Author Topic: RELEASE - Just Another Day Xtreme Arcade  (Read 22424 times)

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Offline MatthTheGeek

  • Captain Obvious
  • 212
  • Frenchie McFrenchface
Re: RELEASE - Just Another Day Xtreme Arcade
Oh? Completely missed it then, my bad.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 

Offline Hellzed

  • 28
Re: RELEASE - Just Another Day Xtreme Arcade
Is everything in the "data" folder useful ? Or can I completely delete it ?

 

Offline Axem

  • Moderator
  • 211
Re: RELEASE - Just Another Day Xtreme Arcade
Haha, nope. You can delete it. That stuff snuck in there by accident. :) It's removed from the download now.

 

Offline Hellzed

  • 28
Re: RELEASE - Just Another Day Xtreme Arcade
Oh noes... I just spent a few hours making my installer compatible with JADXA because of these files...
And your update means I will have to update the mod descriptor (mostly checksums) for JADXA.

:'(

(silent updates make me really sad... People ask me why the installer says their downloaded files are corrupt...)

Anyway, the good thing is that I can finally test a live  mod update ! (tried a few ones with dummy mods, first real mod update this time !)

EDIT : the update is now online.
« Last Edit: January 05, 2014, 11:57:01 am by Hellzed »

 

Offline Hobbie

  • 28
  • It's Hot Drop O'Clock!
    • Minecraft
    • Steam
Re: RELEASE - Just Another Day Xtreme Arcade
The main menu music encapsulates everything I know and love about this release.
In the arena of logic, I fight unarmed.

 

Online Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: RELEASE - Just Another Day Xtreme Arcade
Gratuitous beam cannons, arcadey goodness, and enough snacks to make Jebediah Kerman proud. JAD:XA: What's not to like?

I played this for a bit right after release, and was promptly distracted by FRED. With some prodding by General Battuta, I decided it was about time I returned to this excellent campaign!



JAD:XA's gameplay is all the classic fun of Freespace distilled into four fast-paced, gut-wrenching missions. From tackling endless waves of drones, to attacking the weak spot for massive damage, to racing as fast as possible through a deadly gauntlet of explosions and BEAMZ, JAD:XA has something for everyone - no one will leave disappointed. NO ONE, I say! :hopping:



Rip and tear! The introduction of powerups and berserk mode to FS makes for delightfully retro gameplay. Zooming around to pick up scattered powerups to replenish my energy reserves, I was reminded instantly of Descent. Besides being a callback to some amazing and nostalgic games, powerups provide a unique, quick risk/reward scenario that's difficult to achieve in FS otherwise - it got me thinking about how similar systems might be implemented in more serious campaigns.



After playing through the missions several times, I haxed some tbls for the lulz.

If I had one complaint to make about JAD:XA, it would be the oft-repeated cliche for any small nugget of perfection: it's short! After repeatedly trying my hand at the four missions, I was left wanting much more. If JAD:XA was meant as a teaser for JAD 2.22's gameplay, then it has definitely achieved its goal. In the meantime, I can only wait and play other amazing Axem campaigns, such as Shadows of Kraken...

 
Re: RELEASE - Just Another Day Xtreme Arcade
This might be a very stupid question, but how does one use the scan mode in the HUB? I mean, after I press Alt+x, I get transparent subscreen in my HUD, but I can't do anything with it. What's the purpose of it?

 

Offline niffiwan

  • 211
  • Eluder Class
Re: RELEASE - Just Another Day Xtreme Arcade
Select a target like the fighters, or powerups, and it'll give you extra info about the target.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Axem

  • Moderator
  • 211
Re: RELEASE - Just Another Day Xtreme Arcade
...

HACKS! CHEATS! UNAUTHORIZED FILES!

...

Glad you liked it!

Also, even with hacked files I'm amazed you can do the space race in under a minute. How on FRED's name did you do the tight spots?

 

Online Shivan Hunter

  • 210
  • FRED needs lambdas!
Re: RELEASE - Just Another Day Xtreme Arcade
setting all the acceleration values to under 0.4 helped. The Hatshepsut was still fairly problematic! :P

 
Re: RELEASE - Just Another Day Xtreme Arcade
Select a target like the fighters, or powerups, and it'll give you extra info about the target.

ARGH, now I understand my problem!

I had disabled in-game mouse from the main menu options, because I am flying with a joystick, so that's why it didn't seem to work reliably. Now it does.

However I still think that mapping anything to mouse is a bad idea. It's inconvenient as hell for anyone with joystick. Why not spacebar or something instead?

---

Anyway, JADXA is cool as hell! It's perfect for those little household parties, where I pit visitors to compete against each other.

 

Offline Hobbie

  • 28
  • It's Hot Drop O'Clock!
    • Minecraft
    • Steam
Re: RELEASE - Just Another Day Xtreme Arcade
Also, even with hacked files I'm amazed you can do the space race in under a minute. How on FRED's name did you do the tight spots?

...and I'm still trying to get under the three minute mark!
In the arena of logic, I fight unarmed.

 

Offline Axem

  • Moderator
  • 211
Re: RELEASE - Just Another Day Xtreme Arcade
Select a target like the fighters, or powerups, and it'll give you extra info about the target.

ARGH, now I understand my problem!

I had disabled in-game mouse from the main menu options, because I am flying with a joystick, so that's why it didn't seem to work reliably. Now it does.

However I still think that mapping anything to mouse is a bad idea. It's inconvenient as hell for anyone with joystick. Why not spacebar or something instead?


I was thinking about non-mouse users, but when I did my survey thingy a couple years ago, a huge majority of players were using kb+mouse and only one had joystick only. And just supporting the mouse was the easiest option for me to script. But it is something I'd like to go back and fix sometime.

Also, glad you really enjoy it. :)

 

Offline Husker

  • 27
Re: RELEASE - Just Another Day Xtreme Arcade
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: 3.7.1
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -nomotiondebris
  -3dshockwave
  -cache_bitmaps
  -dualscanlines
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod JADXA,mediavps_2014
  -no_glsl
Building file index...
Found root pack 'C:\Games\FreeSpace2\JADXA\jadXA_assets.vp' with a checksum of 0xaae498ad
Found root pack 'C:\Games\FreeSpace2\JADXA\jadXA_root.vp' with a checksum of 0x56c36a24
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
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\JADXA\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\JADXA\jadXA_assets.vp' ... 2304 files
Searching root pack 'C:\Games\FreeSpace2\JADXA\jadXA_root.vp' ... 57 files
Searching root 'C:\Games\FreeSpace2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 93 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 23 roots and 17909 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
TBM  =>  Starting parse of 'jadXA-mod.tbm' ...
Game Settings Table: Removed extension on default campaign file name jad-xa
Game Settings Table: Removed extension on ignored campaign file name FreeSpace2
Game Settings Table: "$$Cutscene camera disables HUD" is deprecated in favor of "$Cutscene camera displays HUD"
Game Settings Table: Using Reversed Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are enabled
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Conexant SmartAudio HD)
  Capture device: Internal Microphone (Conexant S
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1366x768 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 4000
  OpenGL Version   : 4.0.0 - Build 9.17.10.2828

  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".

  Max texture units: 8 (2)
  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: NO
  Using trilinear texture filter.
... 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...
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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'zLoadFirst-sct.tbm' ...
TBM  =>  Starting parse of 'misc-functions-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-subspace-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-spawnsystem-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-scoreboard-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-scanmode-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-parsecfg-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-karaoke-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-itemdrop-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-healbeam-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-fredmac-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-debrief-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-credits-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-countdown-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-bossbar-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-berserk-sct.tbm' ...
TBM  =>  Starting parse of 'jadXA-atf-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.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'jadXA-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
TBM  =>  Starting parse of 'jadXA-snd.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'jadXA-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl'...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'jadXA-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'jadXA-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'jadXA-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'jadXA-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 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 (heart.eff) with 32 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (Particle_Green.eff) with 11 frames at 22 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'jadXA-wep.tbm' ...
WARNING: Invalid value found for +Flicker on section 1 of beam DubstepBeam#Endless. Valid range is 0.0 to 1.0, values will be adjusted.
WARNING: Invalid value found for +Flicker on section 2 of beam DubstepBeam#Endless. Valid range is 0.0 to 1.0, values will be adjusted.
WARNING: Invalid value found for +Flicker on section 3 of beam DubstepBeam#Endless. Valid range is 0.0 to 1.0, values will be adjusted.
WARNING: Invalid value found for +Flicker on section 4 of beam DubstepBeam#Endless. Valid range is 0.0 to 1.0, values will be adjusted.
Ignoring free flight speed for weapon 'AHornetChild'
Ignoring free flight speed for weapon 'HeliosChild'
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'jadXA-turrets-obt.tbm' ...
TBM  =>  Starting parse of 'jadXA-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'jadXA-shp.tbm' ...
TBM  =>  Starting parse of 'jadXA-descrip-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'jadXA-promptBox-hdg.tbm' ...
BMPMAN: Found EFF (proBox.eff) with 1 frames at 15 fps.
BMPMAN: Found EFF (proLine.eff) with 3 frames at 15 fps.
ANI objective1 with size 149x21 (34.4% wasted)
TBM  =>  Starting parse of 'jadXA-hud-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% 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 toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% 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 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'jadXA-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
TBM  =>  Starting parse of 'jadXA-main-hall.tbm' ...
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 785
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)
PLR => Loading 'Holly.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'Apollo.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Boomer.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Carl the Shivan.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Holly.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Husker.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Nathan Miles.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Noemi Laporte.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Samuel Bei.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Starbuck.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Holly.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'Holly.jad-xa.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'Holly.jad-xa.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.290 (0.290)
Frame  0 too long!!: frametime = 0.304 (0.304)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Holly.jad-xa.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Someone passed an extension to bm_load for file '2_LoadXA3.png'
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
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 54 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM  =>  Starting parse of 'mv_effects-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.
BMPMAN: Found EFF (NGECross.eff) with 140 frames at 30 fps.
BMPMAN: Found EFF (magiccircle.eff) with 123 frames at 30 fps.
BMPMAN: Found EFF (magicflash.eff) with 34 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: 0x966cb914, IBX checksum: 0x8899b070 -- "warp.pof"
 300
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'
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.)
IBX: Found a good IBX to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0x9af155c2 -- "shockwave.pof"
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'jadxa-3race.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Artificial Beta Tester
Invalid team color specified in mission file for ship SD Ravana 4, resetting to default
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Invalid team color specified in mission file for ship SC Lilith 9, resetting to default
Using alternate ship type name: Artificial Beta Tester
Invalid team color specified in mission file for ship SC Lilith 10, resetting to default
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Using alternate ship type name: Artificial Beta Tester
Invalid team color specified in mission file for ship SD Demon 22, resetting to default
Invalid team color specified in mission file for ship SC Rakshasa 23, resetting to default
Invalid team color specified in mission file for ship SC Rakshasa 24, resetting to default
Invalid team color specified in mission file for ship SC Rakshasa 25, resetting to default
Starting mission message count : 209
Ending mission message count : 216
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'unit01-GTFEzechiel.pof'
IBX: Found a good IBX to read for 'unit01-GTFEzechiel.pof'.
IBX-DEBUG => POF checksum: 0xc611ab9e, IBX checksum: 0x7115aa10 -- "unit01-GTFEzechiel.pof"
Loading model 'carrier3t-01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship carrier3t-01.pof
IBX: Found a good IBX to read for 'carrier3t-01.pof'.
IBX-DEBUG => POF checksum: 0xb7776f15, IBX checksum: 0xeea28778 -- "carrier3t-01.pof"
Allocating space for at least 42 new ship subsystems ...  a total of 200 is now available (42 in-use).
Loading model 'gtibretonia.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship gtibretonia.pof
IBX: Found a good IBX to read for 'gtibretonia.pof'.
IBX-DEBUG => POF checksum: 0xe41fa57f, IBX checksum: 0xec552c37 -- "gtibretonia.pof"
Submodel 'gtibretonib' is detail level 1 of 'gtibretonia'
Submodel 'gtibretonic' is detail level 2 of 'gtibretonia'
Submodel 'communicationb' is detail level 1 of 'communicationa'
Submodel 'communicationc' is detail level 2 of 'communicationa'
Loading model 'Hades.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Hades.pof
IBX: Found a good IBX to read for 'Hades.pof'.
IBX-DEBUG => POF checksum: 0x61568641, IBX checksum: 0xdc00192b -- "Hades.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turret07b' is detail level 1 of 'turret07a'
Loading model 'Capital2S-01-vassago.pof'
BMPMAN: Found EFF (htlravana-glow.eff) with 63 frames at 26 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (scap02-glow.eff) with 21 frames at 20 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship Capital2S-01-vassago.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship Capital2S-01-vassago.pof
IBX: Found a good IBX to read for 'Capital2S-01-vassago.pof'.
IBX-DEBUG => POF checksum: 0xa91ba34c, IBX checksum: 0x76111086 -- "Capital2S-01-vassago.pof"
Loading model 'capital2V-01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship capital2V-01.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship capital2V-01.pof
IBX: Found a good IBX to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0xe958dd8e, IBX checksum: 0xe7ebc929 -- "capital2V-01.pof"
Loading model 'Karnak.pof'
Potential problem found: Unrecognized subsystem type 'door-in1', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-in2', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-in3', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-out1', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-out2', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'door-out3', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'bridge', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'fighterbay01', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'fighterbay02', believed to be in ship Karnak.pof
Potential problem found: Unrecognized subsystem type 'fighterbay03', believed to be in ship Karnak.pof
IBX: Found a good IBX to read for 'Karnak.pof'.
IBX-DEBUG => POF checksum: 0x87722419, IBX checksum: 0x0ee76b61 -- "Karnak.pof"
Allocating space for at least 51 new ship subsystems ...  a total of 400 is now available (213 in-use).
Loading model 'drydock2t-01.pof'
Potential problem found: Unrecognized subsystem type 'hose01', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'hose02', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'hose03', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'hose04', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece1a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece2a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece3a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'piece4a', believed to be in ship drydock2t-01.pof
Potential problem found: Unrecognized subsystem type 'storage', believed to be in ship drydock2t-01.pof
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece1a'
Found live debris model for 'piece2a'
Found live debris model for 'piece2a'
Found live debris model for 'piece3a'
Found live debris model for 'piece3a'
Found live debris model for 'piece3a'
Found live debris model for 'piece4a'
IBX: Found a good IBX to read for 'drydock2t-01.pof'.
IBX-DEBUG => POF checksum: 0xb5f3799e, IBX checksum: 0x6a5b04cc -- "drydock2t-01.pof"
Submodel 'pvdockd' is detail level 3 of 'pvdocka'
Submodel 'pvdockb' is detail level 1 of 'pvdocka'
Submodel 'pvdockc' is detail level 2 of 'pvdocka'
Submodel 'piece1b' is detail level 1 of 'piece1a'
Submodel 'piece1c' is detail level 2 of 'piece1a'
Submodel 'piece2b' is detail level 1 of 'piece2a'
Submodel 'piece2c' is detail level 2 of 'piece2a'
Submodel 'piece3b' is detail level 1 of 'piece3a'
Submodel 'piece3c' is detail level 2 of 'piece3a'
Submodel 'piece4b' is detail level 1 of 'piece4a'
Submodel 'piece4c' is detail level 2 of 'piece4a'
Loading model 'Cruiser03x-jad.pof'
IBX: Found a good IBX to read for 'Cruiser03x-jad.pof'.
IBX-DEBUG => POF checksum: 0x91fafcb9, IBX checksum: 0x08a5473b -- "Cruiser03x-jad.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x3aaebe96, IBX checksum: 0xef205014 -- "corvette2t-01.pof"
Loading model 'Sathanas.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Sathanas.pof
Found live debris model for 'turret01'
Found live debris model for 'turret02'
Found live debris model for 'turret03'
Found live debris model for 'turret04'
Found live debris model for 'turret49'
Found live debris model for 'turret50'
IBX: Found a good IBX to read for 'Sathanas.pof'.
IBX-DEBUG => POF checksum: 0x3b68e42e, IBX checksum: 0xafe21bb6 -- "Sathanas.pof"
Loading model 'Colossus.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Colossus.pof
IBX: Found a good IBX to read for 'Colossus.pof'.
IBX-DEBUG => POF checksum: 0xe71af2b9, IBX checksum: 0xf3f60407 -- "Colossus.pof"
Submodel 'turret10b' is detail level 1 of 'turret10a'
Submodel 'turret10b-arm' is detail level 1 of 'turret10a-arm'
Submodel 'turret09b' is detail level 1 of 'turret09a'
Submodel 'turret09b-arm' is detail level 1 of 'turret09a-arm'
Submodel 'turret08b' is detail level 1 of 'turret08a'
Submodel 'turret08b-arm' is detail level 1 of 'turret08a-arm'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret02b-arm' is detail level 1 of 'turret02a-arm'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01b-arm' is detail level 1 of 'turret01a-arm'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret03b-arm' is detail level 1 of 'turret03a-arm'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret04b-arm' is detail level 1 of 'turret04a-arm'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret05b-arm' is detail level 1 of 'turret05a-arm'
Submodel 'turret06b' is detail level 1 of 'turret06a'
Submodel 'turret06b-arm' is detail level 1 of 'turret06a-arm'
Submodel 'turret07b' is detail level 1 of 'turret07a'
Submodel 'turret07b-arm' is detail level 1 of 'turret07a-arm'
Loading model 'Arcadia.pof'
Potential problem found: Unrecognized subsystem type 'ForkTable', believed to be in ship Arcadia.pof
Potential problem found: Unrecognized subsystem type 'ForkLift', believed to be in ship Arcadia.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship Arcadia.pof
Unknown special object type $path06 while reading model Arcadia.pof
Unknown special object type $path07 while reading model Arcadia.pof
Found live debris model for 'communication'
Found live debris model for 'communication'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'fighterbay'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
Found live debris model for 'weapons'
IBX: Found a good IBX to read for 'Arcadia.pof'.
IBX-DEBUG => POF checksum: 0x3df22471, IBX checksum: 0x15612e25 -- "Arcadia.pof"
Loading model 'ring.pof'
BMPMAN: Found EFF (chevron.eff) with 30 frames at 60 fps.
IBX: Found a good IBX to read for 'ring.pof'.
IBX-DEBUG => POF checksum: 0xac42c852, IBX checksum: 0x6d934a51 -- "ring.pof"
Loading model 'capital04.pof'
BMPMAN: Found EFF (capital04-02-glow.eff) with 37 frames at 15 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital04.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital04.pof
IBX: Found a good IBX to read for 'capital04.pof'.
IBX-DEBUG => POF checksum: 0xdd0af35a, IBX checksum: 0xd5bbc0c7 -- "capital04.pof"
Submodel 'capital04b' is detail level 1 of 'capital04a'
Submodel 'capital04c' is detail level 2 of 'capital04a'
Submodel 'capital04d' is detail level 3 of 'capital04a'
Submodel 'turret03b-base' is detail level 1 of 'turret03a-base'
Submodel 'turret07b-base' is detail level 1 of 'turret07a-base'
Loading model 'Rakshasa-beta.pof'
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship Rakshasa-beta.pof
IBX: Found a good IBX to read for 'Rakshasa-beta.pof'.
IBX-DEBUG => POF checksum: 0x488d55da, IBX checksum: 0x14849001 -- "Rakshasa-beta.pof"
Allocating space for at least 20 new ship subsystems ...  a total of 600 is now available (417 in-use).
Loading model 'Drone01.pof'
IBX: Found a good IBX to read for 'Drone01.pof'.
IBX-DEBUG => POF checksum: 0xa2f72c45, IBX checksum: 0x6f1bb182 -- "Drone01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xc5a27c63 -- "cargo2t-01.pof"
Loading model 'reactor.pof'
IBX: Found a good IBX to read for 'reactor.pof'.
IBX-DEBUG => POF checksum: 0x9195c2c2, IBX checksum: 0x4a10e418 -- "reactor.pof"
Loading model 'Sobek.pof'
Found live debris model for 'turret01'
Found live debris model for 'turret02'
Found live debris model for 'turret03'
Found live debris model for 'turret05'
IBX: Found a good IBX to read for 'Sobek.pof'.
IBX-DEBUG => POF checksum: 0x58b8a12c, IBX checksum: 0xee55c1b0 -- "Sobek.pof"
Loading model 'gate.pof'
Potential problem found: Unrecognized subsystem type 'vortexa', believed to be in ship gate.pof
IBX: Found a good IBX to read for 'gate.pof'.
IBX-DEBUG => POF checksum: 0x78fc8862, IBX checksum: 0x2029a02d -- "gate.pof"
Loading model 'capital01.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship capital01.pof
IBX: Found a good IBX to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0xe7f08675, IBX checksum: 0x7dc1ec68 -- "capital01.pof"
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret01c' is detail level 2 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret02c' is detail level 2 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret03c' is detail level 2 of 'turret03a'
Submodel 'turret04b' is detail level 1 of 'turret04a'
Submodel 'turret04c' is detail level 2 of 'turret04a'
Submodel 'turret05b' is detail level 1 of 'turret05a'
Submodel 'turret05c' is detail level 2 of 'turret05a'
Allocating space for at least 5 new ship subsystems ...  a total of 800 is now available (603 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'orangetan-box.pof'
Model orangetan-box.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Found a good IBX to read for 'orangetan-box.pof'.
IBX-DEBUG => POF checksum: 0x93d46f86, IBX checksum: 0x10e4ea4f -- "orangetan-box.pof"
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xc0ade8e6 -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'Nephthys.pof'
IBX: Found a good IBX to read for 'Nephthys.pof'.
IBX-DEBUG => POF checksum: 0x10846167, IBX checksum: 0x853c6cdf -- "Nephthys.pof"
BMPMAN: Found EFF (thruster01.eff) with 30 frames at 15 fps.
BMPMAN: Found EFF (thruster01a.eff) with 30 frames at 15 fps.
Allocating space for at least 376 new ship subsystems ...  a total of 1200 is now available (723 in-use).
About to page in ships!
ANI shieldINFFighter02 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_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 (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 60 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (SbeamAF.eff) with 25 frames at 30 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 (GreenBeamGlow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 60 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x3ee2fcac -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4d87a860, IBX checksum: 0xef94b81e -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xef8699b5 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x19f7f55e -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x4181e059, IBX checksum: 0xd8629386 -- "bombardier.pof"
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x436327ba, IBX checksum: 0xf7664532 -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0xf272dc8a -- "piranha.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0x21dd34b9 -- "stilettoII.pof"
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 10 fps.
Loading model 'cyclops.pof'
IBX: Found a good IBX to read for 'cyclops.pof'.
IBX-DEBUG => POF checksum: 0x4ddb3dec, IBX checksum: 0x3994e5c5 -- "cyclops.pof"
BMPMAN: Found EFF (missilespew02.eff) with 20 frames at 10 fps.
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0x60bd5c91 -- "helios.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x76256515 -- "cmeasure01.pof"
Loading model 'ShivanCM.pof'
IBX: Found a good IBX to read for 'ShivanCM.pof'.
IBX-DEBUG => POF checksum: 0xf84d4220, IBX checksum: 0xb7ac33fd -- "ShivanCM.pof"
Loading model 'VasudanCM.pof'
IBX: Found a good IBX to read for 'VasudanCM.pof'.
IBX-DEBUG => POF checksum: 0xd34373aa, IBX checksum: 0xe4136763 -- "VasudanCM.pof"
Loading model 'ShivanCluster.pof'
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x4b5c01e9, IBX checksum: 0x8369b9d8 -- "ShivanCluster.pof"
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x25d2520e, IBX checksum: 0xc624dc0f -- "MX-50.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x18046fab, IBX checksum: 0xdfae2af9 -- "harbinger.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x74aa90ad, IBX checksum: 0xfdd1d169 -- "Interceptor.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4a2c27f4, IBX checksum: 0x2098b367 -- "S_Rockeye.pof"
BMPMAN: Found EFF (missilespew03.eff) with 20 frames at 10 fps.
Loading model 'MissileL.pof'
IBX: Found a good IBX to read for 'MissileL.pof'.
IBX-DEBUG => POF checksum: 0xb1f8614e, IBX checksum: 0xb0afd483 -- "MissileL.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x8d7227a4 -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xb2f69e71, IBX checksum: 0x2b3de38f -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0x76d846b5, IBX checksum: 0xf7e6e8a2 -- "S_Harpoon.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x0cb49c79 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x3e979514 -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI damage1.ani with size 148x25 (21.9% 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 toggle1.ani with size 57x20 (37.5% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI weapons1_b.ani with size 150x20 (37.5% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI time1.ani with size 47x23 (28.1% 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 2_energy2.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
Malloc failed!!!!!!!!!!!!!!!!!!!
ERROR: Malloc Failed!

File: windebug.cpp
Line: 1794
Int3(): From c:\code\fs2_open_0\code\globalincs\windebug.cpp at line 1253
Debug spew from the crashes I get trying to play this now. I tried to start the race, and now I can't play it. :(

 

Offline Axem

  • Moderator
  • 211
Re: RELEASE - Just Another Day Xtreme Arcade
This is literally worse than Bosch.

Which build exactly are you running with? And what are your system specs?

It's odd that it only stopped working now...

Edit Also try removing MV_Advanced, it may be sucking up all your precious memory.
« Last Edit: February 20, 2014, 05:22:56 pm by Axem »

 

Offline Husker

  • 27
Re: RELEASE - Just Another Day Xtreme Arcade
I'm running on the build you recommended. My system is a laptop. I'll try, but I've never had problems with MV_Advanced.

 

Offline Axem

  • Moderator
  • 211
Re: RELEASE - Just Another Day Xtreme Arcade
How much RAM do you have and what are your laptop's video card specs?

Malloc errors come from not enough memory being available for things. And MV_Advanced is full of memory hogging features, so its worth a try!

 

Offline niffiwan

  • 211
  • Eluder Class
Re: RELEASE - Just Another Day Xtreme Arcade
You're running on an Intel video card - I believe I've seen that cause this problem before.  Do you have an nvidia or AMD card in the laptop as well? If so you might need to force it to use that card instead of the Intel one.
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: RELEASE - Just Another Day Xtreme Arcade
The race has a large amount of ships doing stuff, I can see how this could would be too much for a not so powerful laptop to handle.
Might be an idea to restart your campaign and try a different mode!
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Husker

  • 27
Re: RELEASE - Just Another Day Xtreme Arcade
Well, pulling MV_Advanced seemed to have worked. I would hate to see what my comp would have spit up trying to run Blue Planet with the new MediaVPs. And all this has is an Intel graphics card. I would love to be able to change it.