I tend to save games in series, so I have checkpoints to go back on in case of corruption or a mistake that's more than just one save ago.
Here's the whole console output, in case it helps.
---- filesystem initialization -----
Adding game dir: ./base
Added packfile ./base/0base.pk3 (8 files)
Added packfile ./base/0maps.pk3 (533 files)
Added packfile ./base/0materials.pk3 (45 files)
Added packfile ./base/0media.pk3 (10 files)
Added packfile ./base/0models.pk3 (1774 files)
Added packfile ./base/0music.pk3 (50 files)
Added packfile ./base/0pics.pk3 (2874 files)
Added packfile ./base/0shaders.pk3 (26 files)
Added packfile ./base/0snd.pk3 (266 files)
Added packfile ./base/0ufos.pk3 (98 files)
Added packfile ./base/0videos.pk3 (1 files)
Adding game dir: C:\Users\Dustin.Loftis\AppData\Roaming\UFOAI/2.3-dev/base
using C:\Users\Dustin.Loftis\AppData\Roaming\UFOAI/2.3-dev/base for writing
executing default.cfg
executing config.cfg
----- network initialization -------
libcurl/7.16.4 zlib/1.2.2 initialized.
------ server initialization -------
added 7 maps to the mapcycle
----- console initialization -------
Console initialized.
------- video initialization -------
SDL version: 1.2.14
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 1920x1080 1768x992 1680x1050 1600x1200 1600x1024 1600x900 1440x900 1360x768 1280x1024 1280x960 1280x800 1280x768 1280x720 1176x664 1152x864 1024x768 800x600 720x576 720x480 640x480 (20)
I: video driver: windib
I: setting mode 0
I: set swap control to 0
I: 1920x1080 (fullscreen: no)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 7800 GTX/PCI/SSE2
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
using GL_ARB_texture_non_power_of_two
using GL_ARB_shading_language_100
GLSL Version: 1.20 NVIDIA via Cg compiler
using GL_ARB_framebuffer_object
max draw buffers: 4
max render buffer size: 4096
max color attachments: 8
using GL_ARB_draw_buffers
max supported lights: 8
max texture units: 4
max texture coords: 8
max vertex attributes: 16
max texture size: detected 4096
...but using 2048 as requested
Using low resolution globe textures as requested.
R_LoadProgram: world: Fragment info
-------------
0(102) : error C5041: cannot locate suitable resource to bind parameter "eyedir"
R_LoadProgram: 'warp' loaded.
R_LoadProgram: 'geoscape' loaded.
R_LoadProgram: 'combine2' loaded.
R_LoadProgram: 'convolve3' loaded.
R_LoadProgram: 'atmosphere' loaded.
R_LoadProgram: 'simple_glow' loaded.
SDL_image version 1.2.6
SDL_ttf version 2.0.9 - we need at least 2.0.7
------- sound initialization -------
SDL_mixer version: 1.2.8
... requested audio rate: 44100
... driver: 'dsound'
... audio rate: 44100
... audio channels: 2
------- input initialization -------
0 possible joysticks
no joystick found.
----------- parse scripts ----------
51 script files
47 ui script files
Shared Client/Server Info loaded
...108 items parsed
... 32 damage types parsed
... 79 map definitions parsed
... 29 equipment definitions parsed
... 10 inventory definitions parsed
... 22 team definitions parsed
executing keys.cfg
music change to van_theme (from PsymongN3)
CL_LanguageInit: language settings are stored in configuration: en
SDL_ttf version 2.0.9 - we need at least 2.0.7
...registering 10 fonts
142 static models loaded
====== UFO Initialized ======
=============================
Priority changed to NORMAL
Found 8 processors
Only use one core
Switch grab input off
]delete_ufo
]debug_on
]debug on
Change gametype to 'Campaign mode'
--- save subsystem initialization --
added base subsystem
added research subsystem
added campaign subsystem
added hospital subsystem
added market subsystem
added employee subsystem
added aliencont subsystem
added aircraft subsystem
added installation subsystem
added ufostores subsystem
added production subsystem
added messagesystem subsystem
added stats subsystem
added nations subsystem
added transfer subsystem
added alien base subsystem
added xvirate subsystem
added messageoptions subsystem
Campaign data loaded - size 4466984 bytes
...techs: 201
...buildings: 19
...ranks: 16
...nations: 8
...cities: 457
Loading savegame xml (size 41615)
Loading savegame
...version: 4
...game version: 2.3-dev
...xml Size: 498335, compressed? y
Error: Failure in loading the xml data!
Unknown command "game_timestop" - wasn't sent to server
Shutdown gametype 'Campaign mode'