old_contents: //namespace
  var GNOVEL= GNOVEL || {};
  
  (function() {
  	"use_strict";
  
  	/**
  	 *
  	 * @class AssetLoader
  	 * @constructor
  	 *
  	 */
  	var AssetLoader = function() {
  
  		// this will be used to load sounds
  		this._preload = new createjs.LoadQueue();
  		this._preload.installPlugin(createjs.Sound);
  
  		this._preload.on("complete", this._handleComplete, this);
  		this._preload.on("fileload", this._handleFileLoad, this);
  
  		// this will be used to load textures for three.js
  		this._textureLoader = new THREE.TextureLoader();
  		this._textureLoadList = null;
  	};
  
  	AssetLoader.prototype._handleComplete = function() {
  
  	};
  
  	AssetLoader.prototype._handleFileLoad = function(event) {
  		var item = event;
  		var type = item.type;
  
  		//if(type == )
  	};
  
  	AssetLoader.prototype._setTextureLoadList = function(list) {
  		this._textureLoadList = list;
  	};
  
  	AssetLoader.prototype._startLoadingTextures = function() {
  		var al = this;
  		var onLoad = function(texture) {
  			al._onTextureLoaded(texture);
  		};
  
  		for(var i=0; i<this._textureLoadList.length;i++) {
  			var t = this._textureLoadList[i];
  			this._textureLoader.load(
  				// resource URL
  				t.path,
  				// function when texture is loaded
  				onLoad, 
  				/// function called when download progresses
  				function(xhr) {
  					console.log(t.path + " : " + (xhr.loaded / xhr.total * 100) + '% loaded' );
  				},
  			);
  		}
  	};
  
  	AssetLoader.prototype._onTextureLoaded = function(texture) {
  	};
  
  	GNOVEL.AssetLoader = AssetLoader;
  
  }());
new_contents: //namespace
  var GNOVEL= GNOVEL || {};
  
  (function() {
  	"use_strict";
  
  	/**
  	 *
  	 * @class AssetLoader
  	 * @constructor
  	 *
  	 */
  	var AssetLoader = function() {
  
  		// this will be used to load sounds
  		this._preload = new createjs.LoadQueue();
  		this._preload.installPlugin(createjs.Sound);
  
  		this._preload.on("complete", this._handleComplete, this);
  		this._preload.on("fileload", this._handleFileLoad, this);
  
  		// this will be used to load textures for three.js
  		this._textureLoader = new THREE.TextureLoader();
  		this._textureLoadList = null;
  	};
  
  	AssetLoader.prototype._handleComplete = function() {
  
  	};
  
  	AssetLoader.prototype._handleFileLoad = function(event) {
  		var item = event;
  		var type = item.type;
  
  		//if(type == )
  	};
  
  	AssetLoader.prototype._setTextureLoadList = function(list) {
  		this._textureLoadList = list;
  	};
  
  	AssetLoader.prototype._startLoadingTextures = function() {
  		var al = this;
  		var onLoad = function(texture) {
  			al._onTextureLoaded(texture);
  		};
  
  		for(var i=0; i<this._textureLoadList.length;i++) {
  			var t = this._textureLoadList[i];
  			this._textureLoader.load(
  				// resource URL
  				t.path,
  				// function when texture is loaded
  				onLoad, 
  				/// function called when download progresses
  				function(xhr) {
  					console.log(t.path + " : " + (xhr.loaded / xhr.total * 100) + '% loaded' );
  				}
  			);
  		}
  	};
  
  	AssetLoader.prototype._onTextureLoaded = function(texture) {
  	};
  
  	GNOVEL.AssetLoader = AssetLoader;
  
  }());
subject: Fix error in assetloader.js