Author Topic: ATI Radeon x19xx Series owners, please read  (Read 18631 times)

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Offline Zacam

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ATI Radeon x19xx Series owners, please read
In an effort to determine if the issues you are having happen to be driver related because of the use of the latest drivers, I would like to beg your indulgence if at all possible.

http://ati.amd.com/support/drivers/xp/previous/radeon/radeonxip-cat74-xp.html

These are the last official drivers from ATI prior to the release of the HD 2900 XT and any DX 10 implementation in the drivers.

This version:

http://ati.amd.com/support/drivers/xp/previous/radeon/radeonxip-cat75-xp.html

Is the first version to support DX10 and the HD 2900 Xt and specifically mentions performance gains for the X1950 Pro and X1650 XT and specifically mentions improved OpenGL on the X1950 XTX at high resolutions (1920x1200 or greater) and is the last driver to specifically mention any enhancement for this card series in relation to OpenGL or Shader Model 3.0 (with the exception of a quick blurb about F.E.A.R. performance gains in driver 7.10).

It was a hell of a lot of downloads and release notes that I had to go through. The indulgence that I would ask is, could any of you give these two drivers a shot and see if it does anything to resolve your reported issues, or if your issues remain completely unchanged?

At least this way, I don't have to try to look for (or can focus on) a specific driver change or determine if it is something more universal.

Thank you.
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Re: ATI Radeon x19xx Series owners, please read
Downloading this now for my X1800XL ATI video card. Will report back ASAP.
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 
Re: ATI Radeon x19xx Series owners, please read
And nope. After updating the drivers for my card, I turned on the GLSL and the game still locked up as before. Here is my Debug Spew:

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 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -mod mediavps
  -no_glsl
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 153 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 16 roots and 12814 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
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
Initializing OpenGL graphics device at 1680x1050 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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  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".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
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' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (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' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.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_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 599
Movie Error:  Unable to open 'intro' movie 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)
Frame  0 too long!!: frametime = 0.268 (0.268)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.584 (0.584)
Frame  0 too long!!: frametime = 0.278 (0.278)
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 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 61 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ...  a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
Loading model 'fighter03.pof'
IBX: Found a good IBX to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
Loading model 'bomber08.pof'
IBX: Found a good IBX to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
Loading model 'bomber10.pof'
IBX: Found a good IBX to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (203 in-use).
ANI 2_lock1 with size 56x53 (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 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ...  a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1726/4750 bitmap slots in use.
Ending level bitmap paging...


Since I could not post the entire spew due to the 5000 word limit, part two is next
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 
Re: ATI Radeon x19xx Series owners, please read
Pert two of the Debug Spew:

Code: [Select]
=================== ENDING LOAD ================
Real count = 381,  Estimated count = 425
================================================
Movie Error:  Unable to open 'bastion' movie in any supported format.
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconbonusherc with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconBombardier with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
ANI iconTrebuchet with size 56x24 (25.0% wasted)
ANI iconTagB with size 56x24 (25.0% wasted)
ANI iconInfyrno with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
ANI 2_tornado.ani with size 332x304 (40.6% wasted)
ANI 2_cross.ani with size 332x304 (40.6% wasted)
ANI 2_trebuchet.ani with size 332x304 (40.6% wasted)
ANI 2_tagB.ani with size 332x304 (40.6% wasted)
ANI 2_infyrno.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 36.340 (36.340)
Frame  0 too long!!: frametime = 0.260 (0.260)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  50.655
ANI Head-CM2a.ani with size 160x120 (6.3% wasted)
ANI Head-VC2a.ani with size 160x120 (6.3% wasted)
ANI Head-TP1b.ani with size 160x120 (6.3% wasted)
1025 frames executed in  30.004 seconds,  34.162 frames per second.
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI Head-CM2c.ani with size 160x120 (6.3% wasted)
Frame 1360 too long!!: frametime = 0.510 (0.510)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Frame 3474: Could not create debris, no more slots left
Recycled beam (0 beams remaining)
Killing beam at initial fire because of illegal targeting!!!
Recycled beam (0 beams remaining)
ANI Head-TP5a.ani with size 160x120 (6.3% wasted)
Recycled beam (5 beams remaining)
Recycled beam (4 beams remaining)
Recycled beam (3 beams remaining)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
ANI Head-CM2b.ani with size 160x120 (6.3% wasted)
Frame 4371: Could not create debris, no more slots left
Frame 4371: Could not create debris, no more slots left
Frame 4371: Could not create debris, no more slots left
Frame 4371: Could not create debris, no more slots left
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Frame 4534: Could not create debris, no more slots left
Recycled beam (1 beams remaining)
Recycled beam (2 beams remaining)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (1 beams remaining)
Killing beam at initial fire because of illegal targeting!!!
Recycled beam (0 beams remaining)
Frame 5742: Could not create debris, no more slots left
Frame 5742: Could not create debris, no more slots left
Frame 5742: Could not create debris, no more slots left
Frame 5742: Could not create debris, no more slots left
Recycled beam (0 beams remaining)
Frame 5971: Could not create debris, no more slots left
Recycled beam (0 beams remaining)
Frame 6193: Could not create debris, no more slots left
Frame 6193: Could not create debris, no more slots left
Frame 6193: Could not create debris, no more slots left
Frame 6193: Could not create debris, no more slots left
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Frame 7001: Could not create debris, no more slots left
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Frame 7220: Could not create debris, no more slots left
Frame 7220: Could not create debris, no more slots left
Frame 7221: Could not create debris, no more slots left
Frame 7221: Could not create debris, no more slots left
Frame 7221: Could not create debris, no more slots left
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (2 beams remaining)
Killing beam at initial fire because of illegal targeting!!!
Recycled beam (2 beams remaining)
Killing beam at initial fire because of illegal targeting!!!
Frame 7321: Could not create debris, no more slots left
ANI Head-CM2a.ani with size 160x120 (6.3% wasted)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Frame 7721: Could not create debris, no more slots left
Frame 7721: Could not create debris, no more slots left
Frame 7721: Could not create debris, no more slots left
ANI Head-CM2c.ani with size 160x120 (6.3% wasted)
Recycled beam (1 beams remaining)
Frame 7813: Could not create debris, no more slots left
Recycled beam (0 beams remaining)
ANI Head-TP3a.ani with size 160x120 (6.3% wasted)
Recycled beam (2 beams remaining)
Killing beam at initial fire because of illegal targeting!!!
Recycled beam (3 beams remaining)
Killing beam at initial fire because of illegal targeting!!!
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (1 beams remaining)
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Frame 9578: Could not create debris, no more slots left
Recycled beam (1 beams remaining)
ANI Head-CM2b.ani with size 160x120 (6.3% wasted)
Recycled beam (1 beams remaining)
Beam couldn't find a good object model/type!! (0)
Recycled beam (1 beams remaining)
ANI Head-TP6a.ani with size 160x120 (6.3% wasted)
Recycled beam (1 beams remaining)
Recycled beam (3 beams remaining)
Killing beam at initial fire because of illegal targeting!!!
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Recycled beam (4 beams remaining)
Recycled beam (3 beams remaining)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Recycled beam (2 beams remaining)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
ANI Head-TP5b.ani with size 160x120 (6.3% wasted)
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Recycled beam (2 beams remaining)
Recycled beam (2 beams remaining)
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
ANI Head-TP6b.ani with size 160x120 (6.3% wasted)
Recycled beam (1 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Warning: Too many triangles in shield hit.
Recycled beam (1 beams remaining)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Warning: Too many triangles in shield hit.
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (0 beams remaining)
Killing beam at initial fire because of illegal targeting!!!
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Frame 12846: Could not create debris, no more slots left
ANI Head-CM2c.ani with size 160x120 (6.3% wasted)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Beam couldn't find a good object model/type!! (0)
Recycled beam (0 beams remaining)
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13176: Could not create debris, no more slots left
Frame 13409: Could not create debris, no more slots left
Frame 13409: Could not create debris, no more slots left
Frame 13409: Could not create debris, no more slots left
Frame 13409: Could not create debris, no more slots left
Recycled beam (0 beams remaining)
ANI Head-CM2a.ani with size 160x120 (6.3% wasted)
Warning: Too many triangles in shield hit.
Recycled beam (0 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (0 beams remaining)
Frame 15424: Could not create debris, no more slots left
Frame 15424: Could not create debris, no more slots left
Frame 15424: Could not create debris, no more slots left
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Recycled beam (0 beams remaining)
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Frame 17914: Could not create debris, no more slots left
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
Warning: Too many triangles in shield hit.
ANI Head-CM2c.ani with size 160x120 (6.3% wasted)
ANI Head-CM2b.ani with size 160x120 (6.3% wasted)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (1 beams remaining)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (1 beams remaining)
Beam couldn't find a good object model/type!! (0)
Recycled beam (1 beams remaining)
Beam couldn't find a good object model/type!! (0)
Recycled beam (0 beams remaining)
ANI Head-CM2a.ani with size 160x120 (6.3% wasted)
Recycled beam (3 beams remaining)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (2 beams remaining)
Recycled beam (1 beams remaining)
Recycled beam (0 beams remaining)
Recycled beam (1 beams remaining)
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Recycled beam (1 beams remaining)
ANI Head-CM3c.ani with size 160x120 (6.3% wasted)
BEAM : killing beam because turret has been destroyed!
Recycled beam (0 beams remaining)
ANI Head-CM2b.ani with size 160x120 (6.3% wasted)
ANI Head-CM2c.ani with size 160x120 (6.3% wasted)
Recycled beam (0 beams remaining)
Frame 23924: Could not create debris, no more slots left
Frame 23964: Could not create debris, no more slots left
Frame 23964: Could not create debris, no more slots left
Frame 23964: Could not create debris, no more slots left
Recycled beam (0 beams remaining)
ANI Head-CM2a.ani with size 160x120 (6.3% wasted)
Frame 24458: Could not create debris, no more slots left
Frame 24489: Could not create debris, no more slots left
Frame 24489: Could not create debris, no more slots left
Frame 24489: Could not create debris, no more slots left
Frame 24489: Could not create debris, no more slots left
Recycled beam (0 beams remaining)
Frame 25049: Could not create debris, no more slots left
Frame 25049: Could not create debris, no more slots left
Frame 25049: Could not create debris, no more slots left
Frame 25049: Could not create debris, no more slots left
Frame 25049: Could not create debris, no more slots left
Frame 25049: Could not create debris, no more slots left
Frame 25049: Could not create debris, no more slots left
Frame 25059: Could not create debris, no more slots left
Frame 25059: Could not create debris, no more slots left
Frame 25059: Could not create debris, no more slots left
Frame 25059: Could not create debris, no more slots left
Frame 25059: Could not create debris, no more slots left
Beam couldn't find a good object model/type!! (0)
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Frame 25069: Could not create debris, no more slots left
Beam couldn't find a good object model/type!! (0)
Beam couldn't find a good object model/type!! (0)
Recycled beam (0 beams remaining)
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
Frame 25839: Could not create debris, no more slots left
ANI Head-CM2b.ani with size 160x120 (6.3% wasted)
Frame 27374: Could not create debris, no more slots left
Frame 27374: Could not create debris, no more slots left
Frame 27374: Could not create debris, no more slots left
Frame 27374: Could not create debris, no more slots left
Frame 27374: Could not create debris, no more slots left
Frame 27374: Could not create debris, no more slots left
Frame 27374: Could not create debris, no more slots left
Frame 27374: Could not create debris, no more slots left
Frame 27374: Could not create debris, no more slots left
Frame 27374: Could not create debris, no more slots left
Frame 27403: Could not create debris, no more slots left
Frame 27403: Could not create debris, no more slots left
Frame 27403: Could not create debris, no more slots left
Frame 27403: Could not create debris, no more slots left
Frame 27403: Could not create debris, no more slots left
Frame 27403: Could not create debris, no more slots left
Frame 27403: Could not create debris, no more slots left
Frame 27403: Could not create debris, no more slots left
Frame 27403: Could not create debris, no more slots left
ANI Head-CM5b.ani with size 160x120 (6.3% wasted)
ANI Head-CM2a.ani with size 160x120 (6.3% wasted)
Frame 28132: Could not create debris, no more slots left
ANI Head-VP1a.ani with size 160x120 (6.3% wasted)
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Frame 28164: Could not create debris, no more slots left
Recycled beam (0 beams remaining)
Frame 29779: Could not create debris, no more slots left
Frame 29797: Could not create debris, no more slots left
Frame 29797: Could not create debris, no more slots left
Frame 29797: Could not create debris, no more slots left
Frame 29797: Could not create debris, no more slots left
Frame 29797: Could not create debris, no more slots left
Frame 29888: Could not create debris, no more slots left
Frame 29888: Could not create debris, no more slots left
Frame 29888: Could not create debris, no more slots left
Frame 29888: Could not create debris, no more slots left
Frame 29888: Could not create debris, no more slots left
Frame 29888: Could not create debris, no more slots left
Frame 29905: Could not create debris, no more slots left
Frame 29905: Could not create debris, no more slots left
Frame 29905: Could not create debris, no more slots left
Frame 29905: Could not create debris, no more slots left
Frame 29905: Could not create debris, no more slots left
Frame 29905: Could not create debris, no more slots left
Frame 29921: Could not create debris, no more slots left
Frame 29921: Could not create debris, no more slots left
Frame 29921: Could not create debris, no more slots left
Recycled beam (0 beams remaining)
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29975: Could not create debris, no more slots left
Frame 29992: Could not create debris, no more slots left
Frame 30000: Could not create debris, no more slots left
Frame 30000: Could not create debris, no more slots left
BEAM : killing beam because turret has been destroyed!
Recycled beam (0 beams remaining)
Frame 30409 too long!!: frametime = 0.317 (0.317)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 30410 too long!!: frametime = 0.262 (0.262)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sun Dec 14 08:35:24 2008
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
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Re: ATI Radeon x19xx Series owners, please read
Was normal still enabled? Because I see a distinct lack of shaders being compiled.

And fyi, what you put in to the first post was more than adequate. Thank you for trying this out.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 
Re: ATI Radeon x19xx Series owners, please read
Yes had normals on. Glad to help :)
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
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    • ModDB Feature
Re: ATI Radeon x19xx Series owners, please read
Yes had normals on. Glad to help :)

I am afraid that the debug says GLSL was off.

Code: [Select]
  -no_glsl

Would you be willing to try again with no check in the box for "Disable GLSL (shader) Support" please? And if that log file failed to clear itself from the last time it was run, could you open it, delete all it's contents and save it as an empty file before trying again?
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 
Re: ATI Radeon x19xx Series owners, please read
I'm pretty sure I had it turned off. So to be absolutely sure, I went and tried again. it locked up just like last time and  I had the GLSL unchecked in the Troubleshooting.

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 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -mod mediavps
  -no_glsl
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 153 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 16 roots and 12814 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
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
Initializing OpenGL graphics device at 1680x1050 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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  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".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
... 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
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' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (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' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.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_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 599
Movie Error:  Unable to open 'intro' movie 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)
Frame  0 too long!!: frametime = 0.268 (0.268)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.584 (0.584)
Frame  0 too long!!: frametime = 0.278 (0.278)
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 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 fps.
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 61 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ...  a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
Loading model 'fighter03.pof'
IBX: Found a good IBX to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
Loading model 'bomber08.pof'
IBX: Found a good IBX to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
Loading model 'bomber10.pof'
IBX: Found a good IBX to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (203 in-use).
ANI 2_lock1 with size 56x53 (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 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ...  a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1726/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 381,  Estimated count = 425
================================================

Here is the latest debug spew.
Whats wierd is it still shows in the debug spew no -GLSL  when I did not even check it in the checkbox.
« Last Edit: December 14, 2008, 10:02:55 pm by Jadehawk »
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: ATI Radeon x19xx Series owners, please read
Is it on the custom flag line you see in the features tab?  If so try removing it. 
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
    • Steam
    • Twitter
    • ModDB Feature
Re: ATI Radeon x19xx Series owners, please read
Or edit the ini to remove it from there.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline FUBAR-BDHR

  • Self-Propelled Trouble Magnet
  • 212
  • Master Drunk
    • 165th Beer Drinking Hell Raisers
Re: ATI Radeon x19xx Series owners, please read
Or it's the wrong log.  If you have a mod on does it put it in the fs2\data folder or the fs2\mod\data folder?  I know the multi.log goes into the fs2\mod\data folder. 

Scratch that I just tried it and it goes to the fs2\data folder.  Just tried it with r4998 and it made a new log. 
« Last Edit: December 15, 2008, 01:13:19 am by FUBAR-BDHR »
No-one ever listens to Zathras. Quite mad, they say. It is good that Zathras does not mind. He's even grown to like it. Oh yes. -Zathras

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: ATI Radeon x19xx Series owners, please read
Make sure you are using debug build (marked in the executive files name with 'd' or 'debug') when trying to generate the log file.
Do not meddle in the affairs of coders for they are soggy and hard to light

 
Re: ATI Radeon x19xx Series owners, please read
Hello,

Well you might remember my post from the 3610 release thread. Apparently I'm using Catalyst 8.8, completely forgot that i got that one to work somehow. Anywho, i started Warzone and got into the mission within 1/10 of a second or something it froze.
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:
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Warzone,mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace2\Warzone\Warzone_3610.vp' with a checksum of 0xe1212f9b
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Games\FreeSpace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Games\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\Warzone\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\Warzone\Warzone_3610.vp' ... 89 files
Searching root 'C:\Games\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Games\FreeSpace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace2\' ... 36 files
Searching root pack 'C:\Games\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 18 roots and 12802 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
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
Initializing OpenGL graphics device at 1680x1050 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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1650 Series
  OpenGL Version    : 2.1.7873 Release

  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".
  Unable to find 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".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... 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)

Windows XP, Nightly December 14th Build. If this is wrong just lemme know and I can try again. I would try the other drivers you posted at top but because of poor agp support I'm pretty sure other issues would make the game crash, other than just these shader issues. If you want them anyway I'll be happy to help, just later this week after finals end. This would be a great reward if it was working by the end of the week  ;7
Oh yeah, you might wanna change the thread title to ATI radeon x1xxx owners, since both of us who have posted dont have x19xx series card .
An open mind is like a fortress with its gates unbarred and unguarded.

 
Re: ATI Radeon x19xx Series owners, please read
ok I'm back. I updated to the latest night build today, made sure the GLSL was unchecked, I ran the game using the debug launch and it locked up after entering the mission. The music stopped after about 35 45 seconds. I had to CTRL+ALT+DELETE and terminate the program. As I said earlier, I updated my ATI to the latest drivers last night.  I hope this helps fellas! :)

Here is the resulting Debug Spew:

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 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -img2dds
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 153 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13241 files.
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
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
Initializing OpenGL graphics device at 1680x1050 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     : ATI Technologies Inc.
  OpenGL Renderer   : Radeon X1800 Series
  OpenGL Version    : 2.1.7976 Release

  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".
  Using extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Compiling shader ->  b-v.sdr / b-f.sdr ...
  Compiling shader ->  b-v.sdr / bg-f.sdr ...
  Compiling shader ->  l-v.sdr / lb-f.sdr ...
  Compiling shader ->  l-v.sdr / lbg-f.sdr ...
  Compiling shader ->  l-v.sdr / lbgs-f.sdr ...
  Compiling shader ->  l-v.sdr / lbs-f.sdr ...
  Compiling shader ->  le-v.sdr / lbgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lbse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lbsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lbsne-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfb-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbg-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbgs-f.sdr ...
  Compiling shader ->  lf-v.sdr / lfbs-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbgse-f.sdr ...
  Compiling shader ->  lfe-v.sdr / lfbse-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbgsn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbn-f.sdr ...
  Compiling shader ->  lfn-v.sdr / lfbsn-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbgsne-f.sdr ...
  Compiling shader ->  lfne-v.sdr / lfbsne-f.sdr ...
  Compiling shader ->  l-v.sdr / null-f.sdr ...
  Compiling shader ->  l-v.sdr / lg-f.sdr ...
  Compiling shader ->  l-v.sdr / lgs-f.sdr ...
  Compiling shader ->  l-v.sdr / ls-f.sdr ...
  Compiling shader ->  le-v.sdr / lgse-f.sdr ...
  Compiling shader ->  le-v.sdr / lse-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgn-f.sdr ...
  Compiling shader ->  ln-v.sdr / lgsn-f.sdr ...
  Compiling shader ->  ln-v.sdr / ln-f.sdr ...
  Compiling shader ->  ln-v.sdr / lsn-f.sdr ...
  Compiling shader ->  lne-v.sdr / lgsne-f.sdr ...
  Compiling shader ->  lne-v.sdr / lsne-f.sdr ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... 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: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
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' ...
TBM  =>  Starting parse of 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (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' ...
TBM  =>  Starting parse of 'mv_advmuzzle-mfl.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_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 341
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 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.268 (0.268)
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 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_fireball-fbl.tbm' ...
TBM  =>  Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 30 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
 128
BMPMAN: Found EFF (shieldhit01a.eff) with 23 frames at 21 fps.
BMPMAN: Found EFF (shieldhit02a.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (shieldhit03a.eff) with 22 frames at 30 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: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "shockwave.pof"
BMPMAN: Found EFF (shockwave3d-glow.eff) with 159 frames at 24 fps.
Model shockwave.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ...  a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX/TSB to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX/TSB to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX/TSB to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
BMPMAN: Found EFF (miner02vtile04-glow.eff) with 58 frames at 10 fps.
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber08.pof'
IBX: Found a good IBX/TSB to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
BMPMAN: Found EFF (bomber2s-01-glow.eff) with 37 frames at 30 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX/TSB to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 400 is now available (203 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (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 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'Starfield.pof'
IBX: Found a good IBX/TSB to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ...  a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX/TSB to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX/TSB to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2391/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 739,  Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 61.129 (61.129)
Frame  0 too long!!: frametime = 0.254 (0.254)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  86.712
Frame  1 too long!!: frametime = 0.824 (0.824)
« Last Edit: December 15, 2008, 07:43:59 pm by Jadehawk »
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 

Offline chief1983

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    • Fate of the Galaxy
Re: ATI Radeon x19xx Series owners, please read
I'm not sure what kind of hardware you have.  If you need Compress Uncompressed Images (-img2dds), I'm not surprised it's crashing for you.  If you have beefy enough hardware then turn that option off.  You might also want to disable a few of the other simplet aesthetic ones, and seeing what happens.  I usually try a simple set and work my way up, not enabling everything first.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 
Re: ATI Radeon x19xx Series owners, please read
I unchecked that compress non-compressed images and it still locked up. Tomorrow I'll start from the basic and see if that works. Off to bed.
Got Shivans? The SOC Ezechiel is the schnitzel! Don't leave base without it.

 
Re: ATI Radeon x19xx Series owners, please read
i don't know if it can help in anyway for the bug trackking but when i use this dll :
http://www.megaupload.com/fr/?d=805FDBQX

with my ati x1900xt the problem is solved (still got the shivan beam bug anyway)

That dll is dated of 2006 , i have no freeze, glsl and normal map work perfectly with.
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 

Offline Zacam

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Re: ATI Radeon x19xx Series owners, please read
According to some OpenGL research the following has been found:

ATI/AMD chose not to have VTF in their SM 3.0 GPUs.
X300 up to X1950. All of their standard X series.
They said it would be too slow. It would be better to do Render_To_VertexBuffer (R2VB).
In OpenGL, to do R2VB you would need PBO support. http://www.opengl.org/registry/specs/ARB/pixel_buffer_object.txt
PBO became core in GL 2.1 and ATI's driver do support GL 2.1.
ATI's DX10 parts, in other words all their GPUs with the HD in the name, support VTF.
ATI's driver does report 16 for GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS but users are saying that their shaders don't work.

And indeed, looking at the logs, everybody has in common a failure to load any extension that handles VTF. Namely because (as we see in the above quote) ATi did not include that ability in the hardware. (As evinced that using the latest available drivers that do support the HD series cards does not allow it's use.)

Now, this is supposing that VTF support is what is being called to by the engine. I suspect that it IS because of the nature of the issues reported and how disabling certain options (which reduces the "layering" of effects on the model) is what is causing the problem.

I don't know for sure, but to Implement R2VB will require some split in the pathing, and it would only be necessary for use on ATi X1xxx cards....and sorry, x300/x600, while you will be able to enjoy HDR, you won't get SM3.

The other option is to go for SM2.0 instead. But that process could be just as complicated as introducing R2VB support without it killing VTF support.

It'll take a coder (a better one than me and one more familiar with the OGL API code than I) to say for sure. I plan on (after the new year) to check out the code from SVN and start looking at this as my introduction.

And the opengl dll Reprobator posted is from the ATI 7.1 drivers package series. It would not suprise me that they began development for functions for the HD card's close to that range.

XP Users: http://ati.amd.com/support/drivers/xp/previous/radeon/radeonxip-cat71-xp.html
Vista Users: http://ati.amd.com/support/drivers/vista32/previous/common/common-cat71-vista32.html

Reprobator: Mind posting a log file for us? Please?
« Last Edit: December 16, 2008, 07:42:44 am by Zacam »
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[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
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Re: ATI Radeon x19xx Series owners, please read
yop i ll do that once i'llbe back from my work :)
$Formula: ( every-time
   ( has-time-elapsed "0" )
   ( Do-Nothing
   )
   ( send-message
      "#Dalek"
      "High"
      "Pro-crasti-nate"
   )
   )
)
+Name: Procratination
+Repeat Count: 99999999999
+Interval: 1

 
Re: ATI Radeon x19xx Series owners, please read
So would going back to driver version 7.1 fix the problem for us at least (hopefully) temporarily?

Or if we dont want to go back to 7.1, what exactly do we do with that dll that reprobater posted?
An open mind is like a fortress with its gates unbarred and unguarded.