Author Topic: CTD on Mission 1 (Basic Training)  (Read 1623 times)

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Offline guitarfan01

  • 25
  • Longtime Lurker
CTD on Mission 1 (Basic Training)
So, I just installed a fresh version of Diaspora on my computer and patched it because I hadn't played any Diaspora since I got my new(er) computer.  I was excited to see how it would look and play with my new HOTAS setup too.

Unfortunately, each time I try to play, the game gets 3-5 minutes in and crashes while I'm in mission 1.  Geforce 540M (1GB VRAM), 8GB RAM, core i7-2670QM at 2.2 GHz, Windows 7 64-bit.  After it happening twice, I ran the debug.  The log won't post because it's too long - it makes my post too long for the board (50K char).  It's 421Kb, so 421K char?  How should I go about posting this?

 

Offline guitarfan01

  • 25
  • Longtime Lurker
Re: CTD on Mission 1 (Basic Training)
Ok, I'm going to split it up into a couple of posts... or actually, if you need more than this, let me know.

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 2 Open version: 3.6.13
Passed cmdline options:
  -spec_exp 0.7
  -ogl_spec 15
  -spec_static 1.0
  -spec_point 0.7
  -spec_tube 1.0
  -ambient_factor 90
  -soft_particles
  -post_process
  -bloom_intensity 20
  -fxaa
  -cache_bitmaps
  -dualscanlines
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
Building file index...
Found root pack 'C:\Games\Diaspora\R1.0.4_Patch.vp' with a checksum of 0x78778fe8
Found root pack 'C:\Games\Diaspora\R1_Core.vp' with a checksum of 0x2b0863f9
Found root pack 'C:\Games\Diaspora\R1_Effects.vp' with a checksum of 0xbd1d2fde
Found root pack 'C:\Games\Diaspora\R1_Interface.vp' with a checksum of 0x2ed2245f
Found root pack 'C:\Games\Diaspora\R1_Movies.vp' with a checksum of 0xe66ae339
Found root pack 'C:\Games\Diaspora\R1_Ships.vp' with a checksum of 0x07315d6d
Found root pack 'C:\Games\Diaspora\R1_Sound.vp' with a checksum of 0xdc928568
Found root pack 'C:\Games\Diaspora\R1_Textures.vp' with a checksum of 0xdd208c33
Searching root 'C:\Games\Diaspora\' ... 8 files
Searching root pack 'C:\Games\Diaspora\R1.0.4_Patch.vp' ... 206 files
Searching root pack 'C:\Games\Diaspora\R1_Core.vp' ... 86 files
Searching root pack 'C:\Games\Diaspora\R1_Effects.vp' ... 2451 files
Searching root pack 'C:\Games\Diaspora\R1_Interface.vp' ... 1518 files
Searching root pack 'C:\Games\Diaspora\R1_Movies.vp' ... 1432 files
Searching root pack 'C:\Games\Diaspora\R1_Ships.vp' ... 353 files
Searching root pack 'C:\Games\Diaspora\R1_Sound.vp' ... 1367 files
Searching root pack 'C:\Games\Diaspora\R1_Textures.vp' ... 574 files
Found 9 roots and 7995 files.
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1360x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel(R) HD Graphics Family
  OpenGL Version   : 3.1.0 - Build 8.15.10.2430

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Unable to find extension "GL_ARB_texture_mirrored_repeat".
  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".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Vertex shader failed to compile:
WARNING: 0:6: extension 'GL_EXT_gpu_shader4' is not supported
WARNING: 0:10: 'noperspective' : symbol not available in current GLSL version
ERROR: 0:10: 'varying' : syntax error parse error


ERROR! Unable to create vertex shader!
Error while compiling FXAA shaders. FXAA will be unavailable.
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 1200
  Max elements indices: 1200
  Max texture size: 8192x8192
  Max render buffer size: 4096x4096
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 1.40  - Intel Build 8.15.10.2430
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Game Settings Table: Using Reversed Loops For SEXP Arguments
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.
TBM  =>  Starting parse of 'PitchYawBankLocked-sct.tbm' ...
TBM  =>  Starting parse of 'flakSnd-sct.tbm' ...
TBM  =>  Starting parse of 'explosions-sct.tbm' ...
TBM  =>  Starting parse of 'debris-sct.tbm' ...
TBM  =>  Starting parse of 'cylonHud-sct.tbm' ...
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.
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
BMPMAN: Found EFF (Exp_Nuke.eff) with 86 frames at 24 fps.
BMPMAN: Found EFF (Exp_Fighter_Norm.eff) with 71 frames at 30 fps.
BMPMAN: Found EFF (Exp_Fighter_Vapor.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (Exp_Flak_Big.eff) with 120 frames at 20 fps.
BMPMAN: Found EFF (Exp_Flak_Small.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (Exp_Medium.eff) with 100 frames at 30 fps.
BMPMAN: Found EFF (Exp_Missile_Small.eff) with 45 frames at 30 fps.
BMPMAN: Found EFF (Exp_Missile_EMP.eff) with 72 frames at 30 fps.
BMPMAN: Found EFF (Exp_Huge.eff) with 106 frames at 30 fps.
BMPMAN: Found EFF (Exp_Large.eff) with 125 frames at 25 fps.
BMPMAN: Found EFF (Exp_Nuke_Big.eff) with 64 frames at 15 fps.
TBM  =>  Starting parse of 'weak-wep.tbm' ...
Weapon variant 'MEC-A6#Weak' requires the "player allowed" flag because its base weapon 'MEC-A6' has it!  Adding it by default.
Weapon variant '30mm 2.1#Weak' requires the "player allowed" flag because its base weapon '30mm 2.1' has it!  Adding it by default.
Weapon variant 'HD-70 Lightning Javelin#Weak' requires the "player allowed" flag because its base weapon 'HD-70 Lightning Javelin' has it!  Adding it by default.
Weapon variant 'TM-7 Pyro Javelin#Weak' requires the "player allowed" flag because its base weapon 'TM-7 Pyro Javelin' has it!  Adding it by default.
Weapon variant 'GBU-102 Tercio#Weak' requires the "player allowed" flag because its base weapon 'GBU-102 Tercio' has it!  Adding it by default.
Weapon variant 'SRM-AF 2.6 Pilum#Weak' requires the "player allowed" flag because its base weapon 'SRM-AF 2.6 Pilum' has it!  Adding it by default.
Weapon variant 'LRT-AP 2.2 Shipwreck#Weak' requires the "player allowed" flag because its base weapon 'LRT-AP 2.2 Shipwreck' has it!  Adding it by default.
Weapon variant 'MRT-HE 1.0 Scythe#Weak' requires the "player allowed" flag because its base weapon 'MRT-HE 1.0 Scythe' has it!  Adding it by default.
Weapon variant 'MRT-N 2.3 Mangonel#Weak' requires the "player allowed" flag because its base weapon 'MRT-N 2.3 Mangonel' has it!  Adding it by default.
TBM  =>  Starting parse of 'objecttypes-obt.tbm' ...
BMPMAN: Found EFF (Thruster_Col_Fire.eff) with 20 frames at 25 fps.
BMPMAN: Found EFF (Thruster_Jets.eff) with 3 frames at 25 fps.
BMPMAN: Found EFF (col_miscbargauge.eff) with 11 frames at 1 fps.
BMPMAN: Found EFF (Throttle_Default.eff) with 4 frames at 1 fps.
BMPMAN: Found EFF (Threat_Arc_Default.eff) with 2 frames at 1 fps.
BMPMAN: Found EFF (Threat_Dumb_Default.eff) with 3 frames at 1 fps.
BMPMAN: Found EFF (Threat_Lock_Default.eff) with 3 frames at 1 fps.
BMPMAN: Found EFF (Dummy.eff) with 4 frames at 1 fps.
BMPMAN: Found EFF (Energy_Big_Default.eff) with 4 frames at 1 fps.
BMPMAN: Found EFF (Energy_Default.eff) with 4 frames at 1 fps.
BMPMAN: Found EFF (Flight_Path_Default.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Warhead_Icon_Default.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Leadsight_Default.eff) with 2 frames at 1 fps.
BMPMAN: Found EFF (col_weapons_h.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (col_weapons_list.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Wingman_Left_Default.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Wingman_Entry_Default.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Wingman_Dot_Default.eff) with 2 frames at 1 fps.
BMPMAN: Found EFF (Lock_Ind_Default.eff) with 10 frames at 20 fps.
BMPMAN: Found EFF (Locked_Ind_Default.eff) with 1 frames at 5 fps.
BMPMAN: Found EFF (Reticle_Center_Default.eff) with 1 frames at 1 fps.
ANI Support_Default with size 108x24 (25.0% wasted)
BMPMAN: Found EFF (Direct_Top_Default.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Direct_Entry_Default.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (TargetMon_Main_Default.eff) with 2 frames at 1 fps.
ANI TargetMon_Bar_Default with size 4x96 (25.0% wasted)
BMPMAN: Found EFF (TargetMon_Alpha.eff) with 1 frames at 1 fps.
ANI targhit1 with size 31x21 (34.4% wasted)
BMPMAN: Found EFF (netlag1.eff) with 2 frames at 1 fps.
ANI Support_Cylon with size 108x24 (25.0% wasted)
ANI Damage_Top_Cylon with size 148x25 (21.9% wasted)
ANI Wingman_Left_Cylon with size 71x53 (17.2% wasted)
ANI Wingman_Entry_Cylon with size 35x53 (17.2% wasted)
ANI Wingman_Right_Cylon with size 14x53 (17.2% wasted)
BMPMAN: Found EFF (Wingman_Dot_Cylon.eff) with 2 frames at 1 fps.
ANI Weapon_P_Top_Cylon with size 221x20 (37.5% wasted)
ANI Objective_Cylon with size 149x21 (34.4% wasted)
BMPMAN: Found EFF (TargetMon_Main_Cylon.eff) with 2 frames at 1 fps.
ANI TargetMon_Bar_Cylon with size 7x20 (37.5% wasted)
BMPMAN: Found EFF (Energy_Cylon.eff) with 4 frames at 1 fps.
BMPMAN: Found EFF (Flight_Path_Cylon.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Reticle_Center_Cylon.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Throttle_Cylon.eff) with 4 frames at 1 fps.
BMPMAN: Found EFF (Threat_Arc_Cylon.eff) with 2 frames at 1 fps.
BMPMAN: Found EFF (Threat_Dumb_Cylon.eff) with 3 frames at 1 fps.
BMPMAN: Found EFF (Threat_Lock_Cylon.eff) with 3 frames at 1 fps.
ANI Lead_Ind_Default with size 26x26 (18.8% wasted)
ANI Time_Cylon with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (Left_Border.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Left_Border_bottom.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Right_Border.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (Right_Border_bottom.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (left_bottomarc.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (right_bottomarc.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (left_toparc.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (right_toparc.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (left_bracket_small.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (left_bracket_small2.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (right_bracket_small.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (right_bracket_small2.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (right_bracket_large.eff) with 1 frames at 1 fps.
ANI Damage_Top_Default with size 148x25 (21.9% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI Weapon_P_Top_Default with size 221x20 (37.5% wasted)
ANI Objective_Default with size 149x21 (34.4% wasted)
BMPMAN: Found EFF (Escort_Entry_Default.eff) with 1 frames at 1 fps.
ANI Time_Default with size 47x23 (28.1% wasted)
BMPMAN: Found EFF (Exp_Asteroid.eff) with 70 frames at 12 fps.
Someone passed an extension to bm_load for file 'Lightning.dds'
Someone passed an extension to bm_load for file 'Lightning_Glow_Blue.dds'
Someone passed an extension to bm_load for file 'Lightning.dds'
Someone passed an extension to bm_load for file 'Lightning_Glow_Red.dds'
Someone passed an extension to bm_load for file 'Lightning.dds'
Someone passed an extension to bm_load for file 'Lightning_Glow_Green.dds'
Someone passed an extension to bm_load for file 'Lightning.dds'
Someone passed an extension to bm_load for file 'Lightning_Glow_EMP.dds'
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TABLES => Starting parse of 'mainhall.tbl.
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Initializing Cylon HUD overlay textures...
BMPMAN: Found EFF (Cyl_Datastream1.eff) with 120 frames at 20 fps.
BMPMAN: Found EFF (Cyl_Datastream2.eff) with 120 frames at 20 fps.
BMPMAN: Found EFF (Cyl_Datastream3.eff) with 120 frames at 20 fps.
Cylon HUD overlay initialized!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 522
TrackIR Init Failed - 1
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
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 'thunderlords.pcx'
ANI Main_Hall_Exit.ani with size 68x22 (31.3% wasted)
ANI Main_Hall_Pilot.ani with size 102x22 (31.3% wasted)
ANI Main_Hall_Brief.ani with size 132x22 (31.3% wasted)
ANI Main_Hall_Tech.ani with size 166x22 (31.3% wasted)
ANI Main_Hall_Options.ani with size 126x22 (31.3% wasted)
ANI Main_Hall_Campaign.ani with size 174x24 (25.0% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 72nd Thunderlords
Someone passed an extension to bm_load for file 'thunderlords.pcx'
Someone passed an extension to bm_load for file 'Load_SP-R1-Tut-1.tga'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 30 frames at 1 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 94 frames at 12 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 30 frames at 1 fps.
BMPMAN: Found EFF (FTL.eff) with 20 frames at 60 fps.
BMPMAN: Found EFF (Script_Flash_Cap.eff) with 100 frames at 18 fps.
BMPMAN: Found EFF (Exp_Planet_Nuke.eff) with 200 frames at 12 fps.
Loading warp model
 -1
SHOCKWAVE =>  Loading default shockwave animation...
BMPMAN: Found EFF (shockwave01.eff) with 100 frames at 24 fps.
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: 'SP-R1-Tut-1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 72nd Thunderlords
Someone passed an extension to bm_load for file 'thunderlords.pcx'
Using callsign: Obit
Starting mission message count : 416
Ending mission message count : 470
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'Col_BS_Sobek.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
BMPMAN: Found EFF (smoke-trans.eff) with 20 frames at 24 fps.
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
No subsystems found for model "Col_BS_Sobek.pof".
Turret object not found for turret firing point in model
Turret object not found for turret firing point in model [B]there are about 50 of these[/b]
IBX: Found a good IBX to read for 'Col_BS_Sobek.pof'.
IBX-DEBUG => POF checksum: 0x9f344110, IBX checksum: 0x8af00d21 -- "Col_BS_Sobek.pof"
Submodel 'Eng_Portb' is detail level 1 of 'Eng_Porta'
Submodel 'Eng_Portc' is detail level 2 of 'Eng_Porta'
Submodel 'Eng_Portd' is detail level 3 of 'Eng_Porta'
Submodel 'Eng_Stbdb' is detail level 1 of 'Eng_Stbda'
Submodel 'Eng_Stbdc' is detail level 2 of 'Eng_Stbda'
Submodel 'Eng_Stbdd' is detail level 3 of 'Eng_Stbda'
Submodel 'Engine1b' is detail level 1 of 'Engine1a'
Submodel 'Engine1c' is detail level 2 of 'Engine1a'
Submodel 'Engine1d' is detail level 3 of 'Engine1a'
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Submodel 'Engine1d-destroyed' is detail level 3 of 'Engine1a-destroyed'
Submodel 'Engine2b' is detail level 1 of 'Engine2a'
Submodel 'Engine2c' is detail level 2 of 'Engine2a'
Submodel 'Engine2d' is detail level 3 of 'Engine2a'
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Submodel 'Engine3d' is detail level 3 of 'Engine3a'
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Submodel 'Engine3d-destroyed' is detail level 3 of 'Engine3a-destroyed'
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Submodel 'VLS_turret-10d-destroyed' is detail level 3 of 'VLS_turret-10a-destroyed'
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Submodel 'VLS_turret-11d-destroyed' is detail level 3 of 'VLS_turret-11a-destroyed'
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Submodel 'hatch03d' is detail level 3 of 'hatch03a'
Submodel 'hatch04b' is detail level 1 of 'hatch04a'
Submodel 'hatch04c' is detail level 2 of 'hatch04a'
Submodel 'hatch04d' is detail level 3 of 'hatch04a'
Submodel 'hatch05b' is detail level 1 of 'hatch05a'
Submodel 'hatch05c' is detail level 2 of 'hatch05a'
Submodel 'hatch05d' is detail level 3 of 'hatch05a'
Submodel 'hatch06b' is detail level 1 of 'hatch06a'
Submodel 'hatch06c' is detail level 2 of 'hatch06a'
Submodel 'hatch06d' is detail level 3 of 'hatch06a'
Submodel 'hatch07b' is detail level 1 of 'hatch07a'
Submodel 'hatch07c' is detail level 2 of 'hatch07a'
Submodel 'hatch07d' is detail level 3 of 'hatch07a'
Submodel 'hatch08b' is detail level 1 of 'hatch08a'
Submodel 'hatch08c' is detail level 2 of 'hatch08a'
Submodel 'hatch08d' is detail level 3 of 'hatch08a'
Submodel 'hatch09b' is detail level 1 of 'hatch09a'
Submodel 'hatch09c' is detail level 2 of 'hatch09a'
Submodel 'hatch09d' is detail level 3 of 'hatch09a'
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Submodel 'hatch10c' is detail level 2 of 'hatch10a'
Submodel 'hatch10d' is detail level 3 of 'hatch10a'
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Submodel 'hatch11c' is detail level 2 of 'hatch11a'
Submodel 'hatch11d' is detail level 3 of 'hatch11a'
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Submodel 'hatch12c' is detail level 2 of 'hatch12a'
Submodel 'hatch12d' is detail level 3 of 'hatch12a'
Submodel 'hatch13b' is detail level 1 of 'hatch13a'
Submodel 'hatch13c' is detail level 2 of 'hatch13a'
Submodel 'hatch13d' is detail level 3 of 'hatch13a'
Submodel 'hatch14b' is detail level 1 of 'hatch14a'
Submodel 'hatch14c' is detail level 2 of 'hatch14a'
Submodel 'hatch14d' is detail level 3 of 'hatch14a'
Submodel 'hatch15b' is detail level 1 of 'hatch15a'
Submodel 'hatch15c' is detail level 2 of 'hatch15a'
Submodel 'hatch15d' is detail level 3 of 'hatch15a'
Submodel 'hatch16b' is detail level 1 of 'hatch16a'
Submodel 'hatch16c' is detail level 2 of 'hatch16a'
Submodel 'hatch16d' is detail level 3 of 'hatch16a'
Submodel 'hatch17b' is detail level 1 of 'hatch17a'
Submodel 'hatch17c' is detail level 2 of 'hatch17a'
Submodel 'hatch17d' is detail level 3 of 'hatch17a'
Submodel 'hatch18b' is detail level 1 of 'hatch18a'
Submodel 'hatch18c' is detail level 2 of 'hatch18a'
Submodel 'hatch18d' is detail level 3 of 'hatch18a'
Submodel 'hatch19b' is detail level 1 of 'hatch19a'
Submodel 'hatch19c' is detail level 2 of 'hatch19a'
Submodel 'hatch19d' is detail level 3 of 'hatch19a'
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Submodel 'hatch20c' is detail level 2 of 'hatch20a'
Submodel 'hatch20d' is detail level 3 of 'hatch20a'
Submodel 'hatch21b' is detail level 1 of 'hatch21a'
Submodel 'hatch21c' is detail level 2 of 'hatch21a'
Submodel 'hatch21d' is detail level 3 of 'hatch21a'
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Submodel 'hatch22c' is detail level 2 of 'hatch22a'
Submodel 'hatch22d' is detail level 3 of 'hatch22a'
Submodel 'hatch23b' is detail level 1 of 'hatch23a'
Submodel 'hatch23c' is detail level 2 of 'hatch23a'
Submodel 'hatch23d' is detail level 3 of 'hatch23a'
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Submodel 'hatch24c' is detail level 2 of 'hatch24a'
Submodel 'hatch24d' is detail level 3 of 'hatch24a'
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Submodel 'lowerjawd' is detail level 3 of 'lowerjawa'
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Submodel 'midjawc' is detail level 2 of 'midjawa'
Submodel 'midjawd' is detail level 3 of 'midjawa'
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Submodel 'ribs1b' is detail level 1 of 'ribs1a'
Submodel 'ribs1c' is detail level 2 of 'ribs1a'
Submodel 'ribs2b' is detail level 1 of 'ribs2a'
Submodel 'ribs2c' is detail level 2 of 'ribs2a'
Submodel 'ribs3b' is detail level 1 of 'ribs3a'
Submodel 'ribs3c' is detail level 2 of 'ribs3a'
Submodel 'sensors1b' is detail level 1 of 'sensors1a'
Submodel 'sensors1c' is detail level 2 of 'sensors1a'
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Submodel 'sensors1c-destroyed' is detail level 2 of 'sensors1a-destroyed'
Submodel 'sensors2b' is detail level 1 of 'sensors2a'
Submodel 'sensors2c' is detail level 2 of 'sensors2a'
Submodel 'sensors2b-destroyed' is detail level 1 of 'sensors2a-destroyed'
Submodel 'sensors2c-destroyed' is detail level 2 of 'sensors2a-destroyed'
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Submodel 'spine_greeblesc' is detail level 2 of 'spine_greeblesa'
Submodel 'thruster-01b' is detail level 1 of 'thruster-01a'
Submodel 'thruster-01c' is detail level 2 of 'thruster-01a'
Submodel 'thruster-01d' is detail level 3 of 'thruster-01a'
Submodel 'thruster-02b' is detail level 1 of 'thruster-02a'
Submodel 'thruster-02c' is detail level 2 of 'thruster-02a'
Submodel 'thruster-02d' is detail level 3 of 'thruster-02a'
Submodel 'thruster-03b' is detail level 1 of 'thruster-03a'
Submodel 'thruster-03c' is detail level 2 of 'thruster-03a'
Submodel 'thruster-03d' is detail level 3 of 'thruster-03a'
Submodel 'thruster-04b' is detail level 1 of 'thruster-04a'
Submodel 'thruster-04c' is detail level 2 of 'thruster-04a'
Submodel 'thruster-04d' is detail level 3 of 'thruster-04a'
Submodel 'ttankb' is detail level 1 of 'ttanka'
Submodel 'ttankc' is detail level 2 of 'ttanka'
Submodel 'ttankb-destroyed' is detail level 1 of 'ttanka-destroyed'
Submodel 'ttankc-destroyed' is detail level 2 of 'ttanka-destroyed'
Submodel 'turret-01b' is detail level 1 of 'turret-01a'
Submodel 'turret-01c' is detail level 2 of 'turret-01a'
Submodel 'barrel-01b' is detail level 1 of 'barrel-01a'
Submodel 'barrel-01c' is detail level 2 of 'barrel-01a'
Submodel 'turret-02b' is detail level 1 of 'turret-02a'
Submodel 'turret-02c' is detail level 2 of 'turret-02a'
Submodel 'barrel-02b' is detail level 1 of 'barrel-02a'
Submodel 'barrel-02c' is detail level 2 of 'barrel-02a'
« Last Edit: August 04, 2013, 12:29:09 am by guitarfan01 »

 

Offline karajorma

  • King Louie - Jungle VIP
  • Administrator
  • 214
    • Karajorma's Freespace FAQ
Re: CTD on Mission 1 (Basic Training)
The game appears to be using your Intel Graphics chip rather than the Nvidia one. There should be an option to choose in your control panels somewhere (I forget where).
Karajorma's Freespace FAQ. It's almost like asking me yourself.

[ Diaspora ] - [ Seeds Of Rebellion ] - [ Mind Games ]

 

Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: CTD on Mission 1 (Basic Training)
Yes. It's nothing wrong with FSO, it's just that the NVidia drivers maintain a list of software that should use the dedicated GPU over the derptelgrated, and FSO isn't on this list, so you have to force it manually. The operation is pretty simple and you can probably google it if you can't find it.

Make sure to force the FSO exes and not just the Launcher. You can make sure whether it worked by looking at this part of the debug log:

Code: [Select]
  OpenGL Vendor    : Intel
  OpenGL Renderer  : Intel(R) HD Graphics Family
  OpenGL Version   : 3.1.0 - Build 8.15.10.2430
« Last Edit: August 04, 2013, 01:05:43 pm by MatthTheGeek »
People are stupid, therefore anything popular is at best suspicious.

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MatthTheGeek: you mispelled grâce
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Offline guitarfan01

  • 25
  • Longtime Lurker
Re: CTD on Mission 1 (Basic Training)
Aha! Thanks very much.

Wow, I can't wait to see how it runs on the Nvidia GPU if the integrated intel graphics looked pretty good.