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View Full Version : Crashes as soon i see the dungeon heart when entering a game/map



Mark Evans
April 1st, 2014, 19:49
Hi,

Firstly if I have posted this in the incorrect place sorry. I just got the GOG.com DK1 game and installed KeeperFX and the nightly patch. As per this thread - www.gog.com/forum/dungeon_keeper_series/keeperfx_hires_dk1_latest_builds_and_install_instr uctions/page1

Then when I decided to reinstall the lot so I could add maps following this thread www.gog.com/forum/dungeon_keeper_series/dungeon_keeper_gold_game_editor

then redoing the top threads installation.

Sadly when I exit the game the glitch happens and I can no longer play any other maps other than the original campaign ones.

Any help would be great as I have not played this game in over 6yrs!

Sorry for the heavy Log post




Dungeon Keeper FX ver 0.4.4.1117 (heavylog release)
LOG CREATED @ 20:39:45 01-04-2014

Sync: LbMouseChangeMoveRatio: New ratio 256x256
Sync: CPU AuthenticAMD type 0 family 15 model 1 stepping 0 features 178bfbff
Sync: PhysicalMemory 32
Sync: Memory-demanding features enabled.
Sync: load_configuration: Starting
Sync: load_configuration: Processing Config file, 884 bytes
Sync: load_configuration: Config loaded
Sync: setup_screen_mode_zero: Setting up mode 28
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: LbScreenSetup: Done filling display properties struct
Sync: LbScreenSetup: Finished
Sync: New moon -0.9671
Sync: init_sound: Starting
Sync: play_smk_via_buffer: Starting
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: LbScreenSetup: Done filling display properties struct
Sync: LbScreenSetup: Finished
Sync: play_smk_via_buffer: Starting
LbDataFree: freeing "*PALETTE"...done
LbDataFree: freeing "*SCRATCH"...done
Sync: initial_setup: Starting
Sync: LbMouseChangeMoveRatio: New ratio 128x128
Sync: clear_game: Starting
Sync: clear_game_for_summary: Starting
Sync: delete_all_structures: Starting
Sync: clear_dungeons: Starting
Sync: clear_computer: Starting
Sync: ceiling_set_info: Starting
Sync: init_animating_texture_maps: Starting
Sync: load_settings: Starting
Sync: setup_gui_strings_data: Starting
Sync: setup_heaps: Starting
Sync: GraphicsHeap Size 8388608
Sync: SoundHeap Size 8388608
Sync: init_sound_heap_two_banks: Starting
Sync: init_sound_heap_two_banks: Got sound buffer of 8357696 bytes, samples in banks: 840,126
Sync: init_keeper: Starting
Sync: init_rgb2idx_table: Reading rgb-to-index color table file "./data/colours.col".
Sync: init_redpal_table: Reading red-blended color table file "./data/redpal.col".
Sync: init_whitepal_table: Reading white-blended color table file "./data/whitepal.col".
Sync: load_creaturetypes_config_file: Parsing global creature types config file "./fxdata/creature.cfg".
Sync: load_terrain_config_file: Parsing global terrain config file "./fxdata/terrain.cfg".
Sync: load_objects_config_file: Parsing global objects config file "./fxdata/objects.cfg".
Sync: load_trapdoor_config_file: Parsing global traps and doors config file "./fxdata/trapdoor.cfg".
Sync: load_effects_config_file: Parsing global effects config file "./fxdata/effects.cfg".
Sync: load_lenses_config_file: Parsing global eye lenses config file "./fxdata/lenses.cfg".
Sync: load_magic_config_file: Parsing global magic config file "./fxdata/magic.cfg".
Sync: load_creaturestates_config_file: Parsing global creature states config file "./fxdata/crstates.cfg".
Sync: load_terrain_config_file: Reading global terrain config file "./fxdata/terrain.cfg".
Sync: load_objects_config_file: Reading global objects config file "./fxdata/objects.cfg".
Sync: load_trapdoor_config_file: Reading global traps and doors config file "./fxdata/trapdoor.cfg".
Sync: load_effects_config_file: Reading global effects config file "./fxdata/effects.cfg".
Sync: load_lenses_config_file: Reading global eye lenses config file "./fxdata/lenses.cfg".
Sync: load_magic_config_file: Reading global magic config file "./fxdata/magic.cfg".
Sync: load_creaturetypes_config_file: Reading global creature types config file "./fxdata/creature.cfg".
Sync: load_creaturestates_config_file: Reading global creature states config file "./fxdata/crstates.cfg".
Sync: load_rules_config_file: Reading global rules config file "./fxdata/rules.cfg".
Sync: load_creaturemodel_config_file: Reading model 1 from global creature model config file "./creatrs/wizard.cfg".
Sync: load_creaturemodel_config_file: Reading model 2 from global creature model config file "./creatrs/barbarian.cfg".
Sync: load_creaturemodel_config_file: Reading model 3 from global creature model config file "./creatrs/archer.cfg".
Sync: load_creaturemodel_config_file: Reading model 4 from global creature model config file "./creatrs/monk.cfg".
Sync: load_creaturemodel_config_file: Reading model 5 from global creature model config file "./creatrs/dwarfa.cfg".
Sync: load_creaturemodel_config_file: Reading model 6 from global creature model config file "./creatrs/knight.cfg".
Sync: load_creaturemodel_config_file: Reading model 7 from global creature model config file "./creatrs/avatar.cfg".
Sync: load_creaturemodel_config_file: Reading model 8 from global creature model config file "./creatrs/tunneller.cfg".
Sync: load_creaturemodel_config_file: Reading model 9 from global creature model config file "./creatrs/witch.cfg".
Sync: load_creaturemodel_config_file: Reading model 10 from global creature model config file "./creatrs/giant.cfg".
Sync: load_creaturemodel_config_file: Reading model 11 from global creature model config file "./creatrs/fairy.cfg".
Sync: load_creaturemodel_config_file: Reading model 12 from global creature model config file "./creatrs/thief.cfg".
Sync: load_creaturemodel_config_file: Reading model 13 from global creature model config file "./creatrs/samurai.cfg".
Sync: load_creaturemodel_config_file: Reading model 14 from global creature model config file "./creatrs/horny.cfg".
Sync: load_creaturemodel_config_file: Reading model 15 from global creature model config file "./creatrs/skeleton.cfg".
Sync: load_creaturemodel_config_file: Reading model 16 from global creature model config file "./creatrs/troll.cfg".
Sync: load_creaturemodel_config_file: Reading model 17 from global creature model config file "./creatrs/dragon.cfg".
Sync: load_creaturemodel_config_file: Reading model 18 from global creature model config file "./creatrs/demonspawn.cfg".
Sync: load_creaturemodel_config_file: Reading model 19 from global creature model config file "./creatrs/fly.cfg".
Sync: load_creaturemodel_config_file: Reading model 20 from global creature model config file "./creatrs/dark_mistress.cfg".
Sync: load_creaturemodel_config_file: Reading model 21 from global creature model config file "./creatrs/sorceror.cfg".
Sync: load_creaturemodel_config_file: Reading model 22 from global creature model config file "./creatrs/bile_demon.cfg".
Sync: load_creaturemodel_config_file: Reading model 23 from global creature model config file "./creatrs/imp.cfg".
Sync: load_creaturemodel_config_file: Reading model 24 from global creature model config file "./creatrs/bug.cfg".
Sync: load_creaturemodel_config_file: Reading model 25 from global creature model config file "./creatrs/vampire.cfg".
Sync: load_creaturemodel_config_file: Reading model 26 from global creature model config file "./creatrs/spider.cfg".
Sync: load_creaturemodel_config_file: Reading model 27 from global creature model config file "./creatrs/hell_hound.cfg".
Sync: load_creaturemodel_config_file: Reading model 28 from global creature model config file "./creatrs/ghost.cfg".
Sync: load_creaturemodel_config_file: Reading model 29 from global creature model config file "./creatrs/tentacle.cfg".
Sync: load_creaturemodel_config_file: Reading model 30 from global creature model config file "./creatrs/orc.cfg".
Sync: load_creaturemodel_config_file: Reading model 31 from global creature model config file "./creatrs/floating_spirit.cfg".
Sync: load_stats_files: Finished
Sync: check_and_auto_fix_stats: Starting
Sync: check_and_auto_fix_stats: Finished
Sync: load_cubes_config_file: Reading global cubes config file "./fxdata/cubes.cfg".
Sync: load_anim_file: Starting
Sync: load_anim_file: Reading animated tmap file "./data/tmapanim.dat".
Sync: init_keeper: Finished
Sync: Pentium Pro polygon rendering on
Sync: setup_3d: Starting
Sync: init_fades_table: Reading fade table file "./data/tables.dat".
Sync: init_alpha_table: Reading alpha color table file "./data/alpha.col".
Sync: init_lookups: Starting
Sync: setup_game: Speech recognition disabled: KeeperSpeech module not found
Sync: game_loop: Entering gameplay loop.
Sync: wait_at_frontend: Falling into frontend menu.
Sync: load_campaign: Parsing campaign file "ancntkpr.cfg".
Sync: load_campaign: Parsing campaign file "burdnimp.cfg".
Sync: load_campaign: Parsing campaign file "cqarctic.cfg".
Sync: load_campaign: Parsing campaign file "dstninja.cfg".
Sync: load_campaign: Parsing campaign file "dzjr06lv.cfg".
Sync: load_campaign: Parsing campaign file "dzjr10lv.cfg".
Sync: load_campaign: Parsing campaign file "dzjr25lv.cfg".
Sync: load_campaign: Parsing campaign file "evilkeep.cfg".
Sync: load_campaign: Parsing campaign file "grkreign.cfg".
Sync: load_campaign: Parsing campaign file "jdkmaps8.cfg".
Sync: load_campaign: Parsing campaign file "kdklvpck.cfg".
Sync: load_campaign: Parsing campaign file "keeporig.cfg".
Sync: load_campaign: Parsing campaign file "lqizgood.cfg".
Sync: load_campaign: Parsing campaign file "lrdvexer.cfg".
Sync: load_campaign: Parsing campaign file "ncastles.cfg".
Sync: load_campaign: Parsing campaign file "postanck.cfg".
Sync: load_campaign: Parsing campaign file "pstunded.cfg".
Sync: load_campaign: Parsing campaign file "questfth.cfg".
Sync: load_campaign: Parsing campaign file "sandbox.cfg".
Warning: Amount of SP levels (1) and bonuses (0) do not match in [common] block of Campaign config file.
Sync: load_campaign: Parsing campaign file "twinkprs.cfg".
Sync: load_campaign: Parsing campaign file "undedkpr.cfg".
Sync: load_campaigns_list: Found 21 campaign files, properly loaded 21.
Sync: setup_screen_mode_minimal: Setting up mode 28
LbDataFree: freeing "data/pointer64.dat"...done
LbDataFree: freeing "data/pointer64.tab"...done
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: LbScreenSetup: Done filling display properties struct
Sync: LbScreenSetup: Finished
Sync: LbMouseChangeMoveRatio: New ratio 256x256
Sync: get_startup_menu_state: Standard startup state selected
Sync: frontend_set_state: State 0 will be switched to 1
Sync: Frontend state change from 0 into 1
Sync: frontend_setup_state: Starting for state 1
Sync: continue_game_available: Starting
Sync: change_campaign: Starting
Sync: load_campaign: Reading campaign file "sandbox.cfg".
Warning: Amount of SP levels (1) and bonuses (0) do not match in [common] block of Campaign config file.
Sync: parse_campaign_map_blocks: Starting
Warning: parse_campaign_map_block(line 57): Couldn't recognize "SPEECH" file names in [map00700] block of Campaign config file.
Error: setup_campaign_credits_data: Campaign Credits file does not exist or can't be opened
Sync: is_bonus_level: Level 80 not recognized as bonus
Sync: is_extra_level: Level 80 not recognized as extra
Sync: is_bonus_level: Level 81 not recognized as bonus
Sync: is_extra_level: Level 81 not recognized as extra
Sync: is_bonus_level: Level 82 not recognized as bonus
Sync: is_extra_level: Level 82 not recognized as extra
Sync: is_bonus_level: Level 83 not recognized as bonus
Sync: is_extra_level: Level 83 not recognized as extra
Sync: is_bonus_level: Level 84 not recognized as bonus
Sync: is_extra_level: Level 84 not recognized as extra
Sync: is_bonus_level: Level 85 not recognized as bonus
Sync: is_extra_level: Level 85 not recognized as extra
Sync: is_bonus_level: Level 86 not recognized as bonus
Sync: is_extra_level: Level 86 not recognized as extra
Sync: is_bonus_level: Level 87 not recognized as bonus
Sync: is_extra_level: Level 87 not recognized as extra
Sync: is_bonus_level: Level 88 not recognized as bonus
Sync: is_extra_level: Level 88 not recognized as extra
Sync: is_bonus_level: Level 91 not recognized as bonus
Sync: is_extra_level: Level 91 not recognized as extra
Sync: is_bonus_level: Level 93 not recognized as bonus
Sync: is_extra_level: Level 93 not recognized as extra
Sync: is_bonus_level: Level 94 not recognized as bonus
Sync: is_extra_level: Level 94 not recognized as extra
Sync: is_bonus_level: Level 95 not recognized as bonus
Sync: is_extra_level: Level 95 not recognized as extra
Sync: is_bonus_level: Level 97 not recognized as bonus
Sync: is_extra_level: Level 97 not recognized as extra
Sync: is_bonus_level: Level 92 not recognized as bonus
Sync: is_extra_level: Level 92 not recognized as extra
Sync: is_bonus_level: Level 200 not recognized as bonus
Sync: is_extra_level: Level 200 not recognized as extra
Sync: is_bonus_level: Level 201 not recognized as bonus
Sync: is_extra_level: Level 201 not recognized as extra
Sync: level_lof_file_parse: Starting for "ddiskmp.lof"
Warning: level_lof_file_parse: Incorrect .LOF file name "ddiskmp.lof", skipped.
Sync: level_lof_file_parse: Starting for "dklevels.lof"
Warning: level_lof_file_parse: Incorrect .LOF file name "dklevels.lof", skipped.
Sync: level_lof_file_parse: Starting for "map00055.lof"
Sync: level_lof_file_parse: Starting for "map00056.lof"
Sync: level_lof_file_parse: Starting for "map00057.lof"
Sync: level_lof_file_parse: Starting for "map00058.lof"
Sync: level_lof_file_parse: Starting for "map00059.lof"
Sync: level_lof_file_parse: Starting for "map00065.lof"
Sync: level_lof_file_parse: Starting for "map00066.lof"
Sync: level_lof_file_parse: Starting for "map00067.lof"
Sync: level_lof_file_parse: Starting for "map00068.lof"
Sync: level_lof_file_parse: Starting for "map00069.lof"
Sync: level_lof_file_parse: Starting for "map00075.lof"
Sync: level_lof_file_parse: Starting for "map00076.lof"
Sync: level_lof_file_parse: Starting for "map00077.lof"
Sync: level_lof_file_parse: Starting for "map00078.lof"
Sync: level_lof_file_parse: Starting for "map00079.lof"
Sync: level_lof_file_parse: Starting for "map00122.lof"
Sync: level_lof_file_parse: Starting for "map00123.lof"
Sync: level_lof_file_parse: Starting for "map00124.lof"
Sync: level_lof_file_parse: Starting for "map00126.lof"
Sync: level_lof_file_parse: Starting for "map00127.lof"
Sync: level_lof_file_parse: Starting for "map00130.lof"
Sync: level_lof_file_parse: Starting for "map00131.lof"
Sync: level_lof_file_parse: Starting for "map00132.lof"
Sync: level_lof_file_parse: Starting for "map00133.lof"
Sync: level_lof_file_parse: Starting for "map00135.lof"
Sync: level_lof_file_parse: Starting for "map00145.lof"
Sync: level_lof_file_parse: Starting for "map00146.lof"
Sync: level_lof_file_parse: Starting for "map00147.lof"
Sync: level_lof_file_parse: Starting for "map00149.lof"
Sync: level_lof_file_parse: Starting for "map00150.lof"
Sync: continue_game_available: Continue to level 700 is available
Sync: turn_on_menu: Menu ID 18
Sync: add_to_menu_stack: Menu 18 put on stack, at position 0.
Sync: Created menu ID 18 at slot 0, pos (0,0) size (640,480)
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 1
Sync: gui_button_click_inputs: Left click for button 1
Sync: do_button_click_actions: Starting for button type 0
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Main Menu"
Sync: frontend_draw_button: Drawing type 1, text "Continue Game"
Sync: frontend_draw_button: Drawing type 1, text "Free Play levels"
Sync: frontend_draw_button: Drawing type 1, text "Load Game"
Sync: frontend_draw_button: Drawing type 1, text "Multiplayer"
Sync: frontend_draw_button: Drawing type 1, text "Options"
Sync: frontend_draw_button: Drawing type 1, text "High Score Table"
Sync: frontend_draw_button: Drawing type 1, text "Quit"
Sync: frontend_draw_button: Drawing type 1, text "Start New Game"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: frontend_start_new_game: Clicked
Sync: frontend_set_state: State 1 will be switched to 31
Sync: turn_off_menu: Menu ID 18
Sync: turn_off_menu: Menu number 0
Sync: Frontend state change from 1 into 31
Sync: frontend_setup_state: Starting for state 31
Sync: turn_on_menu: Menu ID 41
Sync: add_to_menu_stack: Menu 41 put on stack, at position 0.
Sync: Created menu ID 41 at slot 0, pos (0,0) size (640,480)
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: gui_button_click_inputs: Left click for button 4
Sync: do_button_click_actions: Starting for button type 1
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 4
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 11
Sync: gui_button_click_inputs: Left click for button 11
Sync: do_button_click_actions: Starting for button type 0
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 11
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 11
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: gui_button_click_inputs: Left down for button 11
Sync: get_gui_inputs: Finished
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 1 active menus
Sync: frontend_copy_mnu_background: Starting
Sync: frontend_draw_button: Drawing type 1, text "Land selection"
Sync: frontend_draw_button: Drawing type 1, text "Return to Main Menu"
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: get_gui_inputs: Starting
Sync: frontend_start_new_campaign: Starting
Sync: change_campaign: Starting
Sync: frontend_set_state: State 31 will be switched to 3
Sync: turn_off_menu: Menu ID 41
Sync: turn_off_menu: Menu number 0
Sync: Frontend state change from 31 into 3
Sync: frontend_setup_state: Starting for state 3
Sync: frontmap_load: Starting
Sync: load_map_and_window: Starting
Sync: load_map_and_window: Finished
Sync: frontmap_load: Zoom hotspot set to (558,397) without fade
Sync: get_extra_level: Extra level kind 1 has number 0
Sync: get_extra_level: Extra level kind 2 has number 0
Sync: frontmap_load: Finished
Sync: get_gui_inputs: Finished
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: process_zoom_palette: Starting
Sync: frontmap_update: Finished
Sync: frontmap_draw: Starting
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_input: Starting
Sync: frontmap_input: Starting
Sync: frontmap_update: Starting
Sync: frontmap_update_zoom: Starting
Sync: frontmap_update_zoom: Stopping fade
Sync: frontend_set_state: State 3 will be switched to 7
Sync: frontmap_unload: Starting
Sync: clear_computer: Starting
Sync: clear_dungeons: Starting
LbDataFree: freeing "ldata/dkflag00.dat"...done
LbDataFree: freeing "ldata/dkflag00.tab"...done
Sync: Frontend state change from 3 into 7
Sync: frontend_setup_state: Starting for state 7
Sync: frontmap_update: Zoom end
Sync: process_3d_sounds: Starting
Sync: process_sound_heap: Starting
Sync: frontend_set_state: State 7 will be switched to 0
Sync: Frontend state change from 7 into 0
Sync: frontend_setup_state: Starting for state 0
Sync: setup_screen_mode: Setting up mode 28
LbDataFree: freeing "ldata/frontft1.dat"...done
LbDataFree: freeing "ldata/frontft1.tab"...done
LbDataFree: freeing "ldata/frontft2.dat"...done
LbDataFree: freeing "ldata/frontft2.tab"...done
LbDataFree: freeing "ldata/frontft3.dat"...done
LbDataFree: freeing "ldata/frontft3.tab"...done
LbDataFree: freeing "ldata/frontft4.dat"...done
LbDataFree: freeing "ldata/frontft4.tab"...done
LbDataFree: freeing "*FE_BACKUP_PAL"...done
Sync: setup_screen_mode: Entering hi-res mode 28, resolution 640x480.
Sync: LbScreenSetup: Mode 640x480x32 setup succeeded
Sync: LbScreenSetup: Done filling display properties struct
Sync: LbScreenSetup: Finished
Sync: LbMouseChangeMoveRatio: New ratio 256x256
Sync: initialise_eye_lenses: Starting
Sync: initialise_eye_lenses: Buffer dimensions (640,480)
Sync: setup_heap_memory: Starting
Sync: setup_heap_memory: Freeing old Graphics heap
Sync: GraphicsHeap Size 8388608
Sync: setup_heap_manager: Starting
Sync: setup_screen_mode: Finished
Sync: reenter_video_mode: Switched video to 640x480x32 (mode 28)
Sync: startup_network_game: Starting up network game
Sync: init_level: Starting
Sync: free_swipe_graphic: Starting
Sync: clear_game: Starting
Sync: clear_game_for_summary: Starting
Sync: delete_all_structures: Starting
Sync: clear_dungeons: Starting
Sync: clear_computer: Starting
Sync: ceiling_set_info: Starting
Sync: init_animating_texture_maps: Starting
Sync: reset_heap_manager: Starting
Sync: setup_heap_manager: Starting
Sync: load_creaturetypes_config_file: Parsing global creature types config file "./fxdata/creature.cfg".
Sync: load_terrain_config_file: Parsing global terrain config file "./fxdata/terrain.cfg".
Sync: load_objects_config_file: Parsing global objects config file "./fxdata/objects.cfg".
Sync: load_trapdoor_config_file: Parsing global traps and doors config file "./fxdata/trapdoor.cfg".
Sync: load_effects_config_file: Parsing global effects config file "./fxdata/effects.cfg".
Sync: load_lenses_config_file: Parsing global eye lenses config file "./fxdata/lenses.cfg".
Sync: load_magic_config_file: Parsing global magic config file "./fxdata/magic.cfg".
Sync: load_creaturestates_config_file: Parsing global creature states config file "./fxdata/crstates.cfg".
Sync: load_terrain_config_file: Reading global terrain config file "./fxdata/terrain.cfg".
Sync: load_objects_config_file: Reading global objects config file "./fxdata/objects.cfg".
Sync: load_trapdoor_config_file: Reading global traps and doors config file "./fxdata/trapdoor.cfg".
Sync: load_effects_config_file: Reading global effects config file "./fxdata/effects.cfg".
Sync: load_lenses_config_file: Reading global eye lenses config file "./fxdata/lenses.cfg".
Sync: load_magic_config_file: Reading global magic config file "./fxdata/magic.cfg".
Sync: load_creaturetypes_config_file: Reading global creature types config file "./fxdata/creature.cfg".
Sync: load_creaturestates_config_file: Reading global creature states config file "./fxdata/crstates.cfg".
Sync: load_rules_config_file: Reading global rules config file "./fxdata/rules.cfg".
Sync: load_creaturemodel_config_file: Reading model 1 from global creature model config file "./creatrs/wizard.cfg".
Sync: load_creaturemodel_config_file: Reading model 2 from global creature model config file "./creatrs/barbarian.cfg".
Sync: load_creaturemodel_config_file: Reading model 3 from global creature model config file "./creatrs/archer.cfg".
Sync: load_creaturemodel_config_file: Reading model 4 from global creature model config file "./creatrs/monk.cfg".
Sync: load_creaturemodel_config_file: Reading model 5 from global creature model config file "./creatrs/dwarfa.cfg".
Sync: load_creaturemodel_config_file: Reading model 6 from global creature model config file "./creatrs/knight.cfg".
Sync: load_creaturemodel_config_file: Reading model 7 from global creature model config file "./creatrs/avatar.cfg".
Sync: load_creaturemodel_config_file: Reading model 8 from global creature model config file "./creatrs/tunneller.cfg".
Sync: load_creaturemodel_config_file: Reading model 9 from global creature model config file "./creatrs/witch.cfg".
Sync: load_creaturemodel_config_file: Reading model 10 from global creature model config file "./creatrs/giant.cfg".
Sync: load_creaturemodel_config_file: Reading model 11 from global creature model config file "./creatrs/fairy.cfg".
Sync: load_creaturemodel_config_file: Reading model 12 from global creature model config file "./creatrs/thief.cfg".
Sync: load_creaturemodel_config_file: Reading model 13 from global creature model config file "./creatrs/samurai.cfg".
Sync: load_creaturemodel_config_file: Reading model 14 from global creature model config file "./creatrs/horny.cfg".
Sync: load_creaturemodel_config_file: Reading model 15 from global creature model config file "./creatrs/skeleton.cfg".
Sync: load_creaturemodel_config_file: Reading model 16 from global creature model config file "./creatrs/troll.cfg".
Sync: load_creaturemodel_config_file: Reading model 17 from global creature model config file "./creatrs/dragon.cfg".
Sync: load_creaturemodel_config_file: Reading model 18 from global creature model config file "./creatrs/demonspawn.cfg".
Sync: load_creaturemodel_config_file: Reading model 19 from global creature model config file "./creatrs/fly.cfg".
Sync: load_creaturemodel_config_file: Reading model 20 from global creature model config file "./creatrs/dark_mistress.cfg".
Sync: load_creaturemodel_config_file: Reading model 21 from global creature model config file "./creatrs/sorceror.cfg".
Sync: load_creaturemodel_config_file: Reading model 22 from global creature model config file "./creatrs/bile_demon.cfg".
Sync: load_creaturemodel_config_file: Reading model 23 from global creature model config file "./creatrs/imp.cfg".
Sync: load_creaturemodel_config_file: Reading model 24 from global creature model config file "./creatrs/bug.cfg".
Sync: load_creaturemodel_config_file: Reading model 25 from global creature model config file "./creatrs/vampire.cfg".
Sync: load_creaturemodel_config_file: Reading model 26 from global creature model config file "./creatrs/spider.cfg".
Sync: load_creaturemodel_config_file: Reading model 27 from global creature model config file "./creatrs/hell_hound.cfg".
Sync: load_creaturemodel_config_file: Reading model 28 from global creature model config file "./creatrs/ghost.cfg".
Sync: load_creaturemodel_config_file: Reading model 29 from global creature model config file "./creatrs/tentacle.cfg".
Sync: load_creaturemodel_config_file: Reading model 30 from global creature model config file "./creatrs/orc.cfg".
Sync: load_creaturemodel_config_file: Reading model 31 from global creature model config file "./creatrs/floating_spirit.cfg".
Sync: load_stats_files: Finished
Sync: check_and_auto_fix_stats: Starting
Sync: check_and_auto_fix_stats: Finished
Sync: preload_script: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.txt" loaded.
Sync: preload_script: Finished
Sync: load_single_map_file_to_buffer: Map file "map00700.dat" loaded.
Sync: load_map_flag_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.flg" loaded.
Sync: load_single_map_file_to_buffer: Map file "map00700.clm" loaded.
Sync: load_slab_datclm_files: Starting
Sync: load_slabdat_file: Starting
Sync: load_slab_tng_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.lgt" loaded.
Sync: load_single_map_file_to_buffer: Map file "map00700.own" loaded.
Sync: load_single_map_file_to_buffer: Map file "map00700.wib" loaded.
Sync: load_single_map_file_to_buffer: Map file "map00700.inf" loaded.
Sync: load_texture_map_file: Starting
Sync: load_action_point_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.apt" loaded.
Sync: load_map_slab_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.slb" loaded.
Sync: initialise_map_collides: Starting
Sync: initialise_map_health: Starting
Sync: initialise_map_rooms: Starting
Sync: create_room: Starting to make DUNGEON_HEART at (124,4)
Sync: create_room_flag: Starting for DUNGEON_HEART at (124,4)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (127,4)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (130,4)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make ENTRANCE at (7,7)
Sync: create_room_flag: Starting for ENTRANCE at (7,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (10,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (13,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (124,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (127,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (130,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make ENTRANCE at (241,7)
Sync: create_room_flag: Starting for ENTRANCE at (241,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (244,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (247,7)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (7,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (10,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (13,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (25,10)
Sync: create_room_flag: Starting for DUNGEON_HEART at (25,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (28,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (31,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (124,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (127,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (130,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Sync: create_room: Starting to make DUNGEON_HEART at (223,10)
Sync: create_room_flag: Starting for DUNGEON_HEART at (223,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (226,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (229,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (241,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (244,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (247,10)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (7,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (10,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make ENTRANCE at (13,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (25,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (28,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (31,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (223,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (226,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (229,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (241,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (244,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make ENTRANCE at (247,13)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (25,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (28,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (31,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: create_room: Starting to make DUNGEON_HEART at (223,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (226,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (229,16)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: create_room: Starting to make DUNGEON_HEART at (124,223)
Sync: create_room_flag: Starting for DUNGEON_HEART at (124,223)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (127,223)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (130,223)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (124,226)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (127,226)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (130,226)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (124,229)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (127,229)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make DUNGEON_HEART at (130,229)
Sync: create_room: Done
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: create_room: Starting to make ENTRANCE at (124,238)
Sync: create_room_flag: Starting for ENTRANCE at (124,238)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (127,238)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (130,238)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (124,241)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (127,241)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (130,241)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (124,244)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (127,244)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: create_room: Starting to make ENTRANCE at (130,244)
Sync: create_room: Done
Sync: do_room_integration: Starting for ENTRANCE index 7 owned by player 5
Sync: load_map_wlb_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.wlb" loaded.
Sync: load_thing_file: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.tng" loaded.
Sync: set_start_state_f: create_creature: Starting for creature IMP index 2, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 2
Sync: set_start_state_f: create_creature: Starting for creature IMP index 3, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 3
Sync: set_start_state_f: create_creature: Starting for creature IMP index 4, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 4
Sync: set_start_state_f: create_creature: Starting for creature IMP index 6, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 6
Sync: set_start_state_f: create_creature: Starting for creature IMP index 7, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 7
Sync: set_start_state_f: create_creature: Starting for creature IMP index 8, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 8
Sync: set_start_state_f: create_creature: Starting for creature IMP index 19, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 19
Sync: set_start_state_f: create_creature: Starting for creature IMP index 21, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 21
Sync: set_start_state_f: create_creature: Starting for creature IMP index 22, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 22
Sync: set_start_state_f: create_creature: Starting for creature IMP index 24, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 24
Sync: set_start_state_f: create_creature: Starting for creature IMP index 30, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 30
Sync: set_start_state_f: create_creature: Starting for creature IMP index 31, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 31
Sync: set_start_state_f: create_creature: Starting for creature IMP index 32, owner 1, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 32
Sync: set_start_state_f: create_creature: Starting for creature IMP index 35, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 35
Sync: set_start_state_f: create_creature: Starting for creature IMP index 36, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 36
Sync: set_start_state_f: create_creature: Starting for creature IMP index 37, owner 2, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 37
Sync: set_start_state_f: create_creature: Starting for creature ARCHER index 51, owner 4, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to GoodDoingNothing for creature ARCHER index 51
Sync: set_start_state_f: create_creature: Starting for creature WIZARD index 52, owner 4, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to GoodDoingNothing for creature WIZARD index 52
Sync: set_start_state_f: create_creature: Starting for creature WIZARD index 53, owner 4, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to GoodDoingNothing for creature WIZARD index 53
Sync: set_start_state_f: create_creature: Starting for creature ARCHER index 54, owner 4, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to GoodDoingNothing for creature ARCHER index 54
Sync: set_start_state_f: create_creature: Starting for creature IMP index 76, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 76
Sync: set_start_state_f: create_creature: Starting for creature IMP index 80, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 80
Sync: set_start_state_f: create_creature: Starting for creature IMP index 82, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 82
Sync: set_start_state_f: create_creature: Starting for creature IMP index 86, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDormant for creature IMP index 86
Sync: do_room_integration: Starting for ENTRANCE index 2 owned by player 1
Sync: do_room_integration: Starting for ENTRANCE index 3 owned by player 2
Sync: do_room_integration: Starting for DUNGEON_HEART index 6 owned by player 0
Sync: do_room_integration: Starting for DUNGEON_HEART index 4 owned by player 1
Sync: do_room_integration: Starting for DUNGEON_HEART index 5 owned by player 2
Sync: do_room_integration: Starting for DUNGEON_HEART index 1 owned by player 4
Navi: triangulate_area: Area from (000,000) to (256,256) with 0000 triangles
Navi: triangulation_border_init: Starting
Navi: triangulate_area: Done
Sync: set_chosen_spell_none: Setting to 0
Sync: init_players_local_game: Starting
Sync: init_player: Starting
Sync: setup_engine_window: Starting for size (640,480) at (0,0)
Sync: set_gui_visible: Starting
Sync: setup_engine_window: Starting for size (640,480) at (140,0)
Sync: turn_on_menu: Menu ID 1
Sync: add_to_menu_stack: Menu 1 put on stack, at position 0.
Sync: Created menu ID 1 at slot 0, pos (0,0) size (140,400)
Sync: turn_on_menu: Menu ID 2
Sync: add_to_menu_stack: Menu 2 put on stack, at position 1.
Sync: Created menu ID 2 at slot 1, pos (0,0) size (140,400)
Sync: pannel_map_update: Starting
Sync: startup_network_game: Setting up uninitialized players as zombie players
Sync: script_support_setup_player_as_zombie_keeper: Starting for player 1
Sync: script_support_setup_player_as_zombie_keeper: Starting for player 2
Sync: script_support_setup_player_as_zombie_keeper: Starting for player 3
Sync: find_players_dungeon_heart: No heart for player 3
Sync: post_init_level: Starting
Sync: init_animating_texture_maps: Starting
Sync: check_map_for_gold: Starting
Sync: check_treasure_map: Added vein 0 at (124,25)
Sync: check_treasure_map: Added vein 1 at (130,25)
Sync: check_treasure_map: Added vein 2 at (4,28)
Sync: check_treasure_map: Added vein 3 at (250,28)
Sync: check_treasure_map: Added vein 4 at (124,82)
Sync: check_treasure_map: Added vein 5 at (130,82)
Sync: check_treasure_map: Added vein 6 at (4,91)
Sync: check_treasure_map: Added vein 7 at (7,94)
Sync: check_treasure_map: Added vein 8 at (244,94)
Sync: check_treasure_map: Added vein 9 at (178,223)
Sync: check_treasure_map: Added vein 10 at (178,232)
Sync: check_map_for_gold: Found 11 possible digging locations
Sync: load_script: Starting
Sync: load_single_map_file_to_buffer: Map file "map00700.txt" loaded.
Sync: script_process_value: Setting player 0 max attracted creatures to 30.
Sync: script_process_value: Setting player 1 max attracted creatures to 40.
Sync: script_process_value: Setting player 2 max attracted creatures to 40.
Sync: set_power_available: Starting for spell 1, player 0, state 1,1
Sync: set_power_available: Starting for spell 1, player 1, state 1,1
Sync: set_power_available: Starting for spell 1, player 2, state 1,1
Sync: set_power_available: Starting for spell 1, player 3, state 1,1
Sync: set_power_available: Starting for spell 1, player 4, state 1,1
Sync: set_power_available: Starting for spell 3, player 0, state 1,1
Sync: set_power_available: Starting for spell 3, player 1, state 1,1
Sync: set_power_available: Starting for spell 3, player 2, state 1,1
Sync: set_power_available: Starting for spell 3, player 3, state 1,1
Sync: set_power_available: Starting for spell 3, player 4, state 1,1
Sync: set_power_available: Starting for spell 2, player 0, state 1,1
Sync: set_power_available: Starting for spell 2, player 1, state 1,1
Sync: set_power_available: Starting for spell 2, player 2, state 1,1
Sync: set_power_available: Starting for spell 2, player 3, state 1,1
Sync: set_power_available: Starting for spell 2, player 4, state 1,1
Sync: set_power_available: Starting for spell 4, player 0, state 1,1
Sync: set_power_available: Starting for spell 4, player 1, state 1,1
Sync: set_power_available: Starting for spell 4, player 2, state 1,1
Sync: set_power_available: Starting for spell 4, player 3, state 1,1
Sync: set_power_available: Starting for spell 4, player 4, state 1,1
Sync: set_power_available: Starting for spell 5, player 0, state 1,0
Sync: set_power_available: Starting for spell 5, player 1, state 1,0
Sync: set_power_available: Starting for spell 5, player 2, state 1,0
Sync: set_power_available: Starting for spell 5, player 3, state 1,0
Sync: set_power_available: Starting for spell 5, player 4, state 1,0
Sync: set_power_available: Starting for spell 6, player 0, state 1,0
Sync: set_power_available: Starting for spell 6, player 1, state 1,0
Sync: set_power_available: Starting for spell 6, player 2, state 1,0
Sync: set_power_available: Starting for spell 6, player 3, state 1,0
Sync: set_power_available: Starting for spell 6, player 4, state 1,0
Sync: set_power_available: Starting for spell 7, player 0, state 1,0
Sync: set_power_available: Starting for spell 7, player 1, state 1,0
Sync: set_power_available: Starting for spell 7, player 2, state 1,0
Sync: set_power_available: Starting for spell 7, player 3, state 1,0
Sync: set_power_available: Starting for spell 7, player 4, state 1,0
Sync: set_power_available: Starting for spell 8, player 0, state 1,0
Sync: set_power_available: Starting for spell 8, player 1, state 1,0
Sync: set_power_available: Starting for spell 8, player 2, state 1,0
Sync: set_power_available: Starting for spell 8, player 3, state 1,0
Sync: set_power_available: Starting for spell 8, player 4, state 1,0
Sync: set_power_available: Starting for spell 9, player 0, state 1,0
Sync: set_power_available: Starting for spell 9, player 1, state 1,0
Sync: set_power_available: Starting for spell 9, player 2, state 1,0
Sync: set_power_available: Starting for spell 9, player 3, state 1,0
Sync: set_power_available: Starting for spell 9, player 4, state 1,0
Sync: set_power_available: Starting for spell 11, player 0, state 1,0
Sync: set_power_available: Starting for spell 11, player 1, state 1,0
Sync: set_power_available: Starting for spell 11, player 2, state 1,0
Sync: set_power_available: Starting for spell 11, player 3, state 1,0
Sync: set_power_available: Starting for spell 11, player 4, state 1,0
Sync: set_power_available: Starting for spell 13, player 0, state 1,0
Sync: set_power_available: Starting for spell 13, player 1, state 1,0
Sync: set_power_available: Starting for spell 13, player 2, state 1,0
Sync: set_power_available: Starting for spell 13, player 3, state 1,0
Sync: set_power_available: Starting for spell 13, player 4, state 1,0
Sync: set_power_available: Starting for spell 12, player 0, state 1,0
Sync: set_power_available: Starting for spell 12, player 1, state 1,0
Sync: set_power_available: Starting for spell 12, player 2, state 1,0
Sync: set_power_available: Starting for spell 12, player 3, state 1,0
Sync: set_power_available: Starting for spell 12, player 4, state 1,0
Sync: set_power_available: Starting for spell 16, player 0, state 1,0
Sync: set_power_available: Starting for spell 16, player 1, state 1,0
Sync: set_power_available: Starting for spell 16, player 2, state 1,0
Sync: set_power_available: Starting for spell 16, player 3, state 1,0
Sync: set_power_available: Starting for spell 16, player 4, state 1,0
Sync: set_power_available: Starting for spell 15, player 0, state 1,0
Sync: set_power_available: Starting for spell 10, player 0, state 1,0
Sync: set_power_available: Starting for spell 14, player 0, state 1,0
Sync: set_power_available: Starting for spell 19, player 0, state 1,0
Sync: set_power_available: Starting for spell 15, player 1, state 1,0
Sync: set_power_available: Starting for spell 10, player 2, state 1,0
Sync: event_add_to_event_buttons_list_or_replace_button: New button at position 11
Error: command_add_tunneller_party_to_level(line 306): Party too big for ADD_TUNNELLER (Max 7 members)
Error: command_add_tunneller_party_to_level(line 314): Party too big for ADD_TUNNELLER (Max 7 members)
Error: command_add_tunneller_party_to_level(line 331): Party too big for ADD_TUNNELLER (Max 7 members)
Error: command_add_tunneller_party_to_level(line 339): Party too big for ADD_TUNNELLER (Max 7 members)
load_script: Used script resources: 6/16 tunneller triggers, 16/48 party triggers, 24/64 script values, 47/48 IF conditions, 7/16 party definitions
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 86, owner 0, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 86
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 82, owner 0, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 82
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 80, owner 0, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 80
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 76, owner 0, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 76
Sync: set_start_state_f: init_creature_state: Starting for creature ARCHER index 54, owner 4, last state GoodDoingNothing, stacked Unused
Sync: initialise_thing_state: State change GoodDoingNothing to GoodDoingNothing for creature ARCHER index 54
Sync: set_start_state_f: init_creature_state: Starting for creature WIZARD index 53, owner 4, last state GoodDoingNothing, stacked Unused
Sync: initialise_thing_state: State change GoodDoingNothing to GoodDoingNothing for creature WIZARD index 53
Sync: set_start_state_f: init_creature_state: Starting for creature WIZARD index 52, owner 4, last state GoodDoingNothing, stacked Unused
Sync: initialise_thing_state: State change GoodDoingNothing to GoodDoingNothing for creature WIZARD index 52
Sync: set_start_state_f: init_creature_state: Starting for creature ARCHER index 51, owner 4, last state GoodDoingNothing, stacked Unused
Sync: initialise_thing_state: State change GoodDoingNothing to GoodDoingNothing for creature ARCHER index 51
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 37, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 37
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 36, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 36
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 35, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 35
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 32, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 32
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 31, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 31
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 30, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 30
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 24, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 24
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 22, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 22
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 21, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 21
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 19, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 19
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 8, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 8
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 7, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 7
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 6, owner 2, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 6
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 4, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 4
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 3, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 3
Sync: set_start_state_f: init_creature_state: Starting for creature IMP index 2, owner 1, last state CreatureDormant, stacked Unused
Sync: initialise_thing_state: State change CreatureDormant to ImpDoingNothing for creature IMP index 2
Sync: post_init_level: Finished
Sync: post_init_packets: Starting
Sync: pinstfs_zoom_to_heart: Starting for player 0
Sync: create_and_control_creature_as_controller: Request for model 31 at (32640,59776,1024)
Sync: set_start_state_f: create_creature: Starting for creature FLOATING_SPIRIT index 92, owner 0, last state Unused, stacked Unused
Sync: initialise_thing_state: State change Unused to CreatureDoingNothing for creature FLOATING_SPIRIT index 92
Sync: turn_off_menu: Menu ID 13
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 14
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 10
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 17
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 30
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 16
Sync: turn_off_menu: Menu number -1
Sync: setup_engine_window: Starting for size (640,480) at (0,0)
Sync: set_start_state_f: create_and_control_creature_as_controller: Starting for creature FLOATING_SPIRIT index 92, owner 0, last state CreatureDoingNothing, stacked Unused
Sync: initialise_thing_state: State change CreatureDoingNothing to ManualControl for creature FLOATING_SPIRIT index 92
Sync: setup_eye_lens: Starting for lens 0
Sync: clear_lens_palette: Staring
Sync: clear_lens_palette: Clear not needed
Sync: keeper_gameplay_loop: Starting
Sync: keeper_gameplay_loop: Entering the gameplay loop for level 700
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 0
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: creature_look_for_combat: Starting for creature IMP index 82
Sync: creature_look_for_combat: Starting for creature IMP index 80
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature ARCHER index 51
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: creature_look_for_combat: Starting for creature IMP index 35
Sync: creature_look_for_combat: Starting for creature IMP index 32
Sync: creature_look_for_combat: Starting for creature IMP index 31
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: creature_look_for_combat: Starting for creature IMP index 24
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: creature_look_for_combat: Starting for creature IMP index 19
Sync: creature_look_for_combat: Starting for creature IMP index 8
Sync: creature_look_for_combat: Starting for creature IMP index 7
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: creature_look_for_combat: Starting for creature IMP index 3
Sync: creature_look_for_combat: Starting for creature IMP index 2
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls2 Othrs4 Total94
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 1
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: creature_look_for_combat: Starting for creature IMP index 82
Sync: creature_look_for_combat: Starting for creature IMP index 80
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature ARCHER index 51
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: creature_look_for_combat: Starting for creature IMP index 35
Sync: creature_look_for_combat: Starting for creature IMP index 32
Sync: creature_look_for_combat: Starting for creature IMP index 31
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: creature_look_for_combat: Starting for creature IMP index 24
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: creature_look_for_combat: Starting for creature IMP index 19
Sync: creature_look_for_combat: Starting for creature IMP index 8
Sync: creature_look_for_combat: Starting for creature IMP index 7
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: creature_look_for_combat: Starting for creature IMP index 3
Sync: creature_look_for_combat: Starting for creature IMP index 2
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls4 Othrs4 Total96
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 2
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (41,77)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 86 from 127,232 to 125,231
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 32640,59520 to 32128,59264 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (32128,59264), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (86,127) to (232,125)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (44,74)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 82 from 133,226 to 132,222
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 34176,57984 to 33920,56960 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (33920,56960), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (82,133) to (226,132)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (40,76)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 80 from 121,226 to 122,230
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 31104,57984 to 31360,59008 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (31360,59008), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (80,121) to (226,122)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (43,73)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 76 from 127,220 to 131,220
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 32640,56448 to 33664,56448 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (33664,56448), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (76,127) to (220,131)
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: good_doing_nothing: No enemy dungeon to perform creature ARCHER index 54 task
Sync: creature_find_safe_position_to_move_within_slab: Finding at (50,9)
Sync: creature_find_safe_position_to_move_within_slab: Finding at (49,8)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature ARCHER index 54 from 151, 25 to 148, 24
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 38784, 6528 to 38016, 6272 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (38016,6272), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature ARCHER from (54,151) to (25,148)
Sync: good_doing_nothing: No enemy dungeon to perform creature WIZARD index 53 task
Sync: creature_find_safe_position_to_move_within_slab: Finding at (48,8)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature WIZARD index 53 from 142, 25 to 146, 25
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 36480, 6528 to 37504, 6528 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (37504,6528), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature WIZARD from (53,142) to (25,146)
Sync: good_doing_nothing: No enemy dungeon to perform creature WIZARD index 52 task
Sync: creature_find_safe_position_to_move_within_slab: Finding at (36,8)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature WIZARD index 52 from 112, 25 to 110, 26
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 28800, 6528 to 28288, 6784 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (28288,6784), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature WIZARD from (52,112) to (25,110)
Sync: good_doing_nothing: No enemy dungeon to perform creature ARCHER index 51 task
Sync: creature_find_safe_position_to_move_within_slab: Finding at (35,8)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature ARCHER index 51 from 103, 25 to 106, 25
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 26496, 6528 to 27264, 6528 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (27264,6528), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature ARCHER from (51,103) to (25,106)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (77,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 37 from 232, 19 to 232, 15
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 59520, 4992 to 59520, 3968 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (59520,3968), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (37,232) to (19,232)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (74,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 36 from 226, 19 to 223, 19
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 57984, 4992 to 57216, 4992 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (57216,4992), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (36,226) to (19,223)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (73,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 35 from 220, 19 to 219, 17
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56448, 4992 to 56192, 4480 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56192,4480), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (35,220) to (19,219)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 32 from 34, 19 to 34, 15
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8832, 4992 to 8832, 3968 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (8832,3968), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (32,34) to (19,34)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (9,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 31 from 28, 19 to 27, 16
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 7296, 4992 to 7040, 4224 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (7040,4224), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (31,28) to (19,27)
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (8,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 30 from 22, 19 to 24, 18
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 5760, 4992 to 6272, 4736 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (6272,4736), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (30,22) to (19,24)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (77,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 24 from 232, 13 to 231, 17
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 59520, 3456 to 59264, 4480 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (59264,4480), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (24,232) to (13,231)
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (73,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 22 from 220, 13 to 220, 9
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56448, 3456 to 56448, 2432 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56448,2432), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (22,220) to (13,220)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (10,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 21 from 34, 13 to 30, 14
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8832, 3456 to 7808, 3712 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (7808,3712), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (21,34) to (13,30)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (7,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 19 from 22, 13 to 23, 16
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 5760, 3456 to 6016, 4224 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (6016,4224), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (19,22) to (13,23)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (77,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 8 from 232, 7 to 231, 11
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 59520, 1920 to 59264, 2944 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (59264,2944), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (8,232) to (7,231)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (76,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 7 from 226, 7 to 229, 8
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 57984, 1920 to 58752, 2176 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (58752,2176), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (7,226) to (7,229)
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (74,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 6 from 220, 7 to 223, 8
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56448, 1920 to 57216, 2176 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (57216,2176), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (6,220) to (7,223)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 4 from 34, 7 to 33, 10
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8832, 1920 to 8576, 2688 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (8576,2688), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (4,34) to (7,33)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (9,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 3 from 28, 7 to 28, 11
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 7296, 1920 to 7296, 2944 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (7296,2944), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (3,28) to (7,28)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (8,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 2 from 22, 7 to 25, 7
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 5760, 1920 to 6528, 1920 on turn 2
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (6528,1920), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (2,22) to (7,25)
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls6 Othrs4 Total98
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 3
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls8 Othrs4 Total100
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 4
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls10 Othrs4 Total102
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 5
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature ARCHER index 51
Sync: creature_look_for_combat: Starting for creature IMP index 35
Sync: creature_look_for_combat: Starting for creature IMP index 19
Sync: creature_look_for_combat: Starting for creature IMP index 3
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls12 Othrs4 Total104
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 6
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 82
Sync: creature_look_for_combat: Starting for creature IMP index 2
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls14 Othrs4 Total106
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 7
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls15 Othrs4 Total107
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 8
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 80
Sync: creature_look_for_combat: Starting for creature IMP index 32
Sync: creature_look_for_combat: Starting for creature IMP index 24
Sync: creature_look_for_combat: Starting for creature IMP index 8
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls17 Othrs4 Total109
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 9
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 31
Sync: creature_look_for_combat: Starting for creature IMP index 7
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls17 Othrs4 Total109
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 10
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls18 Othrs4 Total110
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 11
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (73,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 35 from 219, 17 to 219, 12
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56192, 4480 to 56192, 3200 on turn 11
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56192,3200), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (35,219) to (17,219)
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls19 Othrs4 Total111
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 12
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (40,77)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 86 from 125,231 to 120,231
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 32128,59264 to 30848,59264 on turn 12
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (30848,59264), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (86,125) to (231,120)
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (7,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 30 from 24, 18 to 23, 20
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 6272, 4736 to 6016, 5248 on turn 12
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (6016,5248), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (30,24) to (18,23)
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls20 Othrs4 Total112
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 13
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature ARCHER index 51
Sync: creature_look_for_combat: Starting for creature IMP index 35
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (10,5)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 31 from 27, 16 to 31, 17
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 7040, 4224 to 8064, 4480 on turn 13
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 2 waypoints, start: (7680,4351), (8064,4480), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (31,27) to (16,31)
Sync: creature_look_for_combat: Starting for creature IMP index 19
Sync: creature_look_for_combat: Starting for creature IMP index 3
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls20 Othrs4 Total112
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 14
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 82
Sync: creature_look_for_combat: Starting for creature IMP index 2
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 358 free, 42 used; 36 static, 6 dynamic; for things:40,0,0,0,1,0,0,0,0,0,0,0,0
Check things: Creats25, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls21 Othrs4 Total113
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 2, player state 1, instance 11
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_creature_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_tooltip: Starting
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 15
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_creature_control_packet_control: Starting
Sync: process_players_creature_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (43,74)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 82 from 132,222 to 131,223
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 33920,56960 to 33664,57216 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (33664,57216), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (82,132) to (222,131)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (77,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 37 from 232, 15 to 232, 12
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 59520, 3968 to 59520, 3200 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (59520,3200), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (37,232) to (15,232)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (75,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 36 from 223, 19 to 226, 20
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 57216, 4992 to 57984, 5248 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (57984,5248), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (36,223) to (19,226)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,6)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 32 from 34, 15 to 33, 20
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8832, 3968 to 8576, 5248 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (8576,5248), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (32,34) to (15,33)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (74,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 22 from 220, 9 to 222, 10
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 56448, 2432 to 56960, 2688 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56960,2688), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (22,220) to (9,222)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (7,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 2 from 25, 7 to 21, 6
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 6528, 1920 to 5504, 1664 on turn 15
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (5504,1664), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (2,25) to (7,21)
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: leave_creature_as_controller: Starting
Sync: setup_engine_window: Starting for size (640,480) at (140,0)
Sync: set_start_state_f: leave_creature_as_controller: Starting for creature FLOATING_SPIRIT index 92, owner 0, last state ManualControl, stacked Unused
Sync: initialise_thing_state: State change ManualControl to CreatureDoingNothing for creature FLOATING_SPIRIT index 92
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls22 Othrs4 Total113
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 2 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 16
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 115.
Sync: process_players_global_packet_action: Starting
Sync: go_on_then_activate_the_event_box: Starting for event kind 3
Sync: turn_on_menu: Menu ID 16
Sync: add_to_menu_stack: Menu 16 put on stack, at position 2.
Sync: Created menu ID 16 at slot 2, pos (160,394) size (480,86)
Sync: turn_off_menu: Menu ID 34
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 27
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 28
Sync: turn_off_menu: Menu number -1
Sync: turn_off_menu: Menu ID 29
Sync: turn_off_menu: Menu number -1
Sync: go_on_then_activate_the_event_box: Finished
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 80
Sync: creature_look_for_combat: Starting for creature IMP index 32
Sync: creature_look_for_combat: Starting for creature IMP index 24
Sync: creature_look_for_combat: Starting for creature IMP index 8
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls23 Othrs4 Total114
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 3 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 17
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 31
Sync: creature_look_for_combat: Starting for creature IMP index 7
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (76,3)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 7 from 229, 8 to 229, 11
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 58752, 2176 to 58752, 2944 on turn 17
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (58752,2944), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (7,229) to (8,229)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (73,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 6 from 223, 8 to 219, 8
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 57216, 2176 to 56192, 2176 on turn 17
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (56192,2176), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (6,223) to (8,219)
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls23 Othrs4 Total114
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 3 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 18
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 86
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (43,74)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 76 from 131,220 to 131,222
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 33664,56448 to 33664,56960 on turn 18
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (33664,56960), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (76,131) to (220,131)
Sync: creature_look_for_combat: Starting for creature ARCHER index 54
Sync: creature_look_for_combat: Starting for creature IMP index 30
Sync: creature_look_for_combat: Starting for creature IMP index 22
Sync: creature_look_for_combat: Starting for creature IMP index 6
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls24 Othrs4 Total115
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 3 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 19
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature WIZARD index 53
Sync: creature_look_for_combat: Starting for creature IMP index 37
Sync: creature_look_for_combat: Starting for creature IMP index 21
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 21 from 30, 14 to 34, 14
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 7808, 3712 to 8832, 3712 on turn 19
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (8832,3712), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (21,30) to (14,34)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (7,4)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 19 from 23, 16 to 22, 13
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 6016, 4224 to 5760, 3456 on turn 19
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (5760,3456), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (19,23) to (16,22)
Sync: check_out_available_imp_tasks: Starting
Sync: creature_find_safe_position_to_move_within_slab: Finding at (11,2)
Navi: creature_can_navigate_to_with_storage_f: setup_person_move_to_position: Route for creature IMP index 4 from 33, 10 to 35, 8
Navi: path_init8_wide_f: setup_person_move_to_position: Path from 8576, 2688 to 9088, 2176 on turn 19
Navi: path_init8_wide_f: setup_person_move_to_position: Finished with 1 waypoints, start: (9088,2176), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0), (0,0)
Sync: creature_choose_random_destination_on_valid_adjace nt_slab: Moving thing creature IMP from (4,33) to (10,35)
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls24 Othrs4 Total115
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Sync: display_drawlist: Starting
Sync: draw_view: Finished
Sync: remove_explored_flags_for_power_sight: Starting
Sync: draw_overlay_things: Starting
Sync: draw_gui: Starting
Sync: update_fade_active_menus: Starting
Sync: draw_active_menus_buttons: Starting with 3 active menus
Sync: draw_active_menus_buttons: Finished
Sync: draw_gui: Finished
Sync: message_draw: Starting
Sync: gui_draw_all_boxes: Starting
Sync: draw_power_hand: Starting
Sync: draw_tooltip: Starting
Sync: redraw_isometric_view: Finished
Sync: draw_eastegg: Starting
Sync: redraw_display: Finished
Sync: draw_onscreen_direct_messages: Starting
Sync: process_sound_heap: Starting
Sync: input: Starting
Sync: get_inputs: Starting for creature fade
Sync: input: Finished
Sync: update: Starting for turn 20
Sync: update_light_render_area: Starting
Sync: process_packets: Starting
Sync: process_players_packet: Processing player 0 packet of type 0.
Sync: process_players_global_packet_action: Starting
Sync: process_players_dungeon_control_packet_control: Starting
Sync: process_dungeon_control_packet_clicks: Starting for state 1
Sync: set_mouse_light: Starting
Sync: process_players_dungeon_control_packet_action: Starting
Sync: process_players_packet: Finished
Sync: process_packets: Finished
Sync: update_things: Starting
Sync: creature_look_for_combat: Starting for creature IMP index 76
Sync: creature_look_for_combat: Starting for creature WIZARD index 52
Sync: creature_look_for_combat: Starting for creature IMP index 36
Sync: creature_look_for_combat: Starting for creature IMP index 4
Sync: update_things: Finished
Sync: process_rooms: Starting
Sync: process_rooms: Finished
Sync: process_dungeons: Starting
Sync: check_players_won: Starting
Sync: check_players_lost: Starting
Sync: process_dungeon_power_magic: Starting
Sync: process_dungeon_devastation_effects: Starting
Sync: process_entrance_generation: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: generation_due_for_dungeon: Starting
Sync: process_dungeons: Finished
Sync: update_research: Starting
Sync: update_manufacturing: Starting
Sync: process_level_script: Starting
Sync: process_computer_player2: Starting for player 1
Sync: process_computer_player2: Starting for player 2
Sync: process_players: Starting
Sync: process_player_instances: Finished
Sync: process_player_states: Starting
Sync: process_players: Doing updates for player 0
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 0
Sync: process_players: Doing updates for player 1
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 1
Sync: process_players: Doing updates for player 2
Sync: wander_point_update: Starting
Sync: wander_point_update: Starting
Sync: update_player_objectives: Starting for player 2
Sync: process_action_points: Starting
Sync: update_footsteps_nearest_camera: Starting
Sync: process_armageddon: Starting
Sync: lights_stats_debug_dump: Lights: 359 free, 41 used; 36 static, 5 dynamic; for things:40,0,0,0,0,0,0,0,0,0,0,0,0
Check things: Creats24, Objs54, Bods0, Trps0, Drs9, Shts0, Effs0, EffEls25 Othrs4 Total116
Sync: message_update: Starting
Sync: update_all_players_cameras: Starting
Sync: update_player_sounds: Starting
Sync: update_3d_sound_receiver: Starting
Sync: find_nearest_rooms_for_ambient_sound: Starting
Sync: process_3d_sounds: Starting
Sync: update_player_sounds: Finished
Sync: update: Finished
Sync: keeper_screen_redraw: Starting
Sync: setup_engine_window: Starting for size (500,480) at (140,0)
Sync: redraw_display: Starting
Sync: process_pointer_graphic: Starting for view 1, player state 1, instance 12
Sync: set_pointer_graphic: Setting to 1
Sync: redraw_isometric_view: Starting
Sync: update_explored_flags_for_power_sight: Starting
Sync: engine: Starting
Sync: draw_view: Starting
Error: Attempt to read from inaccessible memory address.
in keeperfx_hvlog.exe at 0023:004a0cc1, base 00400000
in keeperfx_hvlog.exe at 0023:004aa2c1, base 00400000
in keeperfx_hvlog.exe at 0023:00409fa1, base 00400000
in keeperfx_hvlog.exe at 0023:004b0771, base 00400000
in keeperfx_hvlog.exe at 0023:004b2025, base 00400000
in keeperfx_hvlog.exe at 0023:004b20ca, base 00400000
in keeperfx_hvlog.exe at 0023:0040a601, base 00400000
in keeperfx_hvlog.exe at 0023:0040c18a, base 00400000
in keeperfx_hvlog.exe at 0023:0040cbf5, base 00400000
in keeperfx_hvlog.exe at 0023:0040cecd, base 00400000
in keeperfx_hvlog.exe at 0023:00577997, base 00400000
in keeperfx_hvlog.exe at 0023:00577a54, base 00400000
in keeperfx_hvlog.exe at 0023:00577162, base 00400000
in keeperfx_hvlog.exe at 0023:004010b9, base 00400000
in keeperfx_hvlog.exe at 0023:0040129c, base 00400000
in kernel32.dll at 0023:7772336a, base 77710000

mefistotelis
April 5th, 2014, 09:46
The installation scheme which I support is:
- extract the archive
- use launcher to copy additional files

If you've used another method, I can't help you much.
The crash info suggests problem with graphics sprites. Maybe you've overwritten the sprite files?
While KeeperFX sprite format should be compatible with original DK sprites, I'm not really testing it - simply because all sprite files are generated for KeeperFX and included in full version of KeeperFX.