Author Topic: 2007-10-07 stable branch (Xt version)  (Read 39580 times)

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Offline taylor

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2007-10-07 stable branch (Xt version)
Well here it is, the long awaited public test build. :)

Windows build
Source tarball

Normal map test pack (required if you want to try out normal maps for FS2 ships)

This is a pre-commit build for my Xt tree that has been in heavy development all year.  All of the changes included in this build are intended for 3.6.10.


Here is a basic rundown of what you can expect:

  • New FS2NetD code:  The new FS2NetD code should fix a TON of bugs in the old code, plus just work better overall.  It is, however, incompatible will the old code.  So, anyone playing multiplayer will need to make sure that everyone involved is using this build in order for the games to show up.

  • Command line option changes:  The -2d_poof option has been removed.  The code will just default to this now, plus a few additional fixes should make neb poofs blend a little better.  New options include -normal, -height and -no_glsl.  If you have the extra VP, and if your video card and drivers support it, GLSL will be enabled by default.  Only when GLSL is enabled will the -normal and -height options do anything.  The -normal option will enable normal maps, and the -height option will enable height maps for use with parallax mapping (-height requires -normal in order to function).  If for some reason you have crashes on startup, or bad rendering problems, you can try to disable GLSL support with the -no_glsl troubleshooting option.

  • Initial shader support:  Preliminary shader support is now included, but this isn't what will eventually be in 3.7.  This code is really only for testing purposes, and for modders and developers to get comfortable with what will be required for this support in future builds (3.7+).  Right now it only has the ability to replicate the old rendering capabilities, but with a few minor extras that shaders provide.  The primary light in a scene (ie, the sun) will be per-pixel, with 7 additional per-vertex lights being used.  In other words, there is currently a restriction of 8 lights per-object at the same time per frame.  Shaders also provide greater lighting and blending capabilities.  Fogging should be improved overall, and all possible map and lighting options are now available in fog missions (which wasn't previously possible).  Envmaps now have a slight blur to them to help things look better.  Also, as most everyone knows by now, we have working normal mapping and parallax mapping support.

  • Improved ships lab (F3 screen):  The interface and capabilities have been improved to make it far more useful.  Among the basic interface changes, when viewing a model you will now see the current FPS in the lower left-hand corner, and the current model filename in the lower right-hand corner.  You can now disable individual textures on a ship, see what thrusters would look like on it, see insignia graphics, preview damage and emp lightning effects, and have rotating subobjects, plus you now have the ability to zoom in/out and pan a model around the screen.  For the insignia, enable it in the render options and hit the "/" key to cycle between all available images (obviously this works only if the ship has insignia support).  For lightning effects, enable via the render options window, then hit the "L" key to toggle between the damage and emp variants.  For zooming, use the right mouse button and drag the mouse up/down to zoom in/out.  To pan, hold down the SHIFT key will dragging with the left mouse button.

  • Changes to envmap support:  Unlike previous versions, the envmap render-targets are created and destroyed with the mission in use.  This is done to save valuable video card resources, since it will only maintain what you need for the mission.  The downside of this change is that you will no longer get the same envmap from a mission when viewing in the lab or techroom.  Instead it will return to using the default envmap, if one exists, when in those locations.  Another change brings better dynamic envmap support.  Rather than just being dynamic when you are in a subspace mission, it will now properly handle changes to background nebula, addition or removal of suns, and moving to/from fullneb missions.

  • Plus bunches and bunches of bug fixes and performance optimizations (and probably a few new bugs that I haven't had a chance to fix yet)

« Last Edit: October 08, 2007, 04:06:52 am by taylor »

 

Offline Cobra

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Re: 2007-10-07 stable branch (Xt version)
We need a bowing smilie.

Will the new test shaders do anything with subspace vortexes?
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Hades

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Re: 2007-10-07 stable branch (Xt version)
I am getting a 404 on the Normal map test pack.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Cobra

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Re: 2007-10-07 stable branch (Xt version)
Me too. Could you provide a screenshot of ships with normal mapping? :nervous:

What would the system requirements be for such graphics, though?
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Hades

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Re: 2007-10-07 stable branch (Xt version)
!   C:\Documents and Settings\Nicholas\Desktop\nm_test.rar: CRC failed in nm_test.vp. The file is corrupt
!   C:\Documents and Settings\Nicholas\Desktop\nm_test.rar: Unexpected end of archive


I think it might be corrupt.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Cobra

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Re: 2007-10-07 stable branch (Xt version)
Redownload it?
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline taylor

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Re: 2007-10-07 stable branch (Xt version)
Will the new test shaders do anything with subspace vortexes?
Nope, at least not until 3.7.

I am getting a 404 on the Normal map test pack.
Strange.  I tested the link before I posted the new thread, and it worked fine at that point, but the file is definitely missing now.  I'm uploading it again right now, so wait about 45 minutes and try again.

Me too. Could you provide a screenshot of ships with normal mapping? :nervous:
http://i238.photobucket.com/albums/ff43/mtrs31602/hatshepsut.jpg

Quote
What would the system requirements be for such graphics, though?
You need GLSL support, and if you've got that then you have the required hardware at least.

 

Offline Cobra

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Re: 2007-10-07 stable branch (Xt version)
Me too. Could you provide a screenshot of ships with normal mapping? :nervous:
http://i238.photobucket.com/albums/ff43/mtrs31602/hatshepsut.jpg

:eek2:

Quote
What would the system requirements be for such graphics, though?
You need GLSL support, and if you've got that then you have the required hardware at least.

GeForce NX7300LE?
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline Hades

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Re: 2007-10-07 stable branch (Xt version)
Hey Taylor, can you put a 7-zip up as well?
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline Herra Tohtori

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Re: 2007-10-07 stable branch (Xt version)
Regarding GLSL support, I found this tidbit of information - can't wager it's accuracy but what the hell:

Quote from: Benjamin Supnik
GLSL is a video driver feature that depends on pixel shaders.

The following ATI and nVidia cards have pixel shaders:
- Any GeForce with a number 5000 or higher.
- Any Radeon with a number 9500 or higher.
- Any Radeon with an "X" in the name (e.g. X850)

But not only do you need one of these cards, but you need new enough drivers to have GLSL. This means 10.4 for Mac users and probably a driver update on Windows.


Hope this helps.

At any rate, awesome... :nod:

EDIT:

The build is a bit unstable... it crashes if I fly too close to the GVD Psamtik, or perhaps when the Belisarius explodes.

Errorlog.txt, latest relevant information:
Code: [Select]
fs2_open_3_6_10-20071007T caused an Access Violation in module fs2_open_3_6_10-20071007T.exe at 001b:004c2e01.
Exception handler called in FreeSpace 2 Main Thread.
Error occurred at 10/8/2007 04:45:50.
T:\Pelit\Freespace2 SCP\fs2_open_3_6_10-20071007T.exe, run by HP_Omistaja.
1 processor(s), type 586.
2048 MBytes physical memory.
Write to location 00000030 caused an access violation.

fs2_open.log

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 16.7
  -spec_static 0.9
  -spec_point 0.6
  -spec_tube 1
  -alpha_env
  -ambient_factor 60
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -height
  -cache_bitmaps
  -no_vsync
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -voicer
  -mod FS2_Lightspeed,STARFIELD_REPLACEMENT,normalmaps,mediavp368zeta,DDS_beamglows,replace_retail_stars,a_subspace
  -no_set_gamma
  -fps
Building file index...
Found root pack 'T:\pelit\freespace2 scp\FS2_Lightspeed\FS2LightspeedMissions.vp' with a checksum of 0x7f09f4b6
Found root pack 'T:\pelit\freespace2 scp\normalmaps\nm_test.vp' with a checksum of 0x85a84b5b
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\a_subspace.vp' with a checksum of 0x02b13584
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\Elysium_HTL.vp' with a checksum of 0x67829cca
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\GVB_Bakha_maps.vp' with a checksum of 0x85281da1
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_advalphapatch.vp' with a checksum of 0x824c9eb8
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_alphapatch.vp' with a checksum of 0x7c124d88
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_core.vp' with a checksum of 0xb6cb1f6a
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_effects.vp' with a checksum of 0x1986a43c
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_models.vp' with a checksum of 0x2f8a711a
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_music.vp' with a checksum of 0xcca92482
Found root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_textures.vp' with a checksum of 0x2c43a80e
Found root pack 'T:\pelit\freespace2 scp\DDS_beamglows\mv_DDSBeamglows.vp' with a checksum of 0xb2d302f6
Found root pack 'T:\pelit\freespace2 scp\cloaktest.vp' with a checksum of 0x7771b701
Found root pack 'T:\pelit\freespace2 scp\cubemap.vp' with a checksum of 0xde8a6d4a
Found root pack 'T:\pelit\freespace2 scp\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'T:\pelit\freespace2 scp\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'T:\pelit\freespace2 scp\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'T:\pelit\freespace2 scp\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'T:\pelit\freespace2 scp\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'T:\pelit\freespace2 scp\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'T:\pelit\freespace2 scp\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'T:\pelit\freespace2 scp\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'T:\pelit\freespace2 scp\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'T:\pelit\freespace2 scp\FS2_Lightspeed\' ... 67 files
Searching root pack 'T:\pelit\freespace2 scp\FS2_Lightspeed\FS2LightspeedMissions.vp' ... 41 files
Searching root 'T:\pelit\freespace2 scp\STARFIELD_REPLACEMENT\' ... 15 files
Searching root 'T:\pelit\freespace2 scp\normalmaps\' ... 0 files
Searching root pack 'T:\pelit\freespace2 scp\normalmaps\nm_test.vp' ... 72 files
Searching root 'T:\pelit\freespace2 scp\mediavp368zeta\' ... 37 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\a_subspace.vp' ... 63 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\Elysium_HTL.vp' ... 1 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\GVB_Bakha_maps.vp' ... 3 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_advalphapatch.vp' ... 36 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_adveffects.vp' ... 299 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_alphapatch.vp' ... 84 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_core.vp' ... 88 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_effects.vp' ... 580 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_models.vp' ... 399 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_music.vp' ... 15 files
Searching root pack 'T:\pelit\freespace2 scp\mediavp368zeta\mv_textures.vp' ... 1526 files
Searching root 'T:\pelit\freespace2 scp\DDS_beamglows\' ... 183 files
Searching root pack 'T:\pelit\freespace2 scp\DDS_beamglows\mv_DDSBeamglows.vp' ... 183 files
Searching root 'T:\pelit\freespace2 scp\replace_retail_stars\' ... 24 files
Searching root 'T:\pelit\freespace2 scp\a_subspace\' ... 106 files
Searching root 'T:\pelit\freespace2 scp\' ... 16 files
Searching root pack 'T:\pelit\freespace2 scp\cloaktest.vp' ... 7 files
Searching root pack 'T:\pelit\freespace2 scp\cubemap.vp' ... 1 files
Searching root pack 'T:\pelit\freespace2 scp\root_fs2.vp' ... 157 files
Searching root pack 'T:\pelit\freespace2 scp\smarty_fs2.vp' ... 10 files
Searching root pack 'T:\pelit\freespace2 scp\sparky_fs2.vp' ... 3027 files
Searching root pack 'T:\pelit\freespace2 scp\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'T:\pelit\freespace2 scp\stu_fs2.vp' ... 2355 files
Searching root pack 'T:\pelit\freespace2 scp\tango1_fs2.vp' ... 32 files
Searching root pack 'T:\pelit\freespace2 scp\tango2_fs2.vp' ... 15 files
Searching root pack 'T:\pelit\freespace2 scp\tango3_fs2.vp' ... 10 files
Searching root pack 'T:\pelit\freespace2 scp\warble_fs2.vp' ... 52 files
Searching root 'n:\' ... 0 files
Found 34 roots and 10841 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1280x1024 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     : NVIDIA Corporation
  OpenGL Renderer   : GeForce 7600 GT/PCI/SSE2/3DNOW!
  OpenGL Version    : 2.1.1

  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".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using 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".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  b-vert.sdr / b-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bg-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bs-frag.sdr ...
  Compiling shader ->  b-vert.sdr / bgs-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bsn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgsn-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bnh-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgnh-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bsnh-frag.sdr ...
  Compiling shader ->  bn-vert.sdr / bgsnh-frag.sdr ...
  Compiling shader ->  be-vert.sdr / bse-frag.sdr ...
  Compiling shader ->  be-vert.sdr / bgse-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bsne-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bgsne-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bsnhe-frag.sdr ...
  Compiling shader ->  bne-vert.sdr / bgsnhe-frag.sdr ...

  Max texture units: 4 (16)
  Max elements vertices: 4096
  Max elements indices: 4096
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Performing global function/(library/object) name repeat check...
LUA: Performing library/object name repeat check...
LUA: Performing object/object name repeat check...
LUA: Performing library/library name repeat check...
LUA: Initializing library functions...
LUA: Initializing object functions...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 170x170 (33.6% wasted)
Windoze reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_expl-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_flak-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'blackfly-wep.tbm' ...
TBM  =>  Starting parse of 'cloak-shp.tbm' ...
TBM  =>  Starting parse of 'mv_textures-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_turretangle-shp.tbm' ...
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GTB Medusa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'b05-turreta', for ship 'GTB Ursa', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTFR Triton', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTFR Triton', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Fenris', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTM Hippocrates', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret09a-01-main', for ship 'GTC Leviathan', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret06', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret07', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret08', for ship 'GTD Hecate', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTD Orion#2 (Bastion)', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret02a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret03a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret04a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret05a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret06a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret07a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret08a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret09a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret10a', for ship 'GTVA Colossus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret04', for ship 'GTCv Deimos', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret04', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret05', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret06', for ship 'GTC Aeolus', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret11a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret19', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret21a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret22a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret23a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret24a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret25a', for ship 'NTF Iceni', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GTT Argo', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GTT Argo', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'Turret01-main', for ship 'GVFr Satis', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01a', for ship 'GVC Aten', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02a', for ship 'GVC Aten', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret15', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret16', for ship 'GVC Mentu', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret02', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret05', for ship 'GVCv Sobek', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Cain', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07', for ship 'SC Lilith', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret01', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03', for ship 'SFr Mephisto', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret03a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret06a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
WARNING:  Animation trigger #0 on subsystem 'turret07a-base', for ship 'SD Demon', has a negative reverse_start value!  Capping it at 0!
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'blackfly-shp.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 1452
MOVIE ERROR: Unable to open movie file 'intro.mve' in any supported format.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_mainwalk.ani with size 477x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 189x189 (26.2% wasted)
ANI 2_maincrane.ani with size 116x116 (9.4% wasted)
ANI 2_mainexit.ani with size 174x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 158x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 145x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 119x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 206x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 190x190 (25.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
ANI 2_Loading.ani with size 43x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 52 frames at 28 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 61 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 50 fps.
loading warp modelLoading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x101d7c20, IBX checksum: 0x99c55bfb -- "warp.pof"
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xe3e74b11, IBX checksum: 0xaf49dd0a -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer.pcx'
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xb6f1d7a0, IBX checksum: 0x10867ffb -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0x6b6ee3e4, IBX checksum: 0xa42ee30b -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x3bf5b85e, IBX checksum: 0x0a92c68b -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x38d76665, IBX checksum: 0xc8ac382c -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x4efb1775, IBX checksum: 0xe824a3f0 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xe027d9cd, IBX checksum: 0x336cb0cf -- "fighter06.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 53x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 96x96 (25.0% wasted)
ANI toggle1 with size 20x20 (37.5% wasted)
ANI weapons1 with size 20x20 (37.5% wasted)
ANI weapons1_b with size 20x20 (37.5% wasted)
ANI 2_toparc1 with size 60x60 (6.3% wasted)
ANI 2_toparc2 with size 24x24 (25.0% wasted)
ANI 2_toparc3 with size 29x29 (9.4% wasted)
ANI 2_leftarc with size 252x252 (1.6% wasted)
ANI 2_rightarc1 with size 252x252 (1.6% wasted)
ANI 2_reticle1 with size 24x24 (25.0% wasted)
ANI targhit1 with size 21x21 (34.4% wasted)
ANI energy1 with size 41x41 (35.9% wasted)
ANI targetview1 with size 156x156 (39.1% wasted)
ANI targetview2 with size 96x96 (25.0% wasted)
ANI targetview3 with size 20x20 (37.5% wasted)
ANI damage1 with size 25x25 (21.9% wasted)
ANI support1 with size 24x24 (25.0% wasted)
ANI objective1 with size 21x21 (34.4% wasted)
ANI wingman1 with size 53x53 (17.2% wasted)
ANI wingman2 with size 53x53 (17.2% wasted)
ANI wingman3 with size 53x53 (17.2% wasted)
ANI netlag1 with size 30x30 (6.3% wasted)
ANI head1 with size 132x132 (48.4% wasted)
ANI time1 with size 23x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x105319f7, IBX checksum: 0x13adb764 -- "starfield.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 186 new ship subsystems ...  a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 93x93 (27.3% wasted)
ANI shieldft-05 with size 93x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xdb916bfd, IBX checksum: 0x2d3a3c54 -- "support2t-01.pof"
ANI shieldfv-01 with size 93x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xb4ca2191, IBX checksum: 0x128f6499 -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0xe735bd7b, IBX checksum: 0xe0f4d609 -- "hornet.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0xf180b177, IBX checksum: 0x550e2976 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x99e70c37, IBX checksum: 0x35cba680 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0xe735bd7b, IBX checksum: 0xe0f4d609 -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x99891c8b, IBX checksum: 0x9eed3bf1 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0xcb4739b4, IBX checksum: 0x5df545ff -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x8075cf85, IBX checksum: 0xbcf94511 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x51a56331 -- "cmeasure01.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x63c8ffc1, IBX checksum: 0xa67c1fb2 -- "harbinger.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xe8d505d5 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0xba3da9aa -- "debris02.pof"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 170x170 (33.6% wasted)
ANI 2_lock1.ani with size 53x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 96x96 (25.0% wasted)
ANI toggle1.ani with size 20x20 (37.5% wasted)
ANI weapons1.ani with size 20x20 (37.5% wasted)
ANI 2_toparc1.ani with size 60x60 (6.3% wasted)
ANI 2_toparc2.ani with size 24x24 (25.0% wasted)
ANI 2_toparc3.ani with size 29x29 (9.4% wasted)
ANI 2_leftarc.ani with size 252x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 252x252 (1.6% wasted)
ANI 2_reticle1.ani with size 24x24 (25.0% wasted)
ANI targhit1.ani with size 21x21 (34.4% wasted)
ANI energy1.ani with size 41x41 (35.9% wasted)
ANI targetview1.ani with size 156x156 (39.1% wasted)
ANI targetview2.ani with size 96x96 (25.0% wasted)
ANI targetview3.ani with size 20x20 (37.5% wasted)
ANI damage1.ani with size 25x25 (21.9% wasted)
ANI support1.ani with size 24x24 (25.0% wasted)
ANI objective1.ani with size 21x21 (34.4% wasted)
ANI wingman1.ani with size 53x53 (17.2% wasted)
ANI wingman2.ani with size 53x53 (17.2% wasted)
ANI wingman3.ani with size 53x53 (17.2% wasted)
ANI netlag1.ani with size 30x30 (6.3% wasted)
ANI head1.ani with size 132x132 (48.4% wasted)
ANI time1.ani with size 23x23 (28.1% wasted)
ANI shield-f06.ani with size 93x93 (27.3% wasted)
ANI shieldft-05.ani with size 93x93 (27.3% wasted)
ANI shieldfv-01.ani with size 93x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1355/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 459,  Estimated count = 425
================================================
ANI cb_sm1-01_a.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 200x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 200x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 28.368 (28.368)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 400x400 (21.9% wasted)
ANI iconwing01 with size 28x28 (12.5% wasted)
ANI iconSD4 with size 24x24 (25.0% wasted)
ANI iconScalpel with size 24x24 (25.0% wasted)
ANI 2_SD4.ani with size 304x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 304x304 (40.6% wasted)
ANI iconplanet with size 182x182 (28.9% wasted)
ANI FadeiconPlanet with size 182x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 182x182 (28.9% wasted)
ANI iconv-freightercw with size 65x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 65x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 65x65 (49.2% wasted)
ANI icont-fightW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 54x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 54x54 (15.6% wasted)
Frame  0 too long!!: frametime = 0.579 (0.579)
ANI iconplanet.ani with size 182x182 (28.9% wasted)
Frame  0 too long!!: frametime = 0.297 (0.297)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  34.461
Frame  1 too long!!: frametime = 0.348 (0.348)
ANI Head-TP4a.ani with size 120x120 (6.3% wasted)
ANI Head-TP4b.ani with size 120x120 (6.3% wasted)
ANI Head-VP1b.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0285'
Dumping screen to 'screen0286'
Dumping screen to 'screen0287'
3127 frames executed in  30.006 seconds, 104.213 frames per second.
ANI Head-TP4a.ani with size 120x120 (6.3% wasted)
ANI Head-VP1a.ani with size 120x120 (6.3% wasted)
Frame 6683: Weapon #54 CHASING cmeasure #108
Frame 6683: Weapon #98 CHASING cmeasure #108
ANI Head-VP1b.ani with size 120x120 (6.3% wasted)
ANI Head-TP1a.ani with size 120x120 (6.3% wasted)
ANI Head-CM2a.ani with size 120x120 (6.3% wasted)
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 15455: Could not create debris, no more slots left
Frame 18904: Could not create debris, no more slots left
Frame 18904: Could not create debris, no more slots left
Dumping screen to 'screen0288'
ANI Head-CM2c.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0289'
ANI Head-VCb.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0290'
Dumping screen to 'screen0291'
ANI Head-CM2a.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0292'
ANI Head-VCa.ani with size 120x120 (6.3% wasted)
ANI Head-CM2b.ani with size 120x120 (6.3% wasted)
Dumping screen to 'screen0293'
ANI Head-VCb.ani with size 120x120 (6.3% wasted)


That said, the graphics do look awesome and don't really seem to hurt the performance at all on my rig (well, at least in the first FS2 campaign mission...) - apart from the obvious crashing, which might be related to something else as well... Hm, is it okay to post screenies here or should I take them to the Celebration et al thread(s)?
« Last Edit: October 07, 2007, 09:07:50 pm by Herra Tohtori »
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline taylor

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Re: 2007-10-07 stable branch (Xt version)
Hey Taylor, can you put a 7-zip up as well?
Nope.  I hate uploading things.  :p  :D

 

Offline Admiral Nelson

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Re: 2007-10-07 stable branch (Xt version)
Thanks very much for all of the work that must have gone into this.

A question:  Is there any issue with alpha env maps in this build?  The Aeolus seems to be back to the saran wrap look.  I haven't observed an effect so extreme on other ships, however.

If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline taylor

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Re: 2007-10-07 stable branch (Xt version)
A question:  Is there any issue with alpha env maps in this build?  The Aeolus seems to be back to the saran wrap look.  I haven't observed an effect so extreme on other ships, however.
Nope, I only released it after all known code bugs had been squashed. :)

But, there may be some video card/driver issue at work here.  What video card and driver version are you using now?

 

Offline Admiral Nelson

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Re: 2007-10-07 stable branch (Xt version)
8800 GTX with 163.69 drivers.

Thanks again.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline taylor

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Re: 2007-10-07 stable branch (Xt version)
The build is a bit unstable... it crashes if I fly too close to the GVD Psamtik, or perhaps when the Belisarius explodes.
Hmm... yep, looks like you found a bug in some code that I added at the last minute for Vasudan Admiral.  It got through my tests, but obviously I wasn't thorough enough. :)

I'll try and get that fixed and the build updated in a few minutes.

Quote
That said, the graphics do look awesome and don't really seem to hurt the performance at all on my rig (well, at least in the first FS2 campaign mission...) - apart from the obvious crashing, which might be related to something else as well... Hm, is it okay to post screenies here or should I take them to the Celebration et al thread(s)?
Might be best to start a new thread, a "Celebration: Part 2" type of thing. :)

 

Offline taylor

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Re: 2007-10-07 stable branch (Xt version)
Ok, the build has now been updated with the crash fix that Herra Tohtori found.  Everyone should download the binary again since it's a general problem and will affect everyone.


8800 GTX with 163.69 drivers.
Using Vista?  There have been known issues discovered so far during testing, particularly with certain NVIDIA drivers.  I don't remember anything specific to what you've got though.  You could try going with updated/beta drivers, or back to an older version, and see if it makes a difference.  Or, you could just disable envmaps for now and, if that's the only problem you see, simply wait for a new driver to come out.

 

Offline Cobra

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Re: 2007-10-07 stable branch (Xt version)
Hum. The normal maps don't seem to be working.
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
I wept. Mysterious forces beyond my ken had reached into my beautiful mission and energized its pilots with inhuman bomb-firing abilities. I could only imagine the GTVA warriors giving a mighty KIAAIIIIIII shout as they worked their triggers, their biceps bulging with sinew after years of Ivan Drago-esque steroid therapy and weight training. - General Battuta

 

Offline CKid

Re: 2007-10-07 stable branch (Xt version)
Ok, the build has now been updated with the crash fix that Herra Tohtori found.  Everyone should download the binary again since it's a general problem and will affect everyone.

Oh Thank God, I had the same problem in the same mission and I thought my card did not have GLSL support. Now after seeing that it was just a bug, I can relax now.
If I agreed with you, we would both be wrong

 

Offline Admiral Nelson

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Re: 2007-10-07 stable branch (Xt version)
Quote
Using Vista?  There have been known issues discovered so far during testing, particularly with certain NVIDIA drivers.  I don't remember anything specific to what you've got though.  You could try going with updated/beta drivers, or back to an older version, and see if it makes a difference.  Or, you could just disable envmaps for now and, if that's the only problem you see, simply wait for a new driver to come out.

Yes, Vista, but this actually seems to be a file problem on my part and not a bug.  Sorry for the confusion.  I do see the bump maps quite clearly on, for instance, the Ulysses.
If a man consults whether he is to fight, when he has the power in his own hands, it is certain that his opinion is against fighting.

 

Offline taylor

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Re: 2007-10-07 stable branch (Xt version)
Hum. The normal maps don't seem to be working.
You can check the debug log to make sure that it's using GLSL.  Or, a perhaps quicker method, go into the lab and look in the render options window for "Fixed Render Pipeline".  That option only shows up if GLSL is active, being there for testing purposes, for switching between the new programmable render pipeline and the old fixed render pipeline.

Another point to be made though, since I forgot about this until now, is that the test VP I posted is compatible only with non-beta MediaVPs.  DaBrain's beta VPs use different filenames, and I only included files which are compatible will previous MediaVPs and my personal VPs (for the few people that have those).