I'm having an issue with the earth bipmap :
http://img251.imageshack.us/img251/1593/earthbug.png
The log is attached
Initializing OpenGL graphics device at 1440x900 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
OpenGL Vendor : Intel
OpenGL Renderer : Intel 965/963 Graphics Media Accelerator
OpenGL Version : 1.5.0 - Build 7.14.10.4964
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Unable to find extension "GL_ARB_texture_mirrored_repeat".
Unable to find extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Unable to find extension "GL_EXT_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Unable to find extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Unable to find extension "NV_point_sprite".
Unable to find extension "GL_ARB_shading_language_100".
Unable to find extension "GL_ARB_shader_objects".
Unable to find extension "GL_ARB_vertex_shader".
Unable to find extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 1024
Max elements indices: 1024
Max texture size: 2048x2048
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
This is happening because the skybox textures in Advanced are 4096^2 in resolution, while your GPU supports textures only up to 2048^2. If you look closely, your starfield is messed up as well (the effect shows up as a subtle duplication of the stars there).
MediaVP's have slightly different design philosophy than BluePlanet; even in Advanced MediaVP's, the biggest textures you'll find are only 2048^2 which means they will work - not perhaps very fast or well but they will work on cards that only support that size of textures. And frankly, there is no real need for higher resolution there either - (mainly because there hasn't been any content made up to that quality so far...). However, in this case additional resolution for the starfields actually benefits users whose GPU's support that texture size. The reason for this is that when I used 4096^2 resolution, I was able to use dxt1 compression for the textures, while in 2048^2 I had to use uncompressed formats (u555 for starfields only, u888 for textures that contained planets) which means the higher resolution, compressed textures are actually more memory efficient as a whole.
Also, the sharpness of the stars is slightly better at higher resolution and allows users to use narrower field of view settings without "blurring" effect on the starfield. But if your GPU is limited to 2048^2, it's going to cause problems like that.
In retrospect, the release post probably should have mentioned that this would happen on old GPU's limited to 2048^2 texture dimensions, instead of simply saying that they are advanced and should be used if MV_Advanced works ok.