Author Topic: TBP on Linux/MacOSX  (Read 110511 times)

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Offline The E

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It would help if you could run a debug build and post the fs2_open.log here.
**** every cause that ends in murder and children crying. ― Iain Banks
Join the fun at the HLP IRC channel. Get the latest spam and gossip as long as it's fresh!

 

Offline Nordwin

  • 25
a 3.6.9 binary from the cross-development section.

Ok, same problem with the debug-build. Here is my fs2_open.log

*click me*

 

Offline FUBAR-BDHR

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Looks like a video driver issue.  Intel chipset and those compressed dds errors.  Try the latest drivers. 
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 Nordwin

  • 25
hm, I have the latest drivers for my intel chipset.... there are, afaik, no proprietary Intel drivers for Linux....

So, if they are the problem, then maybe just switching back to my desktop PC (which has a Radeon graphics card) will do it. I'll try that, thank you :-)

If the driver is an issue, that should solve it, since that computer is almost similar to my old one, which did a flawless job with TBP..


€dit: that did the trick. Thank you! Now I can play again :-)
« Last Edit: May 05, 2009, 12:44:38 pm by Nordwin »

 

Offline Arixo

  • 23
Hi,

I just switched from FS2 campaigns to TBP ones and ... Congratulations ! It's really awesome !

However I was a little disappointed by the setup :

Is there any configuration file one can edit to change the options that are set with the Launcher in Windows ? For example, how can I change the resolution in Linux ? I can't find something similar to ~/.fs2_open/fs2_open.ini for TBP, and I had to reboot on windows to change the settings and then reboot on Linux to play (using wine to run the windows Launcher failed).

If somebody thinks it would be useful to create a clone of the windows launcher for Linux/Mac maybe I can try in August...  

 

Offline Jeff Vader

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http://www.hard-light.net/wiki/index.php/Command-Line_Reference

Resolution can be set with the -res flag, i.e. -res 1280x800

Also, YAL (Yet Another Launcher) is available for Linux.
14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline Arixo

  • 23
Quote
Resolution can be set with the -res flag, i.e. -res 1280x800

Thanks, it works. But it's not mentioned in your link (a search on "-res" leads only to "-restricted")

Quote
Also, YAL (Yet Another Launcher) is available for Linux.

OK ! I thought YAL was only for FS2. I don't know it very well since ./autogen.sh didn't work when I tried to install it and I gave up. I think my version of Qt is too old... I'll try to make it work.

 

Offline Jeff Vader

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I thought YAL was only for FS2.
FSO. The retail launcher is the only thing that is only for FS2. Other Launchers are for FSO, and since TBP is basedon the FSO engine, there should be no reason why it wouldn't work.

A while ago, Joif wrote good FSO installation instructions for Linux and I copied them to the stickied Mac/Linux installation instruction thread at the support board. I think there was a mentioning of something that YAL needed, so you may want to check it out.
14:08 < achillion > there's too much talk of butts and dongs in here
14:08 < achillion > the level of discourse has really plummeted
14:08 < achillion > Let's talk about politics instead
14:08 <@The_E > butts and dongs are part of #hard-light's brand now
14:08 <@The_E > well
14:08 <@The_E > EvilBagel's brand, at least

01:06 < T-Rog > welp
01:07 < T-Rog > I've got to take some very strong antibiotics
01:07 < achillion > penis infection?
01:08 < T-Rog > Chlamydia
01:08 < achillion > O.o
01:09 < achillion > well
01:09 < achillion > I guess that happens
01:09 < T-Rog > at least it's curable
01:09 < achillion > yeah
01:10 < T-Rog > I take it you weren't actually expecting it to be a penis infection
01:10 < achillion > I was not

14:04 < achillion > Sometimes the way to simplify is to just have a habit and not think about it too much
14:05 < achillion > until stuff explodes
14:05 < achillion > then you start thinking about it

22:16 < T-Rog > I don't know how my gf would feel about Jewish conspiracy porn

15:41 <-INFO > EveningTea [[email protected]] has joined #hard-light
15:47 < EvilBagel> butt
15:51 < Achillion> yes
15:53 <-INFO > EveningTea [[email protected]] has quit [Quit: http://www.mibbit.com ajax IRC Client]

18:53 < Achillion> Dicks are fun

21:41 < MatthTheGeek> you can't spell assassin without two asses

20:05 < sigtau> i'm mining titcoins from now on

00:31 < oldlaptop> Drunken antisocial educated freezing hicks with good Internet == Finland stereotype

11:46 <-INFO > Kobrar [[email protected]] has joined #hard-light
11:50 < achtung> Surely you've heard of DVDA
11:50 < achtung> Double Vaginal Double ANal
11:51 < Kobrar> ...
11:51 <-INFO > Kobrar [[email protected]] has left #hard-light []

 

Offline Arixo

  • 23
I've just checked your link, thanks. This is exactly what I've done by myself. My problem is when I try to install libqt4-dev. I get an error message  which seems to mean I need to upgrade something (distro ? kde ? ...) or I'll break something else, but I'm not sure. I have to investigate a little. Anyway this is not a problem related to YAL itself.

 
Hey folks,

I want to ask a few questions about TBP on Ubuntu Linux. I installed TBP from getdeb.net successfully and I am able to play most of the also downloaded missions without errors.
BUT:
in some missions I get the error code about "missing ships" which cannot be cleared by cloning/setting up a new pilot. Version is 3.6.11.1111. Freespace is installed additionally by package dependency in that Debian-Package and the program starts in the main menu with "usr/games/the-babylon-project" according to the launcher. fs2_open is installed in "usr/share/games"fs2_open" wherein the folder "tbp" and therein all the other stuff is located. The additional folders are created and the files are placed correctly according to this wiki:
http://wiki.ubuntuusers.de/Spiele/Freespace_2/Konfiguration#Zusaetzliche-Grafiken-oder-Animationen
If I compile any launcher and copy the "fs2_open" file into "usr/share/games/fs2_open/tbp" I get the message that I have no MODs installed and I cannot chose mediavps to play some missions without errors. What can the error be? All the patches n stuff is downloaded. The mod.ini files of the campaigns shouldn't be needed for the Linux version, right?

If I install TBP from the Windows-version using wine-1.0.3-rc according to this
http://appdb.winehq.org/objectManager.php?sClass=version&iId=12375
but with Ubuntu 9.10 Karmic Koala I get mouse errors using fs2_open 3.6.9 shipped with the download. I cant move the mouse into the right part of the screen immediately which leads to a not playable installation. Also the mouse patch of wine didn't work. Some ideas from different forums according to configuring wine (directX, mouse catching, etc.) also didn't work.

Any ideas?

Greetz from Berlin

 

Offline FUBAR-BDHR

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OK TBP has nothing to do with FS2 except it uses the same game engine so forget FS2 and the medaivps.  You need to have the FS2_Open Inferno exe in the TBP directory just like you would have it in the FS2 directory.  Guessing you aren't using the Inferno builds. 

Other then that I really don't know much about Linux.  If you don't have Zathras get that you will need 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

 
Thx for the answer. It is fs2_open which is shipped with the Debian packages, and Zathras, too, from getdeb.net. I also can start Zathras itself from the Linux main menu, which is strange  :eek2: I copied the extra downloaded Zathras folder into the /tbp/ folder in Linux, too. The Linux-Version of the fs2open inferno, which I can and do choose in the launcher is also located in that main folder. I cannot chose the MODs, though. I am currently working in the office on a XP machine...maybe I am trying to move that files one directory up later when I am home...

 

Offline Urthona

  • 22
Greetings, I am relatively new to FS2 and TBP, though I have enjoyed what I have seen of it thus far. I have played through the Raider Wars and Fourtune Hunters 1 and 2 (Vidmaster is a little evil, btw). However given a few things I have read in the forums about how the game should be performing I am unsure if Zathras is fully installed and being utilized by the game engine. I am not experiencing any crashes and no bugs affecting gameplay (though a few graphical ones I'll get to later). Mainly, I am unsure how Zathras needs to be loaded in conjunction with other mods. I'll go through the setup I have in as much detail as I can and would appreciate it if anyone could provide some insight into any errors I have made.

System Specs:
  • iMac 3.06 Intel Core 2 Duo
  • Ram: 4 GB 1067 DDR3
  • NVIDIA GeForce GT 130 (This is basically 9600 GTX hardware adapted an the iMac)
  • MacOS 10.6.2

The Babylon Project: Exact main directory contents
  • B5-C-sp-EMW-3.0.vp
  • B5-C-sp-RW-3.0.vp
  • B5-Core-3_4.vp
  • B5-M-MultiPack-1_0.vp
  • data (I have not modified this directory in any way)
  • emwintro.ogg
  • FS2_launcher (Soulstorms FS2 Launcher for Mac, version 3.1)
  • FS2_Open-3.6.10 Inferno
  • fs2open_pxo.cfg
  • intro.ogg
  • Root_fs2.vp
  • rwcredits.ogg
  • rwlogo.ogg
  • sparky_fs2.vp
  • sparky_hi_fs2.vp
  • stu_fs2.vp
  • tbp (Campaign pack 2.0)
  • Zathras (ZATHRAS R1 official release)

Now Soulstorms launcher seems slightly different from others out there (it has no "features" tab in it's UI, but I have been able to find all of the options referred to as being under that tab) but should effectively do the same thing as any other launcher and by all accounts doesn't have any particular issues in the most recent version 3.1. Upon completing Raider Wars I downloaded The Babylon Project Campaign pack 2.0 from Moddb.com. All the files included with this download are located in the"tbp" directory. (Note this is a sub folder on the same level as the launcher. When I refer to the tbp directory I am talking about this subfolder, not the main directory as shown above). The launcher will recognize this tbp directory as a mod and load all the campaigns within, however I am then not able to select Zathras as a mod. If I load the campaign pack Zathras isn't available and if I load Zathras the campaigns do not show up in-game. I have tried a few workarounds:

  • Creating a mod.ini text file in either the tbp or Zathras directories. No discernible affect.
  • I considered moving the contents of campaign pack from the "tbp" folder they came in to the root directory, but among other things there is a folder labled data in there and I didn't think messing with the existing data folder was the way to go.
  • Moved the campaign files from tbp to the Zathras directory (they are labled so I can easily fish them out again as needs be). This has worked in that I can select Zathras as a mod and, when I launch the game, I am also able to select and play the campaigns. This seems to be an odd solution as I have not seen it anywhere in any of the instructions I have come across.

Additionally I've noticed a couple of things in the game that make me wonder if everything is working properly.

  • Graphics: Reflections seem to off. On flat surfaces it looks like a semi-transparent, low resolution jpeg is flowing over the surface of a ship where I would expect to see a plain white hi-light. On the higher polygon surfaces of the more curvy ships it looks a bit like rainbow noise scattered over the model. I have tried disabling the "-spec", "-glow", and "-env" options through the launcher to no visible effect. (I don't have any screen caps atm, but I can probably provide some if that would help)
  • Glide: I have noticed a number of people referring to the glide function on missions where piloting a Starfury type fighter is not an option (specifically on the final mission of Fortune Hunters 2260 in which you pilot a Minbari fighter). I have only been able to activate Glide in the Aurora, Badger, and Thunderfury. In any other ships toggling Glide has not been an option. I had assumed this was intended, but based on what others have said, I'm not so sure now.

Any ideas about all this would be appreciated. If there are any particular bits of info I've left out I'm sure I can provide them.
« Last Edit: March 21, 2010, 03:08:02 pm by Urthona »

 

Offline The E

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Okay, first of all, you should move the contents of the TBP folder into your base TBP directory.
Second, while I don't know Soulstorms Launcher, it should allow you to select mods; in this case, simply select the zathras directory as the active mod. Should that not be possible, enter "-mod Zathras" into that Launcher's custom flag field.

Quote
Glide: I have noticed a number of people referring to the glide function on missions where piloting a Starfury type fighter is not an option (specifically on the final mission of Fortune Hunters 2260 in which you pilot a Minbari fighter). I have only been able to activate Glide in the Aurora, Badger, and Thunderfury. In any other ships toggling Glide has not been an option.

That's as intended. Only the ships that have been shown to use semi-newtonian flight dynamics in the show have them enabled.

As for your graphics issues, screenshots would be appreciated.
**** every cause that ends in murder and children crying. ― Iain Banks
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Offline Urthona

  • 22
Okay, first of all, you should move the contents of the TBP folder into your base TBP directory.

That's easy enough except for the "data" folder included with the campaign pack. It turns out to be specifically for the Call of the Siren mod and includs a missions folder with .fs2 files and a voice folder containing subfolders of .wav files. I can probably go searching elsewhere if I decide I really need to play this campaign.

Screenshots. I have been tweaking the settings in the graphics tab of the launcher on the off chance that some odd constellation of variables combined to create the glitch, but it seems pretty consistent across a number of variations. Here are a couple from Fortune Hunters 2260:



 

Offline The E

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You can simply merge the data folder from the campaigns folder with the one in your main tbp dir; there should be no issues with that.

Now, can you please run a debug build and post the log (which should be in ~/.fs2_open/data, named fs2_open.log)? There may be an issue with your GPU drivers...
**** every cause that ends in murder and children crying. ― Iain Banks
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Offline Urthona

  • 22
Now, can you please run a debug build and post the log (which should be in ~/.fs2_open/data, named fs2_open.log)? There may be an issue with your GPU drivers...

Certainly

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.
==========================================================================
Opened log '/Users/<<username>>/Library/FS2_Open/data/fs2_open.log', Mon Mar 22 03:40:06 2010 ...
FreeSpace version: 3.6.10
Passed cmdline options:
  -spec_exp 10
  -spec_static 0.8
  -spec_point 1.0
  -spec_tube 0.8
  -ambient_factor 125.00
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Zathras
  -tbp
Building file index...
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/0rph3u5.vp' with a checksum of 0xf4f337da
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Nameplates.vp' with a checksum of 0x6c0007b7
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Revan.vp' with a checksum of 0x2ec9998c
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Vidmaster.vp' with a checksum of 0x506e2e5c
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Z_Multi.vp' with a checksum of 0x80d52635
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Zathras.vp' with a checksum of 0xcab93364
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/AchenSchoolingFlight.vp' with a checksum of 0x1b04f7fb
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-C-sp-EMW-3_0.vp' with a checksum of 0x5529d851
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-C-sp-RW-3_0.vp' with a checksum of 0x1ca3d242
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-Core-3_4.vp' with a checksum of 0xbda39a14
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-M-MultiPack-1.vp' with a checksum of 0xa2f5f491
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-M-MultiPack-1_0.vp' with a checksum of 0xdcf27819
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/B5SFP.vp' with a checksum of 0xc9d34e0e
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/DarkChildren.vp' with a checksum of 0x7e5ca08a
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/eatraining.vp' with a checksum of 0x595c32d0
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/EBW.vp' with a checksum of 0xd56d6d9e
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/ebwpatch1a.vp' with a checksum of 0x118777f4
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/FortuneHunters.vp' with a checksum of 0x7d8e6d5c
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Infestation.vp' with a checksum of 0x0208547c
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Operations.vp' with a checksum of 0xfc82bb68
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Root_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/sparky_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/sparky_hi_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/stu_fs2.vp' with a checksum of 0x7738890b
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/Survivor.vp' with a checksum of 0xc81f3998
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-AotB-Demo.vp' with a checksum of 0xe887836e
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-DrumsOfWar-1.vp' with a checksum of 0x51240964
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-DrumsOfWar2.vp' with a checksum of 0xc7f53004
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-TheBlackHand-Eps1.vp' with a checksum of 0xdc925b35
Found root pack '/Users/<<username>>/Desktop/The Babylon Project/trail of light.vp' with a checksum of 0xe46f3b5e
Searching root '/Users/<<username>>/Library/FS2_Open/Zathras/' ... 97 files
Searching root '/Users/<<username>>/Library/FS2_Open/' ... 115 files
Searching root '/Users/<<username>>/Desktop/The Babylon Project/Zathras/' ... 0 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/0rph3u5.vp' ... 79 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Nameplates.vp' ... 346 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Revan.vp' ... 131 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Vidmaster.vp' ... 1 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Z_Multi.vp' ... 28 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Zathras/Zathras.vp' ... 167 files
Searching root '/Users/<<username>>/Desktop/The Babylon Project/' ... 54 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/AchenSchoolingFlight.vp' ... 76 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-C-sp-EMW-3_0.vp' ... 188 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-C-sp-RW-3_0.vp' ... 724 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-Core-3_4.vp' ... 7607 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-M-MultiPack-1.vp' ... 21 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5-M-MultiPack-1_0.vp' ... 38 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/B5SFP.vp' ... 456 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/DarkChildren.vp' ... 96 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/eatraining.vp' ... 91 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/EBW.vp' ... 610 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/ebwpatch1a.vp' ... 1 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/FortuneHunters.vp' ... 45 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Infestation.vp' ... 125 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Operations.vp' ... 89 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Root_fs2.vp' ... 3 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/sparky_fs2.vp' ... 3 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/sparky_hi_fs2.vp' ... 3 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/stu_fs2.vp' ... 3 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/Survivor.vp' ... 53 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-AotB-Demo.vp' ... 21 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-DrumsOfWar-1.vp' ... 11 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-DrumsOfWar2.vp' ... 16 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/TBP-TheBlackHand-Eps1.vp' ... 26 files
Searching root pack '/Users/<<username>>/Desktop/The Babylon Project/trail of light.vp' ... 2 files
Found 34 roots and 11326 files.
AutoLang: Language auto-detection successful...
Setting language to English
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 with 16-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 5, G: 6, B: 5, depth: 16, double-buffer: 1
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 16, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : NVIDIA GeForce GT 130 OpenGL Engine
  OpenGL Version    : 2.1 NVIDIA-1.6.6

  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_ARB_shader_texture_lod".

  Compiling shader ->  null-v.sdr / null-f.sdr ...
  Shader in_error!  Disabling GLSL!

  Max texture units: 8 (8)
  Max elements vertices: 2048
  Max elements indices: 150000
  Max texture size: 8192x8192
  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.
ANI 2_radar1 with size 209x170 (33.6% wasted)
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
BMPMAN: Found EFF (exp20.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 29 frames at 22 fps.
BMPMAN: Found EFF (exp04.eff) with 40 frames at 21 fps.
BMPMAN: Found EFF (exp05.eff) with 51 frames at 22 fps.
BMPMAN: Found EFF (exp06.eff) with 71 frames at 23 fps.
BMPMAN: Found EFF (Shockwave01.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (Shockwave02.eff) with 146 frames at 30 fps.
BMPMAN: Found EFF (Shockwave03.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Shockwave04.eff) with 51 frames at 30 fps.
BMPMAN: Found EFF (Disruptor_Impact.eff) with 6 frames at 25 fps.
BMPMAN: Found EFF (particleexp01.eff) with 21 frames at 20 fps.
TBM  =>  Starting parse of 'Zathras-wep.tbm' ...
TBM  =>  Starting parse of 'additional-shp.tbm' ...
WARNING: "Too many ship classes before 'Sinclair's Aurora'; maximum is 130, so only the first 130 will be used Please check also the debug log as it may contain other ship classes which are over the limit" at ship.cpp:3089
Warning: Too many ship classes before 'Ivanova's Aurora'
Warning: Too many ship classes before 'DI Thorun'
Warning: Too many ship classes before 'TS Fighter'
Warning: Too many ship classes before 'EA Avenger'
Warning: Too many ship classes before 'Babylon 4 (S1)'
Warning: Too many ship classes before 'KI Lordship'
Warning: Too many ship classes before 'MR Thoughtforce'
Warning: Too many ship classes before 'TS Dark Knife'
Warning: Too many ship classes before 'TR Triumviron'
Warning: Too many ship classes before 'DI Sekhmet'
Warning: Too many ship classes before 'TS Capital'
TBM  =>  Starting parse of 'Zathras-shp.tbm' ...
Warning: Too many ship classes before 'Earth Landscape'
Warning: Too many ship classes before 'DF Fanged Serpent'
Warning: Too many ship classes before 'EA Thunderbolt#Bomber'
Warning: Too many ship classes before 'PSI Thunderbolt#Bomber'
Warning: Too many ship classes before 'DF Sunhawk'
BMPMAN: Found EFF (rockexp01.eff) with 96 frames at 24 fps.
TBM  =>  Starting parse of 'FH2261-str.tbm' ...
TBM  =>  Starting parse of 'XmasNBG-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 277
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 'hammer1.pcx'
WARNING => Ship class GTF Ulysses not located in Ship_info[] in player file
Wokka!  Error opening file (FreeSpace2.fc2)!
Error parsing 'FreeSpace2.fc2'

Error code = 5.

ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Wokka!  Error opening file (FreeSpace2.fc2)!
Error parsing 'FreeSpace2.fc2'

Error code = 5.

Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% 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 ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particlesmoke01.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 98 frames at 30 fps.
BMPMAN: Found EFF (JumpIn01.eff) with 61 frames at 22 fps.
BMPMAN: Found EFF (JumpOut02.eff) with 61 frames at 22 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xcaae6bc9, IBX checksum: 0x0ac05210 -- "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.
SHOCKWAVE =>  Loading default shockwave model...
Loading model 'shockwave.pof'
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xc1fa90c1, IBX checksum: 0x9999d69a -- "shockwave.pof"
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: 'rwcs - ragesh 3.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 196
Ending mission message count : 196
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'aurora.pof'
IBX: Found a good IBX to read for 'aurora.pof'.
IBX-DEBUG => POF checksum: 0xdaff0dfd, IBX checksum: 0x767d3842 -- "aurora.pof"
Loading model 'marcanos.pof'
IBX: Found a good IBX to read for 'marcanos.pof'.
IBX-DEBUG => POF checksum: 0x866d30fc, IBX checksum: 0x18554a5b -- "marcanos.pof"
BMPMAN: Found EFF (ea-debris01-glow.eff) with 53 frames at 7 fps.
Model marcanos.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Potential problem found: Unrecognized type subsystem 'Hangar01', believed to be in ship marcanos.pof
Potential problem found: Unrecognized type subsystem 'Hangar02', believed to be in ship marcanos.pof
WARNING: "CR Marcanos (marcanos.pof) has a null moment of inertia!" at ship.cpp:5727
Allocating space for at least 38 new ship subsystems ...  a total of 200 is now available (38 in-use).
Loading model 'TLoth.pof'
IBX:  Warning!  Found invalid IBX file: 'TLoth.ibx'
IBX: Starting a new IBX for 'TLoth.pof'.
Potential problem found: Unrecognized type subsystem 'fighterbay01', believed to be in ship TLoth.pof
Potential problem found: Unrecognized type subsystem 'fighterbay02', believed to be in ship TLoth.pof
Loading model 'frazi.pof'
IBX: Found a good IBX to read for 'frazi.pof'.
IBX-DEBUG => POF checksum: 0xc3c036cf, IBX checksum: 0x4527648c -- "frazi.pof"
BMPMAN: Found EFF (narndebris01-glow.eff) with 53 frames at 30 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x74e3d996, IBX checksum: 0x9501930b -- "Blip.pof"
Loading model 'navmarker01.pof'
IBX: Found a good IBX to read for 'navmarker01.pof'.
IBX-DEBUG => POF checksum: 0x5e9ec5e9, IBX checksum: 0x65ea8f36 -- "navmarker01.pof"
Potential problem found: Unrecognized type subsystem 'n01a', believed to be in ship navmarker01.pof
Potential problem found: Unrecognized type subsystem 'ring01a', believed to be in ship navmarker01.pof
Potential problem found: Unrecognized type subsystem 'ring02a', believed to be in ship navmarker01.pof
Loading model 'crmine.pof'
IBX: Found a good IBX to read for 'crmine.pof'.
IBX-DEBUG => POF checksum: 0x23724ed4, IBX checksum: 0xc5a16d8a -- "crmine.pof"
Potential problem found: Unrecognized type subsystem 'detonator', believed to be in ship crmine.pof
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 (6.2% 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 40x31 (3.1% 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 (6.2% 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: 0xc6e91196 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 360 new ship subsystems ...  a total of 600 is now available (83 in-use).
About to page in ships!
ANI shield-eaaurora with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle with size 112x93 (27.3% wasted)
Loading model 'crewshuttle.pof'
IBX: Found a good IBX to read for 'crewshuttle.pof'.
IBX-DEBUG => POF checksum: 0x13fe2d74, IBX checksum: 0x26ddc9a8 -- "crewshuttle.pof"
ANI shield-crmine with size 112x93 (27.3% wasted)
ANI shield-crritan with size 112x93 (27.3% wasted)
Loading model 'cratmshuttle.pof'
IBX: Found a good IBX to read for 'cratmshuttle.pof'.
IBX-DEBUG => POF checksum: 0xa1c8461b, IBX checksum: 0x502836cf -- "cratmshuttle.pof"
ANI shield-nrfrazi with size 112x93 (27.3% wasted)
ANI shield-mflintira with size 112x93 (27.3% wasted)
Loading model 'lintira.pof'
IBX: Found a good IBX to read for 'lintira.pof'.
IBX-DEBUG => POF checksum: 0x04375951, IBX checksum: 0x3755c5fe -- "lintira.pof"
BMPMAN: Found EFF (Disruptor_Particle.eff) with 11 frames at 25 fps.
Loading model 'EAvenom1.pof'
IBX: Found a good IBX to read for 'EAvenom1.pof'.
IBX-DEBUG => POF checksum: 0x6005f569, IBX checksum: 0x5ceb4b38 -- "EAvenom1.pof"
Model EAvenom1.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'EAvenom2.pof'
IBX: Found a good IBX to read for 'EAvenom2.pof'.
IBX-DEBUG => POF checksum: 0x8e1456ea, IBX checksum: 0x0ac07c58 -- "EAvenom2.pof"
Model EAvenom2.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'TKor.pof'
IBX: Found a good IBX to read for 'TKor.pof'.
IBX-DEBUG => POF checksum: 0x5d1a0d73, IBX checksum: 0xbaedb5f9 -- "TKor.pof"
Model TKor.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
BMPMAN: Found EFF (trailrail.eff) with 11 frames at 10 fps.
Loading model 'valasdil.pof'
IBX: Found a good IBX to read for 'valasdil.pof'.
IBX-DEBUG => POF checksum: 0x7297ecbb, IBX checksum: 0xdbb306ea -- "valasdil.pof"
Model valasdil.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'nothing.pof'
IBX: Found a good IBX to read for 'nothing.pof'.
IBX-DEBUG => POF checksum: 0x307871d7, IBX checksum: 0x4d993d84 -- "nothing.pof"
Model nothing.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0xe5f32533, IBX checksum: 0x81c84806 -- "cmeasure01.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x57350658, IBX checksum: 0x89724087 -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0xd816ca2d -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x6d576a63 -- "debris02.pof"
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 (6.2% 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 40x31 (3.1% 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 (6.2% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shield-eaaurora.ani with size 112x93 (27.3% wasted)
ANI shield-eacrewshuttle.ani with size 112x93 (27.3% wasted)
ANI shield-crmine.ani with size 112x93 (27.3% wasted)
ANI shield-crritan.ani with size 112x93 (27.3% wasted)
ANI shield-nrfrazi.ani with size 112x93 (27.3% wasted)
ANI shield-mflintira.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1673/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 400,  Estimated count = 425
================================================
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI 2_vid-eaaurora.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_vid-eaaurora.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'EAvenom2_tech.pof'
IBX: Found a good IBX to read for 'EAvenom2_tech.pof'.
IBX-DEBUG => POF checksum: 0x1725df00, IBX checksum: 0xcacd079c -- "EAvenom2_tech.pof"
Model EAvenom2_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
Frame  0 too long!!: frametime = 4.546 (4.546)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  28.094
1716 frames executed in  30.007 seconds,  57.187 frames per second.
Got event GS_EVENT_DEBRIEF (33) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Storing stats now
Got event GS_EVENT_START_GAME (1) in state GS_STATE_DEBRIEF (27)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file 'rw011024.tga'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
 128
MISSION LOAD: 'rw01 - motfl.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 196
Ending mission message count : 230
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'tanker.pof'
IBX: Found a good IBX to read for 'tanker.pof'.
IBX-DEBUG => POF checksum: 0x7ec15f96, IBX checksum: 0xf965bac3 -- "tanker.pof"
Potential problem found: Unrecognized type subsystem 'tank01a', believed to be in ship tanker.pof
Potential problem found: Unrecognized type subsystem 'tank02a', believed to be in ship tanker.pof
Potential problem found: Unrecognized type subsystem 'tank03a', believed to be in ship tanker.pof
Potential problem found: Unrecognized type subsystem 'tank04a', believed to be in ship tanker.pof
Allocating space for at least 10 new ship subsystems ...  a total of 200 is now available (10 in-use).
Loading model 'zephyr.pof'
IBX: Found a good IBX to read for 'zephyr.pof'.
IBX-DEBUG => POF checksum: 0x6c575661, IBX checksum: 0x733635fb -- "zephyr.pof"
Loading model 'leaguebase.pof'
IBX:  Warning!  Found invalid IBX file: 'leaguebase.ibx'
IBX: Starting a new IBX for 'leaguebase.pof'.
Potential problem found: Unrecognized type subsystem 'bridgea', believed to be in ship leaguebase.pof
Potential problem found: Unrecognized type subsystem 'ringa', believed to be in ship leaguebase.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship leaguebase.pof
Loading model 'midwinter.pof'
IBX: Found a good IBX to read for 'midwinter.pof'.
IBX-DEBUG => POF checksum: 0xe2ed2b44, IBX checksum: 0xbb9d23da -- "midwinter.pof"
Potential problem found: Unrecognized type subsystem 'reactor01a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor02a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor03a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'reactor04a', believed to be in ship midwinter.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship midwinter.pof
Loading model 'jumpgate01.pof'
IBX: Found a good IBX to read for 'jumpgate01.pof'.
IBX-DEBUG => POF checksum: 0x1a7ec5df, IBX checksum: 0x02a3eb43 -- "jumpgate01.pof"
Potential problem found: Unrecognized type subsystem 'reactor01a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor02a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor03a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor04a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor05a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor06a', believed to be in ship jumpgate01.pof
Potential problem found: Unrecognized type subsystem 'reactor07a', believed to be in ship jumpgate01.pof
OpenGL: Reusing 512x512 FBO!
Loading model 'starfield.pof'
IBX: Found a good IBX to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0xc6e91196 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Loading model 'ast03.pof'
IBX: Found a good IBX to read for 'ast03.pof'.
IBX-DEBUG => POF checksum: 0x7e6c5ffe, IBX checksum: 0x9fb3acc5 -- "ast03.pof"
Loading model 'ast02.pof'
IBX: Found a good IBX to read for 'ast02.pof'.
IBX-DEBUG => POF checksum: 0x7bd01d0a, IBX checksum: 0x59adc2c1 -- "ast02.pof"
Loading model 'ast01.pof'
IBX: Found a good IBX to read for 'ast01.pof'.
IBX-DEBUG => POF checksum: 0x199b8684, IBX checksum: 0xf2fa48f9 -- "ast01.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 154 new ship subsystems ...  a total of 400 is now available (83 in-use).
About to page in ships!
ANI shield-eazephyr with size 112x93 (27.3% wasted)
ANI shield-eafueltanker with size 112x93 (27.3% wasted)
Paging in mission messages
Stopping model page in...
ANI shield-eazephyr.ani with size 112x93 (27.3% wasted)
ANI shield-eafueltanker.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1789/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 459,  Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
SOUND: /Users/cliff/fs2_open_3_6_10_0/projects/Xcode/../../code/sound/audiostr-openal.cpp:1244 - OpenAL error = 'Invalid Name'
AUDIOSTR => ErrorExit for ::Create() on wave file: b5_briefing1
ANI narn.ani with size 426x200 (21.9% wasted)
No cached palette file
Frame  0 too long!!: frametime = 8.064 (8.064)
No music file exists to play music at this briefing!
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI 2_vid-eaaurora.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_vid-eaaurora.ani
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
Loading model 'EAvenom2_tech.pof'
IBX: Found a good IBX to read for 'EAvenom2_tech.pof'.
IBX-DEBUG => POF checksum: 0x1725df00, IBX checksum: 0xcacd079c -- "EAvenom2_tech.pof"
Model EAvenom2_tech.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI bicon-tacbomber with size 31x24 (25.0% wasted)
ANI bicon-tacbomber.ani with size 31x24 (25.0% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI bicon-eafreighter1 with size 60x24 (25.0% wasted)
ANI bicon-eafreighter1.ani with size 60x24 (25.0% wasted)
ANI bicon-jumpgate with size 120x91 (28.9% wasted)
ANI bicon-jumpgate.ani with size 120x91 (28.9% wasted)
ANI bicon-tacfighter with size 30x20 (37.5% wasted)
ANI bicon-tacfighter.ani with size 30x20 (37.5% wasted)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Got event GS_EVENT_WEAPON_SELECTION (21) in state GS_STATE_SHIP_SELECT (11)
ANI iconSD4.ani with size 56x24 (25.0% wasted)
ANI iconScalpel.ani with size 56x24 (25.0% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_WEAPON_SELECT (16)
Entering game at time = 109.958
ANI pilot_EA.ani with size 160x120 (6.2% wasted)
ANI pilot_EA_2.ani with size 160x120 (6.2% wasted)
ANI logo_stellarcom.ani with size 160x120 (6.2% wasted)
ANI pilot_RAIDERS.ani with size 160x120 (6.2% wasted)
1735 frames executed in  30.011 seconds,  57.812 frames per second.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
ANI 2_b5render.ani with size 1024x576 (43.8% wasted)
ANI 2_Exit.ani with size 338x25 (21.9% wasted)
ANI 2_Pilot.ani with size 337x25 (21.9% wasted)
ANI 2_Continue.ani with size 337x25 (21.9% wasted)
ANI 2_Techdata.ani with size 337x25 (21.9% wasted)
ANI 2_Options.ani with size 337x25 (21.9% wasted)
ANI 2_Campaign.ani with size 338x25 (21.9% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
STUB: dscap_close in /Users/cliff/fs2_open_3_6_10_0/projects/Xcode/../../code/sound/ds.cpp at line 4378, thread 2912
Freeing all existing models...
... Log closed, Mon Mar 22 03:42:59 2010

 

Offline The E

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Oh. You need to use the Inferno builds with TBP, othrewise you won't see all the pretty ships found in there.

Another thing: Please run both your desktop and FSO at 32 bits of colour depth.
**** every cause that ends in murder and children crying. ― Iain Banks
Join the fun at the HLP IRC channel. Get the latest spam and gossip as long as it's fresh!

 

Offline Urthona

  • 22
Is there something that's telling you I am not using an Inferno build? The actual app sitting in my folder is "FS2_Open-3.6.10 Inferno" which was downloaded from here.

I did change the bit depth to 32 and adjusted some of the other display settings in the launcher (as far as the desktop display settings, MacOSX doesn't even give the option of running in anything less than 32 bit anymore). I also tweaked the Texture Filtering, Anisotropic Filtering and Anitliasing and found that leaving Texture Filtering at 0 while maxing the other two to 16 minimized the effect. However both the bit depth and the filtering adjustments merely seem to be an exercise in finding the settings at which the glitch has the lowest impact rather than eliminating it.

I've been comparing settings using the beginning of the Fortune Hunters 2260 mission "Hello There!" as a visual benchmark as it opens with a nice view of a Brakiri Cruiser and the EA Avenger (also where the above screenshots are from). Oddly enough I noticed that even doing a quick mission restart can result in a change in the amount of junk being reflected off the ships.

 

Offline The E

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Code: [Select]
TBM  =>  Starting parse of 'additional-shp.tbm' ...
WARNING: "Too many ship classes before 'Sinclair's Aurora'; maximum is 130, so only the first 130 will be used Please check also the debug log as it may contain other ship classes which are over the limit" at ship.cpp:3089
Warning: Too many ship classes before 'Ivanova's Aurora'
Warning: Too many ship classes before 'DI Thorun'
Warning: Too many ship classes before 'TS Fighter'
Warning: Too many ship classes before 'EA Avenger'
Warning: Too many ship classes before 'Babylon 4 (S1)'
Warning: Too many ship classes before 'KI Lordship'
Warning: Too many ship classes before 'MR Thoughtforce'
Warning: Too many ship classes before 'TS Dark Knife'
Warning: Too many ship classes before 'TR Triumviron'
Warning: Too many ship classes before 'DI Sekhmet'
Warning: Too many ship classes before 'TS Capital'
TBM  =>  Starting parse of 'Zathras-shp.tbm' ...
Warning: Too many ship classes before 'Earth Landscape'
Warning: Too many ship classes before 'DF Fanged Serpent'
Warning: Too many ship classes before 'EA Thunderbolt#Bomber'
Warning: Too many ship classes before 'PSI Thunderbolt#Bomber'
Warning: Too many ship classes before 'DF Sunhawk'

This is a dead giveaway that you're not actually using an Inferno build.

**** every cause that ends in murder and children crying. ― Iain Banks
Join the fun at the HLP IRC channel. Get the latest spam and gossip as long as it's fresh!