No, it has to be a jPCT related problem, not LWJGL. The loader looks for the size of a specific chunk in the 3ds-format. If it's x bytes in size (can't remember the exact size), it takes the data in it as bytes (like the old loader always does it). If it's larger, it takes the data as floats. If parsing the data as floats fails, you'll get the error message. So if it works on one machine but not on the other, you are either using different models or different jPCT versions.