Actually, now I'm facing a different problem.
Everytime I startup the game, it gets stuck at 5%.
Any way to fix this?
===============
And in case one is wondering what the logfile says, here it is.
[b][Jun 16, 2015 6:53:57 PM] ------------ BEGIN log session -------------
OpenGL provider: Opengl32.dll
OpenGL library:
Vendor: NVIDIA Corporation
Render: GeForce GTX 860M/PCIe/SSE2
Version: 4.4.0
Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true
*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE2)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 0, ZBits 24
*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[x] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[x] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[x] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400%
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.
Maximum texture size : 16384
Maximum simultaneous textures :4
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
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INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 0 -> 1 (delta = 1) to Range 1..512
INTERNAL ERROR: Str2FloatClamp() - Clamped 75 -> 32 (delta = -43) to Range 0..32
INTERNAL ERROR: Str2FloatClamp() - Clamped 120 -> 60 (delta = -60) to Range 0..60
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
INTERNAL ERROR: Str2FloatClamp() - Clamped 1500 -> 1000 (delta = -500) to Range 10..1000
Cannot load sound preset custom_motor.bristol-hercules.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.Allison.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.Allison_tb.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.griffon.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.BMW_800_Series.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.DB-600_Series.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.Jumo211.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.Jumo213.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.M-11_Series.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.M-100_Series.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.PrattWhitney_R-2800_Series.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.Wright_2600_Series.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.PrattWhitney_R-1830_Series.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.Rolls-Royce-Merlin.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.Sabre.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.sakae.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.Wright_Cyclone1820_Series.start.begin (java.lang.Exception: Invalid preset format)
ERROR loading sound control sample.M82_dmg.wav.dist
Cannot load sound preset custom_motor.Wright_Cyclone1820_tb.start.begin (java.lang.Exception: Invalid preset format)
Cannot load sound preset custom_motor.R-2800_tb.start.begin (java.lang.Exception: Invalid preset format)[/b]