)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_19] this: 10126844 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[22] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[22] Key:[name] = [func_static_20]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[22] Key:[model] = [models/darkmod/architecture/windows/round_stone01_small.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[22] Key:[origin] = [2 588 360]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[22] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[22] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_20 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_20.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_20.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 101262BC idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 101262BC Name: [func_static_20]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_20] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 53 (func_static_20)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_20] this: 101262BC FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[23] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[23] Key:[name] = [func_static_3]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[23] Key:[model] = [models/darkmod/architecture/windows/round_stone01.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[23] Key:[origin] = [130 512 136]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[23] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[23] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_3 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_3.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_3.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10125D34 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10125D34 Name: [func_static_3]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_3] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 54 (func_static_3)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_3] this: 10125D34 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[24] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[24] Key:[name] = [func_static_17]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[24] Key:[model] = [models/darkmod/architecture/windows/round_stone01.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[24] Key:[origin] = [64 398 136]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[24] Key:[rotation] = [0.876718 0.481004 0 -0.481004 0.876718 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[24] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_17 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_17.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_17.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 101257AC idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 101257AC Name: [func_static_17]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_17] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 55 (func_static_17)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_17] this: 101257AC FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[25] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[25] Key:[name] = [func_static_21]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[25] Key:[model] = [models/darkmod/architecture/windows/round_stone01.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[25] Key:[origin] = [68 624 136]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[25] Key:[rotation] = [-0.858592 0.512659 0 -0.512659 -0.858592 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[25] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_21 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_21.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_21.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10125224 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10125224 Name: [func_static_21]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_21] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 56 (func_static_21)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_21] this: 10125224 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[26] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[26] Key:[name] = [func_static_22]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[26] Key:[model] = [models/darkmod/architecture/windows/round_stone01.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[26] Key:[origin] = [2 304 520]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[26] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[26] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_22 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_22.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_22.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10124C9C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10124C9C Name: [func_static_22]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_22] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 57 (func_static_22)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_22] this: 10124C9C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[27] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[27] Key:[name] = [func_static_23]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[27] Key:[model] = [models/darkmod/architecture/windows/round_stone01_small.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[27] Key:[origin] = [2 196 520]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[27] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[27] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_23 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_23.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_23.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10124714 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10124714 Name: [func_static_23]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_23] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 58 (func_static_23)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_23] this: 10124714 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[28] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[28] Key:[name] = [func_static_24]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[28] Key:[model] = [models/darkmod/architecture/windows/round_stone01.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[28] Key:[origin] = [2 304 648]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[28] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[28] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_24 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_24.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_24.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012418C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012418C Name: [func_static_24]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_24] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 59 (func_static_24)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_24] this: 1012418C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[29] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[29] Key:[name] = [func_static_25]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[29] Key:[model] = [models/darkmod/architecture/windows/round_stone01_small.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[29] Key:[origin] = [2 196 648]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[29] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[29] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_25 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_25.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_25.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10123C04 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10123C04 Name: [func_static_25]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_25] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 60 (func_static_25)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_25] this: 10123C04 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[30] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[30] Key:[name] = [func_static_26]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[30] Key:[model] = [models/darkmod/architecture/windows/round_stone01_tall.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[30] Key:[origin] = [-61 464 544]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[30] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[30] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_26 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_26.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_26.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012367C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012367C Name: [func_static_26]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_26] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 61 (func_static_26)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_26] this: 1012367C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[31] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[31] Key:[name] = [func_static_27]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[31] Key:[model] = [models/darkmod/architecture/windows/round_stone01_tall.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[31] Key:[origin] = [-61 600 544]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[31] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[31] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_27 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_27.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_27.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 101230F4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 101230F4 Name: [func_static_27]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_27] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 62 (func_static_27)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_27] this: 101230F4 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[32] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[32] Key:[name] = [func_static_28]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[32] Key:[model] = [models/darkmod/architecture/windows/round_stone01_tall.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[32] Key:[origin] = [-61 712 544]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[32] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[32] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_28 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_28.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_28.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10122B6C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10122B6C Name: [func_static_28]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_28] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 63 (func_static_28)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_28] this: 10122B6C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[33] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[33] Key:[name] = [func_static_29]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[33] Key:[model] = [models/darkmod/architecture/windows/round_stone01.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[33] Key:[origin] = [-62 64 520]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[33] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[33] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_29 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_29.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_29.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 101225E4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 101225E4 Name: [func_static_29]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_29] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 64 (func_static_29)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_29] this: 101225E4 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[34] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[34] Key:[name] = [func_static_30]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[34] Key:[model] = [models/darkmod/architecture/windows/round_stone01_small.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[34] Key:[origin] = [-62 68 648]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[34] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[34] Key:[skin] = [windows/roundtop_diamond_pattern01_brightlit]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_30 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_30.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_30.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012205C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012205C Name: [func_static_30]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_30] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 65 (func_static_30)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_30] this: 1012205C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[35] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[35] Key:[name] = [func_static_14]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[35] Key:[model] = [models/darkmod/architecture/chimneys/chimney_base.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[35] Key:[origin] = [-152 528 952]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[35] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_14 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_14.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_14.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10121AD4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10121AD4 Name: [func_static_14]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_14] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 66 (func_static_14)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_14] this: 10121AD4 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[36] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[36] Key:[name] = [func_static_32]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[36] Key:[model] = [models/darkmod/architecture/chimneys/chimney_base.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[36] Key:[origin] = [-152 688 952]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[36] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_32 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_32.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_32.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1012154C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1012154C Name: [func_static_32]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_32] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 67 (func_static_32)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_32] this: 1012154C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[37] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[37] Key:[name] = [func_static_33]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[37] Key:[model] = [models/darkmod/architecture/chimneys/chimney_base.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[37] Key:[origin] = [-152 64 952]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[37] Key:[rotation] = [0 1 0 -1 0 0 0 0 1]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_33 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_33.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_33.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10120FC4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10120FC4 Name: [func_static_33]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_33] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 68 (func_static_33)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_33] this: 10120FC4 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[38] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[38] Key:[name] = [func_static_16]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[38] Key:[model] = [func_static_16]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[38] Key:[origin] = [8 632 224]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_16 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_16.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_16.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10120A3C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10120A3C Name: [func_static_16]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_16] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 69 (func_static_16)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_16] this: 10120A3C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[39] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[39] Key:[name] = [func_static_18]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[39] Key:[model] = [func_static_18]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[39] Key:[origin] = [8 392 224]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_18 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_18.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_18.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 103504E4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 103504E4 Name: [func_static_18]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_18] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 70 (func_static_18)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_18] this: 103504E4 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[40] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[40] Key:[name] = [func_static_31]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[40] Key:[model] = [func_static_31]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[40] Key:[origin] = [8 128 224]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_31 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_31.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_31.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1034FF5C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1034FF5C Name: [func_static_31]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_31] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 71 (func_static_31)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_31] this: 1034FF5C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[41] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[41] Key:[name] = [func_static_34]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[41] Key:[model] = [func_static_34]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[41] Key:[origin] = [16 384 48]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_34 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_34.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_34.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1034F9D4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1034F9D4 Name: [func_static_34]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_34] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 72 (func_static_34)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_34] this: 1034F9D4 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[42] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[42] Key:[name] = [func_static_35]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[42] Key:[model] = [func_static_35]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[42] Key:[origin] = [64 512 152]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_35 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_35.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_35.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1034F44C idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1034F44C Name: [func_static_35]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_35] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 73 (func_static_35)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_35] this: 1034F44C FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[43] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[43] Key:[name] = [func_static_36]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[43] Key:[model] = [func_static_36]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[43] Key:[origin] = [-104 404 952]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity func_static_36 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: func_static_36.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity func_static_36.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1034EEC4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1034EEC4 Name: [func_static_36]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [func_static_36] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 74 (func_static_36)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [func_static_36] this: 1034EEC4 FrobDistance: 63

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[classname] = [light]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[name] = [light_4]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[origin] = [64 256 208]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[light_center] = [0 0 0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[light_radius] = [80 128 128]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[_color] = [0.93 0.54 0.12]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[nodiffuse] = [0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[noshadows] = [1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[nospecular] = [1]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[44] Key:[parallel] = [0]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity light_4 is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: light_4.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity light_4.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1034E81C idEntity::idEntity

[.\game\light.cpp ( 198):DEB (FUNCTION) FR: 0] this: 1034E81C idLight::idLight

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1034E81C Name: [light_4]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [light_4] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 75 (light_4)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [light_4] this: 1034E81C FrobDistance: 63

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 75 (light_4)

[.\game\light.cpp ( 429):DEB (LIGHT) FR: 0] this: 1034E81C [light_4] MaxLightRadius: 197.909073

[.\game\light.cpp ( 434):DEB (LIGHT) FR: 0] Light has an image: lights/squarelight1

[.\DarkMod\PlayerData.cpp ( 74):DEB (FUNCTION) FR: 0] 1034E81C [light_4] 5 added to LightList

[.\game\light.cpp ( 449):DEB (LIGHT) FR: 0] this: 1034E81C [light_4] noShadows: 1 noSpecular: 1 pointLight: 1 parallel: 0

[.\game\light.cpp ( 456):DEB (LIGHT) FR: 0] Red: 0.930000 Green: 0.540000 Blue: 0.120000

[.\game\light.cpp ( 458):DEB (LIGHT) FR: 0] Vector Origin: x: 64.000000 y: 256.000000 z: 208.000000

[.\game\light.cpp ( 459):DEB (LIGHT) FR: 0] Vector Radius: x: 80.000000 y: 128.000000 z: 128.000000

[.\game\light.cpp ( 460):DEB (LIGHT) FR: 0] Vector Center: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 461):DEB (LIGHT) FR: 0] Vector Target: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 462):DEB (LIGHT) FR: 0] Vector Right: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 463):DEB (LIGHT) FR: 0] Vector Up: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 464):DEB (LIGHT) FR: 0] Vector Start: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\light.cpp ( 465):DEB (LIGHT) FR: 0] Vector End: x: 0.000000 y: 0.000000 z: 0.000000

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[45] Key:[classname] = [func_static]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[45] Key:[name] = [lightgem_surface]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[45] Key:[model] = [models/darkmod/misc/system/lightgem.lwo]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[45] Key:[origin] = [0 0 0]

[.\game\game_local.cpp (4356):DEB (LIGHT) FR: 0] Entity[45] Key:[noclipmodel] = [1]

[.\DarkMod\DifficultyManager.cpp ( 132):INF (DIFFICULTY) FR: 0] Entity lightgem_surface is allowed to spawn: YES.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: lightgem_surface.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity lightgem_surface.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1034E294 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1034E294 Name: [lightgem_surface]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [lightgem_surface] test for clipmodel

[.\game\entity.cpp (3868):DEB (ENTITY) FR: 0] Entity [lightgem_surface] does not contain a clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 76 (lightgem_surface)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [lightgem_surface] this: 1034E294 FrobDistance: 63

[.\game\game_local.cpp (4376):INF (LIGHT) FR: 0] LightgemSurface: [1034E294]

[.\game\game_local.cpp (4379):DEB (LIGHT) FR: 0] ... 46 entities spawned, 0 inhibited

[.\DarkMod\sndPropLoader.cpp ( 865):DEB (SOUND) FR: 0] Filling location soundprop data.

[.\DarkMod\sndPropLoader.cpp ( 870):DEB (SOUND) FR: 0] Checking 3 areas

[.\DarkMod\sndPropLoader.cpp ( 883):DEB (SOUND) FR: 0] No location for area 0, skipping

[.\DarkMod\sndPropLoader.cpp ( 883):DEB (SOUND) FR: 0] No location for area 1, skipping

[.\DarkMod\sndPropLoader.cpp ( 883):DEB (SOUND) FR: 0] No location for area 2, skipping

[.\DarkMod\sndProp.cpp ( 271):DEB (SOUND) FR: 0] Setting up soundprop gameplay object

[.\DarkMod\sndProp.cpp ( 108):DEB (SOUND) FR: 0] Clearing sound prop gameplay object.

[.\DarkMod\sndPropLoader.cpp ( 770):DEB (SOUND) FR: 0] Clearing m_sndAreas

[.\DarkMod\sndPropLoader.cpp ( 786):DEB (SOUND) FR: 0] Clearing m_PortData with 0 portals

[.\DarkMod\sndPropLoader.cpp ( 794):DEB (SOUND) FR: 0] Destroy Areas data finished.

[.\DarkMod\sndProp.cpp ( 312):DEB (SOUND) FR: 0] Attempting to copy m_PortData with 0 portals

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 136):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 136):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.

[c:\games\doom3\darkmod_src\darkmod\MatrixSq.h ( 136):DEB (MISC) FR: 0] CMatrixSq constructor called, set vars.

[.\DarkMod\sndProp.cpp ( 402):DEB (SOUND) FR: 0] Soundprop gameplay object finished loading

[.\DarkMod\sndPropLoader.cpp ( 898):DEB (SOUND) FR: 0] Clearing sound propagation data loader.

[.\DarkMod\sndPropLoader.cpp ( 770):DEB (SOUND) FR: 0] Clearing m_sndAreas

[.\DarkMod\sndPropLoader.cpp ( 786):DEB (SOUND) FR: 0] Clearing m_PortData with 0 portals

[.\DarkMod\sndPropLoader.cpp ( 794):DEB (SOUND) FR: 0] Destroy Areas data finished.

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: player1.

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity player1.

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1034BCD4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1034BCD4 Name: [player1]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [player1] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 0 (player1)

[.\game\entity.cpp ( 941):INF (ENTITY) FR: 0] Looking for broken models for entity 0 (player1) (health: 100)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 77):DEB (STIMRESP) FR: 0] Creating Response with ID: 1

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 484):DEB (STIMRESP) FR: 0] Adding response effect

[.\DarkMod\StimResponse\Response.cpp ( 153):DEB (STIMRESP) FR: 0] Seeking EffectEntity [effect_play_sound]

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 484):DEB (STIMRESP) FR: 0] Adding response effect

[.\DarkMod\StimResponse\Response.cpp ( 153):DEB (STIMRESP) FR: 0] Seeking EffectEntity [effect_damage]

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 505):DEB (STIMRESP) FR: 0] Response 1036CF98 added to collection for player1

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_2

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 77):DEB (STIMRESP) FR: 0] Creating Response with ID: 2

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 484):DEB (STIMRESP) FR: 0] Adding response effect

[.\DarkMod\StimResponse\Response.cpp ( 153):DEB (STIMRESP) FR: 0] Seeking EffectEntity [effect_heal]

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 505):DEB (STIMRESP) FR: 0] Response 1036D030 added to collection for player1

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_3

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 77):DEB (STIMRESP) FR: 0] Creating Response with ID: 3

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 484):DEB (STIMRESP) FR: 0] Adding response effect

[.\DarkMod\StimResponse\Response.cpp ( 153):DEB (STIMRESP) FR: 0] Seeking EffectEntity [effect_damage]

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 505):DEB (STIMRESP) FR: 0] Response 1036D0C8 added to collection for player1

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_4

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 64):DEB (STIMRESP) FR: 0] Creating Stim with ID: 4

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 66):DEB (STIMRESP) FR: 0] Creating CStim

[.\DarkMod\StimResponse\StimResponseTimer.cpp ( 133):DEB (STIMRESP) FR: 0] Parsed timer string: [0:0:0:0] to 0:0:0:0

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 498):DEB (STIMRESP) FR: 0] Stim STIM_PLAYER added to collection for player1

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_5

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [player1] this: 1034BCD4 FrobDistance: 63

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 1034B2B4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 1034B2B4 Name: [idAFAttachment_atdm:ai_head_thief_77]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [idAFAttachment_atdm:ai_head_thief_77] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 77 (idAFAttachment_atdm:ai_head_thief_77)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 77):DEB (STIMRESP) FR: 0] Creating Response with ID: 5

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 484):DEB (STIMRESP) FR: 0] Adding response effect

[.\DarkMod\StimResponse\Response.cpp ( 153):DEB (STIMRESP) FR: 0] Seeking EffectEntity [effect_knockout]

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 505):DEB (STIMRESP) FR: 0] Response 1036D880 added to collection for idAFAttachment_atdm:ai_head_thief_77

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_2

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 77):DEB (STIMRESP) FR: 0] Creating Response with ID: 6

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 484):DEB (STIMRESP) FR: 0] Adding response effect

[.\DarkMod\StimResponse\Response.cpp ( 153):DEB (STIMRESP) FR: 0] Seeking EffectEntity [effect_blind]

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 505):DEB (STIMRESP) FR: 0] Response 1036D918 added to collection for idAFAttachment_atdm:ai_head_thief_77

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_3

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 77):DEB (STIMRESP) FR: 0] Creating Response with ID: 7

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 484):DEB (STIMRESP) FR: 0] Adding response effect

[.\DarkMod\StimResponse\Response.cpp ( 153):DEB (STIMRESP) FR: 0] Seeking EffectEntity [effect_blind]

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 505):DEB (STIMRESP) FR: 0] Response 1036D9B0 added to collection for idAFAttachment_atdm:ai_head_thief_77

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_4

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [idAFAttachment_atdm:ai_head_thief_77] this: 1034B2B4 FrobDistance: 63

[.\game\actor.cpp ( 997):DEB (AI) FR: 0] SETBODY: Actor player1 : damage joint 36 for attached head is part of damage group head

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 103433A4 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 103433A4 Name: [idWeapon__78]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [idWeapon__78] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 78 (idWeapon__78)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [idWeapon__78] this: 103433A4 FrobDistance: 63

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10342994 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10342994 Name: [idAnimatedEntity__79]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [idAnimatedEntity__79] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 79 (idAnimatedEntity__79)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [idAnimatedEntity__79] this: 10342994 FrobDistance: 63

[.\game\player.cpp (10496):INF (FROBBING) FR: 0] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon0 to inventory (index 0)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_unarmed

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon1 to inventory (index 1)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_blackjack

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon2 to inventory (index 2)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_shortsword

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon3 to inventory (index 3)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_broadhead

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon4 to inventory (index 4)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_waterarrow

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon5 to inventory (index 5)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_firearrow

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon6 to inventory (index 6)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_ropearrow

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon7 to inventory (index 7)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_gasarrow

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon8 to inventory (index 8)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_noisemaker

[.\game\player.cpp (1071):DEB (INVENTORY) FR: 0] Trying to add weapon as defined by key def_weapon10 to inventory (index 10)

[.\game\player.cpp (1081):DEB (INVENTORY) FR: 0] Adding weapon to inventory: atdm:weapon_mossarrow

[.\game\player.cpp (1092):DEB (INVENTORY) FR: 0] Total number of weapons found: 10

[.\DarkMod\MissionData.cpp ( 364):DEB (OBJECTIVES) FR: 0] Objectives: Mission event called

[.\DarkMod\MissionData.cpp (1743):DEB (OBJECTIVES) FR: 0] Inventory Callback: Overall loot value 1

[.\DarkMod\DifficultyManager.cpp ( 111):INF (DIFFICULTY) FR: 0] Applying difficulty settings to entity: .

[.\DarkMod\DifficultySettings.cpp ( 250):DEB (DIFFICULTY) FR: 0] Found 0 difficulty settings on the entity .

[.\game\entity.cpp ( 649):DEB (FUNCTION) FR: 0] this: 10404954 idEntity::idEntity

[.\game\entity.cpp ( 835):INF (ENTITY) FR: 0] this: 10404954 Name: [idStaticEntity_atdm:inv_loot_info_item_80]

[.\game\entity.cpp (3803):DEB (ENTITY) FR: 0] Entity [idStaticEntity_atdm:inv_loot_info_item_80] test for clipmodel

[.\game\entity.cpp ( 919):INF (ENTITY) FR: 0] Loading models for entity 80 (idStaticEntity_atdm:inv_loot_info_item_80)

[.\DarkMod\StimResponse\StimResponseCollection.cpp ( 530):DEB (STIMRESP) FR: 0] Looking for sr_class_1

[.\game\entity.cpp (7411):INF (FROBBING) FR: 0] [idStaticEntity_atdm:inv_loot_info_item_80] this: 10404954 FrobDistance: 63

[.\DarkMod\Inventory\Inventory.cpp ( 179):ERR (STIMRESP) FR: 0] Item idStaticEntity_atdm:inv_loot_info_item_80 doesn't have an inventory name and is not anonymous.

[.\DarkMod\Inventory\Item.cpp ( 72):INF (INVENTORY) FR: 0] Information: non-loot item idStaticEntity_atdm:inv_loot_info_item_80 has no icon.

[.\DarkMod\Inventory\Item.cpp ( 239):DEB (INVENTORY) FR: 0] Setting hud guis/tdm_loot.gui on layer 2

[.\game\entity.cpp (8390):DEB (MISC) FR: 0] Running scriptfunction 'inventory_item_init'

[.\DarkMod\Inventory\Inventory.cpp ( 426):DEB (INVENTORY) FR: 0] Adding new inventory item Loot Info to category Loot...

[.\DarkMod\MissionData.cpp ( 364):DEB (OBJECTIVES) FR: 0] Objectives: Mission event called

[.\DarkMod\MissionData.cpp (1743):DEB (OBJECTIVES) FR: 0] Inventory Callback: Overall loot value 1

[.\DarkMod\MissionData.cpp ( 364):DEB (OBJECTIVES) FR: 0] Objectives: Mission event called

[.\DarkMod\MissionData.cpp (1743):DEB (OBJECTIVES) FR: 0] Inventory Callback: Overall loot value 1

[.\DarkMod\Inventory\Inventory.cpp ( 464):DEB (INVENTORY) FR: 0] Hiding entity from game: idStaticEntity_atdm:inv_loot_info_item_80...

[.\game\game_local.cpp (2806):INF (FRAME) FR: 0] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 0] Updating LAS state, new LAS frame index is 1

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 0] LAS update frame 1 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 0] Time to update LAS: 0.021805

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 0] Processing S/R took 0.001725

[.\game\player.cpp (10496):INF (FROBBING) FR: 0] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\player.cpp (11146):DEB (LIGHT) FR: 0] Removing modifier world as 0 was passed

[.\game\player.cpp (11169):DEB (LIGHT) FR: 0] New lightgem modifier value: 0

[.\game\game_local.cpp (5779):DEB (LIGHT) FR: 0] RenderTurn 0

[.\game\game_local.cpp (5848):DEB (LIGHT) FR: 0] Rendering to file [\\.\pipe\dm_renderpipe]

 

[.\DarkMod\renderpipewindows.cpp ( 76):INF (SYSTEM) FR: 0] Reading from renderpipe [000005D0]

[.\DarkMod\renderpipewindows.cpp ( 90):INF (SYSTEM) FR: 0] 16384 bytes read from renderpipe [000005D0] 0 0

[.\DarkMod\renderpipewindows.cpp ( 90):INF (SYSTEM) FR: 0] 18 bytes read from renderpipe [000005D0] 16384 0

[.\DarkMod\renderpipewindows.cpp ( 90):INF (SYSTEM) FR: 0] 0 bytes read from renderpipe [000005D0] 16402 109

[.\DarkMod\DarkModGlobals.cpp ( 973):INF (SYSTEM) FR: 0] Total of 16402 bytes read from renderpipe [] 16402 (10404EC8)

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 0] fColVal[0] = 0.176738/0.000000

 

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 0] fColVal[1] = 0.176738/0.176738

 

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 0] fColVal[2] = 0.176738/0.176738

 

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 0] fColVal[3] = 0.176738/0.176738

 

[.\game\game_local.cpp (5848):DEB (LIGHT) FR: 0] Rendering to file [\\.\pipe\dm_renderpipe]

 

[.\DarkMod\renderpipewindows.cpp ( 76):INF (SYSTEM) FR: 0] Reading from renderpipe [000005D0]

[.\DarkMod\renderpipewindows.cpp ( 90):INF (SYSTEM) FR: 0] 16384 bytes read from renderpipe [000005D0] 0 0

[.\DarkMod\renderpipewindows.cpp ( 90):INF (SYSTEM) FR: 0] 18 bytes read from renderpipe [000005D0] 16384 0

[.\DarkMod\renderpipewindows.cpp ( 90):INF (SYSTEM) FR: 0] 0 bytes read from renderpipe [000005D0] 16402 109

[.\DarkMod\DarkModGlobals.cpp ( 973):INF (SYSTEM) FR: 0] Total of 16402 bytes read from renderpipe [] 16402 (10404EC8)

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 0] fColVal[0] = 0.176916/0.000000

 

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 0] fColVal[1] = 0.176906/0.176916

 

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 0] fColVal[2] = 0.176916/0.176916

 

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 0] fColVal[3] = 0.176906/0.176916

 

[.\game\game_local.cpp (3229):DEB (LIGHT) FR: 0] Averaged colorvalue total: 0.176916

[.\game\game_local.cpp (3232):DEB (LIGHT) FR: 0] Adjustment 0.000000

[.\game\game_local.cpp (3240):DEB (LIGHT) FR: 0] After player adjustment 5

[.\game\game_local.cpp (3089):INF (FRAME) FR: 0] Frame end 16 - -260634547: all:0.0 th:-0.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 1] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 1] Updating LAS state, new LAS frame index is 2

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 1] LAS update frame 2 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 1] Time to update LAS: 0.018831

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 1] Processing S/R took 0.000910

[.\game\player.cpp (10496):INF (FROBBING) FR: 1] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 1] Frame end 32 - -314680091: all:-760831382473131470000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.0 th:47781.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 2] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 2] Updating LAS state, new LAS frame index is 3

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 2] LAS update frame 3 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 2] Time to update LAS: 0.018150

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 2] Processing S/R took 0.000199

[.\game\player.cpp (10496):INF (FROBBING) FR: 2] No entity frobbed by direct LOS frob, trying frob radius.

[.\DarkMod\darkModLAS.cpp ( 565):DEB (LIGHT) FR: 2] Light 'light_1' was added to area 1 as first in list

[.\DarkMod\darkModLAS.cpp ( 548):DEB (LIGHT) FR: 2] Light 'light_2' was added to area 1 at end of list, area now has 1 lights

[.\DarkMod\darkModLAS.cpp ( 548):DEB (LIGHT) FR: 2] Light 'light_3' was added to area 1 at end of list, area now has 2 lights

[.\DarkMod\darkModLAS.cpp ( 565):DEB (LIGHT) FR: 2] Light 'ambient_world' was added to area 2 as first in list

[.\DarkMod\darkModLAS.cpp ( 548):DEB (LIGHT) FR: 2] Light 'light_4' was added to area 2 at end of list, area now has 1 lights

[.\game\game_local.cpp (3089):INF (FRAME) FR: 2] Frame end 48 - 451964037: all:183545917313935930000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.0 th:1557945900723088400000000000000000000000000000000000000000000000000000000000000000000000000.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 3] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 3] Updating LAS state, new LAS frame index is 4

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 3] LAS update frame 4 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 3] Time to update LAS: 0.018064

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 3] Processing S/R took 0.000226

[.\game\player.cpp (10496):INF (FROBBING) FR: 3] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 3] Frame end 64 - 522250801: all:0.0 th:0.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 4] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 4] Updating LAS state, new LAS frame index is 5

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 4] LAS update frame 5 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 4] Time to update LAS: 0.018496

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 4] Processing S/R took 0.000131

[.\game\player.cpp (10496):INF (FROBBING) FR: 4] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 4] Frame end 80 - 1632354528: all:-10408092270440299000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.0 th:0.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 5] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 5] Updating LAS state, new LAS frame index is 6

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 5] LAS update frame 6 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 5] Time to update LAS: 0.018492

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 5] Processing S/R took 0.000135

[.\game\player.cpp (10496):INF (FROBBING) FR: 5] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 5] Frame end 96 - -1993243730: all:0.0 th:0.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 6] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 6] Updating LAS state, new LAS frame index is 7

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 6] LAS update frame 7 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 6] Time to update LAS: 0.018312

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 6] Processing S/R took 0.000113

[.\game\player.cpp (10496):INF (FROBBING) FR: 6] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 6] Frame end 112 - -1323874691: all:-3660.1 th:40856177436372683000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 7] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 7] Updating LAS state, new LAS frame index is 8

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 7] LAS update frame 8 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 7] Time to update LAS: 0.018387

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 7] Processing S/R took 0.000132

[.\game\player.cpp (10496):INF (FROBBING) FR: 7] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 7] Frame end 128 - 2123586838: all:-0.0 th:40856177437042423000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 8] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 8] Updating LAS state, new LAS frame index is 9

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 8] LAS update frame 9 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 8] Time to update LAS: 0.018301

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 8] Processing S/R took 0.000135

[.\game\player.cpp (10496):INF (FROBBING) FR: 8] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 8] Frame end 144 - -574952956: all:-0.0 th:-0.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 9] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 9] Updating LAS state, new LAS frame index is 10

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 9] LAS update frame 10 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 9] Time to update LAS: 0.025143

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 9] Processing S/R took 0.000244

[.\game\player.cpp (10496):INF (FROBBING) FR: 9] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 9] Frame end 160 - 2019078120: all:-0.0 th:40856177436671268000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.0 ev:0.0 0 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 10] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 10] Updating LAS state, new LAS frame index is 11

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 10] LAS update frame 11 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 10] Time to update LAS: 0.039158

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 10] Processing S/R took 0.009395

[.\game\player.cpp (10496):INF (FROBBING) FR: 10] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 10] Frame end 176 - 1910677020: all:-0.0 th:1045920608718792800000000000000000000000000000000000000000000000000000000.0 ev:0.0 50323556 ents

[.\game\game_local.cpp (2806):INF (FRAME) FR: 11] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 11] Updating LAS state, new LAS frame index is 12

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 11] LAS update frame 12 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 11] Time to update LAS: 0.019049

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 11] Processing S/R took 0.000233

[.\game\player.cpp (10496):INF (FROBBING) FR: 11] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (3089):INF (FRAME) FR: 11] Frame end 192 - -1872218225: all:-14784024487744195000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000.0 th:-0.0 ev:0.0 50323556 ents

[.\game\player.cpp (2530):INF (SYSTEM) FR: 0] PlayerHUD: [guis/tdm_hud.gui]

[.\game\player.cpp (2567):DEB (LIGHT) FR: 0] Setting Lightgemvalue: 5 on hud: 09951808

 

[.\game\game_local.cpp (2806):INF (FRAME) FR: 12] Frame start

[.\DarkMod\darkModLAS.cpp ( 735):DEB (LIGHT) FR: 12] Updating LAS state, new LAS frame index is 13

[.\DarkMod\darkModLAS.cpp ( 795):DEB (LIGHT) FR: 12] LAS update frame 13 complete

[.\game\game_local.cpp (2927):INF (LIGHT) FR: 12] Time to update LAS: 0.022526

[.\game\game_local.cpp (6350):INF (STIMRESP) FR: 12] Processing S/R took 0.001379

[.\game\player.cpp (10496):INF (FROBBING) FR: 12] No entity frobbed by direct LOS frob, trying frob radius.

[.\game\game_local.cpp (5779):DEB (LIGHT) FR: 12] RenderTurn 1

[.\game\game_local.cpp (5848):DEB (LIGHT) FR: 12] Rendering to file [\\.\pipe\dm_renderpipe]

 

[.\DarkMod\renderpipewindows.cpp ( 76):INF (SYSTEM) FR: 12] Reading from renderpipe [000005D4]

[.\DarkMod\renderpipewindows.cpp ( 90):INF (SYSTEM) FR: 12] 16384 bytes read from renderpipe [000005D4] 0 0

[.\DarkMod\renderpipewindows.cpp ( 90):INF (SYSTEM) FR: 12] 18 bytes read from renderpipe [000005D4] 16384 0

[.\DarkMod\renderpipewindows.cpp ( 90):INF (SYSTEM) FR: 12] 0 bytes read from renderpipe [000005D4] 16402 109

[.\DarkMod\DarkModGlobals.cpp ( 973):INF (SYSTEM) FR: 12] Total of 16402 bytes read from renderpipe [] 16402 (10404EC8)

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 12] fColVal[0] = 0.168167/0.000000

 

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 12] fColVal[1] = 0.168167/0.168167

 

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 12] fColVal[2] = 0.168167/0.168167

 

[.\game\game_local.cpp (5857):DEB (LIGHT) FR: 12] fColVal[3] = 0.168167/0.168167

 

[.\DarkMod\darkModLAS.cpp ( 662):DEB (LIGHT) FR: 12] LAS shutdown initiated...

[.\DarkMod\darkModLAS.cpp ( 671):DEB (LIGHT) FR: 12] LAS shutdown clearing light records for areaIndex 0...

[.\DarkMod\darkModLAS.cpp ( 692):DEB (LIGHT) FR: 12] LAS shutdown destroying node list for areaIndex 0...

[.\DarkMod\darkModLAS.cpp ( 701):DEB (LIGHT) FR: 12] LAS shutdown destroyed list for for areaIndex 0

[.\DarkMod\darkModLAS.cpp ( 671):DEB (LIGHT) FR: 12] LAS shutdown clearing light records for areaIndex 1...

[.\DarkMod\darkModLAS.cpp ( 679):DEB (LIGHT) FR: 12] Light list iterating node 272478336

[.\DarkMod\darkModLAS.cpp ( 683):DEB (LIGHT) FR: 12] Light list clear is deleting light 'light_1'

[.\DarkMod\darkModLAS.cpp ( 679):DEB (LIGHT) FR: 12] Light list iterating node 272478360

[.\DarkMod\darkModLAS.cpp ( 683):DEB (LIGHT) FR: 12] Light list clear is deleting light 'light_2'

[.\DarkMod\darkModLAS.cpp ( 679):DEB (LIGHT) FR: 12] Light list iterating node 272478384

[.\DarkMod\darkModLAS.cpp ( 683):DEB (LIGHT) FR: 12] Light list clear is deleting light 'light_3'

[.\DarkMod\darkModLAS.cpp ( 692):DEB (LIGHT) FR: 12] LAS shutdown destroying node list for areaIndex 1...

[.\DarkMod\darkModLAS.cpp ( 701):DEB (LIGHT) FR: 12] LAS shutdown destroyed list for for areaIndex 1

[.\DarkMod\darkModLAS.cpp ( 671):DEB (LIGHT) FR: 12] LAS shutdown clearing light records for areaIndex 2...

[.\DarkMod\darkModLAS.cpp ( 679):DEB (LIGHT) FR: 12] Light list iterating node 272478408

[.\DarkMod\darkModLAS.cpp ( 683):DEB (LIGHT) FR: 12] Light list clear is deleting light 'ambient_world'

[.\DarkMod\darkModLAS.cpp ( 679):DEB (LIGHT) FR: 12] Light list iterating node 272478432

[.\DarkMod\darkModLAS.cpp ( 683):DEB (LIGHT) FR: 12] Light list clear is deleting light 'light_4'

[.\DarkMod\darkModLAS.cpp ( 692):DEB (LIGHT) FR: 12] LAS shutdown destroying node list for areaIndex 2...

[.\DarkMod\darkModLAS.cpp ( 701):DEB (LIGHT) FR: 12] LAS shutdown destroyed list for for areaIndex 2

[.\DarkMod\darkModLAS.cpp ( 671):DEB (LIGHT) FR: 12] LAS shutdown clearing light records for areaIndex 3...

[.\DarkMod\darkModLAS.cpp ( 692):DEB (LIGHT) FR: 12] LAS shutdown destroying node list for areaIndex 3...

[.\DarkMod\darkModLAS.cpp ( 701):DEB (LIGHT) FR: 12] LAS shutdown destroyed list for for areaIndex 3

[.\DarkMod\darkModLAS.cpp ( 706):DEB (LIGHT) FR: 12] LAS shutdown deleting array of per-area list pointers...

[.\DarkMod\darkModLAS.cpp ( 715):DEB (LIGHT) FR: 12] LAS shutdown deleted array of per-area list pointers...

[.\DarkMod\darkModLAS.cpp ( 718):DEB (LIGHT) FR: 12] LAS shut down and empty

[.\DarkMod\darkModLAS.cpp ( 721):DEB (LIGHT) FR: 12] Clearing PVS to AAS(0) mapping table ...

[.\DarkMod\darkModLAS.cpp ( 723):DEB (LIGHT) FR: 12] PVS to AAS(0) mapping table cleared

[.\DarkMod\sndProp.cpp ( 108):DEB (SOUND) FR: 12] Clearing sound prop gameplay object.

[.\DarkMod\sndPropLoader.cpp ( 770):DEB (SOUND) FR: 12] Clearing m_sndAreas

[.\DarkMod\sndPropLoader.cpp ( 786):DEB (SOUND) FR: 12] Clearing m_PortData with 0 portals

[.\DarkMod\sndPropLoader.cpp ( 794):DEB (SOUND) FR: 12] Destroy Areas data finished.

[.\DarkMod\sndPropLoader.cpp ( 898):DEB (SOUND) FR: 12] Clearing sound propagation data loader.

[.\DarkMod\sndPropLoader.cpp ( 770):DEB (SOUND) FR: 12] Clearing m_sndAreas

[.\DarkMod\sndPropLoader.cpp ( 786):DEB (SOUND) FR: 12] Clearing m_PortData with 0 portals

[.\DarkMod\sndPropLoader.cpp ( 794):DEB (SOUND) FR: 12] Destroy Areas data finished.

 

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Dunno about the log. Is that output from Dark Mod?

 

Yes, works fine here and looks great. Try downloading the zip below and extract it into your maps folder then enter in the console map test/porterhouse. That might eliminate any dmap error your end.

 

What are your system specs?

 

Where is your maps folder? In its own game folder or inside the darkmod folder? Are you launching this via tdmlauncher?

 

http://www.fidcal.com/TEMP/porterhouse.zip

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