Hard Light Productions Forums

FreeSpace Releases => Mission & Campaign Releases => Topic started by: Lt.D on July 25, 2013, 02:09:25 am

Title: RELEASE - Bem Cavalgar
Post by: Lt.D on July 25, 2013, 02:09:25 am
Bem Cavalgar

Bem Cavalgar is a campaign set during the Shivan invasion of Vasuda in the Great War. The story follows a group of loyalist Vasudan officers who stay behind to defend their homeworld and the evacuating civilians.

You play as both Captain Senbi, leader of the loyalists, and as an unnamed fighter pilot, Azriel 1.



Installation

Bem Cavalgar requires the Freespace Port 3.4, the FSPort MediaVPs and the MediaVPs 3.6.12 to function.

Make a folder in your root FS2 directory and unpack everything there. Select 'Bem Cavalgar' via your FSOpen launcher.



Loadout

Note that loadout is persistent across the campaign. At the moment (v1) it's set during the introductory cutscene at the start of the campaign and doesn't change afterwards; the exact number of ships and weapons you get is tied to the difficulty.

Play the introductory cutscene on Very Easy to get a full choice of ships and weapons. Play on higher difficulties to have your stocks proportionately reduced.



Credits

Freespace Port - all Freespace 1 content
Freespace Upgrade Project - strategic map ships based on their models
Black Wolf - Abydos installation
Trashman - Vasudan corvette
Ransom Arceihn - Comship model
Blue Planet - fonts, AI
Ben Prunty - Faster Than Light music (Federation and Last Stand)
David Nicolle - furusiyya translation

This campaign owes additional debts to:

Blue Planet
Goober5000
Ransom Arceihn



Download

FSMods: http://www.freespacemods.net/download.php?view.901 (http://www.freespacemods.net/download.php?view.901)
Mediafire: http://www.mediafire.com/download/7u8ijb65x3byjhc/bemcavalgar.rar (http://www.mediafire.com/download/7u8ijb65x3byjhc/bemcavalgar.rar)
Title: Re: RELEASE - Bem Cavalgar
Post by: Lt.D on July 25, 2013, 02:09:54 am
Okay, so this post right here is to 'explain' Bem Cavalgar, at least from my perspective. I don't want to influence people overmuch so I'll keep things light (and spoiled!) for now.

1. Balance

Spoiler:
The most pressing issue for me at the moment is balance.

One of the core themes I tried to write into Bem Cavalgar is the idea of the dilemma or difficult choice. Hopefully that's apparent in at least some of the mission design and in the 'strategic map' as a whole.

Part of the concept of the dilemma is that it's a forced choice - there's a kind of pressure on you to make the 'right' choice, whatever that is. Strategically, at the moment that's done almost entirely through the Time variable, which controls what missions are available when. In later releases there'll be more missions so mission choice won't be quite as significant.

The other kind of 'strategic' pressure comes in the form of the ship and weapon stocks. Again, at the moment there are only a few missions so this doesn't matter so much - plus the variables are static anyway, so you'll always have the same resources available. In later releases, I'd like to heighten this aspect so that the player is tempted to take missions based on possible material benefit rather than just what they feel like doing at the moment.

Part of realising this will be including a way to lose resources - wingman deaths will result in shipframe and cannon losses, naturally. I haven't implemented this yet for various reasons (again, at the moment the campaign is only 5-7 missions long!).

The other part is making missions difficult enough that weapon and ship advantage can tilt the battle in the player's favour. Weapons and ships need to be powerful enough/the default Anubis and Avenger loadout needs to be weak enough that skipping saving civilian lives to get a supply package from the PVN is a tempting idea.

So: I've tried to balance missions roughly along the lines of a player using the default loadout of Anubis/Avenger/Fury playing on Normal can achieve roughly half of the mission objectives (i.e. save 50% of civilian lives, destroy 50% of Shivan ships).

Is this balance setting accurate? Does the default loadout give you roughly a 50% success rate in each mission?
Title: Re: RELEASE - Bem Cavalgar
Post by: Lt.D on July 25, 2013, 02:10:10 am
I've always been a proponent of iterative design and Bem Cavalgar is the kind of campaign (low narrative focus) where I might actually be able to put it into practice. This post will be about plans for later releases.

I also believe in content-sharing. Unfortunately as a FREDder I've never really been able to do this for myself - I can use other people's assets, but not share my own.

There are some things I would like for v2 of Bem Cavalgar. I'll scavenge or attempt to make my own, but I'm also willing to negotiate tit-for-tat FRED-for-assets deals, in the spirit of sharing and enabling content creation.



BUGFIXES

BALANCE

MODELS

SKYBOXES

BACKGROUNDS

Title: Re: RELEASE - Bem Cavalgar
Post by: Black Wolf on July 25, 2013, 05:24:42 am
Congrats on the release! Downloading now.
Title: Re: RELEASE - Bem Cavalgar
Post by: Rodo on July 25, 2013, 06:42:30 am
Uhhh a new campaign, gotta play it on the weekend :D
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on July 25, 2013, 07:14:57 am
Not just a new campaign, but a new person. Welcome.

A release on your first post, nice way to enter the forum. Your ideas intrigue me, and I favour the FSPort over FS2, so I think I'll be trying this sometime.
Title: Re: RELEASE - Bem Cavalgar
Post by: Nyctaeus on July 25, 2013, 07:33:00 am
(http://www.hard-light.net/forums/Smileys/HLP/welcome2hlpbb.gif)
I'm impressed. Not everyone's first post is release of the campaign. Downloading.
Title: Re: RELEASE - Bem Cavalgar
Post by: Luis Dias on July 25, 2013, 08:41:37 am
bem cavalgar? why that name? :)
Title: Re: RELEASE - Bem Cavalgar
Post by: Lt.D on July 25, 2013, 08:51:05 am
Not exactly new.

bem cavalgar? why that name? :)

Bem Cavalgar (http://en.wikipedia.org/wiki/Bem_cavalgar) refers to a medieval Portuguese manual on horsemanship and jousting. One of the key themes I wanted to touch on in this campaign was chivalry and martial brotherhood.

e: I'm aware it probably sounds either really trite or bizarrely pedestrian to Portuguese speakers
Title: Re: RELEASE - Bem Cavalgar
Post by: Luis Dias on July 25, 2013, 08:56:39 am
Sounds funny. Especially when one tries to read it in english! I am not able to play your campaign right now, but I'll give it a try later on, really nice of you to publish it here!
Title: Re: RELEASE - Bem Cavalgar
Post by: Oddgrim on July 26, 2013, 05:15:58 am
Congrats on your first release. c:
Title: Re: RELEASE - Bem Cavalgar
Post by: Black Wolf on July 26, 2013, 05:36:26 am
Wow. OK, I have to admit, I went into this sceptical. An unannounced campaign by a new member - we've had these before - often they're great, but sometimes they lack polish. Boy was I wrong. This campaign is totally, totally worth a play - not only that it's properly, legitimately good. Really good.

Seriously, download it!

OK, so with that out of the way, this is my initial impressions post - I'm not finished the campaign yet, so I shouldn't be able to spoil too much, but if you don;t want to hear anything, stop reading here.





Right, impressions.

First of all, the bad. I did run into a few bugs - the very first mission selection map had no messages, although I could read them when I pressed F4, so that may have been a HUD issue. I also had an error about the fiction viewer monochrome file, which may have been somehting on my end - my mediaVPs had a different named file in there - it's possible that the latest FSPort mediaVPs use the filename I needed here.

Other bugs so far have been minimal - Terran personae on the mission with the Abydos being the mnost obvious so far. Thanks for using the Abydos by the way - it's really, really cool to see my stuff getting used, especially so soon after release. :D

Also, I have to admit to being a little disappointed with the decision to give the Shivans FS2 ships and weapons, and a little more disappointed with the decision to give the Vasudans extra weapons as well - flak and railgun type projectiles that I've encountered so far. I know that the FS1 canon weapons are a little limiting, but still, I found myself wishing it'd stuck to canon. I recognise that it's a stylistic choice - I guess I just would have made a different one. Others will disagree with me there - this exact sort of thing was suggested by Fury some time back, and IIRC received some degree of support - just not from me.

Also, some of the fiction seems a little... odd. Hard to put into the context of the storyline. Although again, that's style, and I might just be missing something that will be obvious to others.

But, I should emphasise, the good here far, far outweighs the bad! The map system is cool, forcing you to choose what to prioritise - do I want to take down that Shivan corvette or save the refugees? The fact that you generally can't do both - unlike, for example, FS2's SOC loops - makes the choice a lot more meaningful. I'm assuming that the decisions affecting Shivan power, refugees saved etc. have an incremental effect down the line, or between missions?

This sense of choice follows on to the missions themselves - Is my time better spent evacuating the station or defending it? How do I best equip my wingmen for the objectives outlined in the briefing? And you have to be careful because this campaign is hard. Correct use of wingmen is critical, and expect to lose a lot of them. If the objectives are to keep people alive, you're going to have to send them home early. Part of this (a big part) is that the FS1 weapons just aren't very powerful compared to FS2, and add in shield management provided by Fury AI and you'll be pounding away for twice, three times as long on a fighter here than you would in a similar FS2 or post Capella campaign. On the flipside, though, some of the Shivans didn't feel that tough either - I felt like an absolute tank in my Amun - they just couldn't get through its shields without immense sustained firepower. Also, there are a lot of things to do and a lot of Shivans - I don't think I've completed a single mission with all the objectives 100% complete yet.

The missions themselves feel a little simplistic if you're expecting something like a VD or WiH level of complexity - there aren't many gimmicks or FREDding tricks beyond the big one in the mission selection stuff - but they're rock solid, bug free (as far as I can tell), well laid ourt, aesthetically satisfying, and most importantly they're fun - and they'll keep you coming back. If you're planning on re-releasing or iterative development then I do have some specific suggestions regarding individual missions, but I think I'll save them until I've 100% finished - but before I can do that I need to figure out how to kill this Demon! :D

So, yeah, in summary - although there are a few stylistic decisions I would have made differently, that takes nothing away from a unique, well FREDded remarkable first effort. Top marks!
Title: Re: RELEASE - Bem Cavalgar
Post by: Luis Dias on July 26, 2013, 06:14:29 am
I'm halfway through and I am really really impressed with it. I confess I was most annoyed by the initial cutscene where I see a Moloch slashing beams in Vasuda Prime's space, and then I see a Demon doing the same... My initial impression wasn't great, but then when I saw that command hub I was absolutely convinced this was a damn good campaign. I love that hub, the conversations happening, the events, the briefings, etc., and most of all the tactical gameplay of choosing this or that mission, with what appears to be consequential throughout the campaign.

That concept is really cool. I will still have to play it to the end to see how it fares. It would be great if for instance a player chooses every mission regarding the protection of fleeing convoys and so on only to get their last missions just utterly impossible to beat, because the player never chose one single mission of taking out shivan convoys and reinforcements, etc. to that point. Conversely, if one only chooses the latter, one will really diminish the shivan power, but never really saves anyone at all...
Title: Re: RELEASE - Bem Cavalgar
Post by: Goober5000 on July 26, 2013, 11:42:41 am
This looks outstanding.  I haven't played it yet, but if I had to guess, I'd say that the "command hub" people are talking about is a full-fledged version of the "choose your own adventure" style of campaign that I demonstrated in FreeSpaceLancer (http://www.hard-light.net/forums/index.php?topic=29170.0).  (I assume that's the reason for my inclusion in the "additional debts" section.)  I'm glad somebody finally took that concept and ran with it. :D  Really looking forward to this.
Title: Re: RELEASE - Bem Cavalgar
Post by: achtung on July 26, 2013, 02:00:15 pm
http://www.freespacemods.net/download.php?view.901

approved on fsmods
Title: Re: RELEASE - Bem Cavalgar
Post by: est1895 on July 26, 2013, 08:05:26 pm
Will it run on the new FS-Open 3.7.0 RC2?

I assume that you mean FSPort 3.4?
Title: Re: RELEASE - Bem Cavalgar
Post by: Lt.D on July 27, 2013, 02:17:11 am
It was mostly constructed using RC1, so RC2 should work as well.

FSPort 3.4, yes.
Title: Re: RELEASE - Bem Cavalgar
Post by: Rodo on July 27, 2013, 05:35:42 pm
Nice campaign man, had a blast playing it.
Title: Re: RELEASE - Bem Cavalgar
Post by: Echelon9 on July 28, 2013, 03:35:02 am
A really interesting idea executed with the command hub. Like it.

A word of advice is prior to release, always run your mod through with a Debug build. It will note a range of issues with tables, models and settings that aren't otherwise picked up in the more accommodative Release builds. For instance:

Code: [Select]
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Shivan"  in ship: SF Dragon." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "Phoenix V#Shivan"  in ship: SF Basilisk." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "Interceptor#Shivan"  in ship: SF Manticore." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-50#Shivan"  in ship: SF Manticore." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-50#Shivan"  in ship: SB Nephilim." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "Synaptic#Shivan"  in ship: SB Nephilim." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "Phoenix V#Shivan"  in ship: SB Nephilim." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-50#Shivan"  in ship: SB Nephilim." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-50#Shivan"  in ship: SB Seraphim." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "Synaptic#Shivan"  in ship: SB Seraphim." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "Phoenix V#Shivan"  in ship: SB Seraphim." at parselo.cpp:2719
WARNING: "Unable to find WEAPON_LIST_TYPE string "MX-50#Shivan"  in ship: SB Seraphim." at parselo.cpp:2719
WARNING: "main_hall_init() was passed a blank mainhall name, loading first available mainhall." at mainhallmenu.cpp:412
WARNING: "Couldn't open texture 'glow_blus_small4' referenced by model 'VasMCorvette.pof'" at modelread.cpp:1837
WARNING: "PVCv Khepri (VasMCorvette.pof) has a null moment of inertia!" at ship.cpp:4593
WARNING: "PVCv Khepri (VasMCorvette.pof) has a null moment of inertia!" at ship.cpp:4593
WARNING: "Invalid subobj_num or model_num in subsystem 'sensors' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
WARNING: "Invalid subobj_num or model_num in subsystem 'communications' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
WARNING: "Invalid subobj_num or model_num in subsystem 'weapons' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
WARNING: "Invalid subobj_num or model_num in subsystem 'navigation' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
WARNING: "Invalid subobj_num or model_num in subsystem 'engine' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
Title: Re: RELEASE - Bem Cavalgar
Post by: Lt.D on July 28, 2013, 04:00:26 am
Some of these are beyond my powers to fix (found some more model errors with Trashman's Vasudan corvette turrets just now). Others aren't going to go away (Ransom's Comship, which I forgot to credit him for officially, is an intangible model, so there's nowhere for subsystems to go).

Still a little confused over the FSPort weapons still being called up. I thought that would be overridden due to being in secondarylist in the mod.ini. I've got an override tbm that I can distribute to fix that.

I can fix up the mainhall thing as well - silly oversight. Might be able to edit the Fury AI table as well - assuming that's where those errors are from, though they didn't appear for me.
Title: Re: RELEASE - Bem Cavalgar
Post by: praseodym on July 28, 2013, 04:39:38 am
Hi Lt.D,

first: congratulation to this new campaign.

I'd like to ask you the following:

In dogfight the shivans are somehow circling around me making it "strange" to fight, e.g. with matched speed. Is this a "bug"? Running it with 3.7-RC2 on Ubuntu 12.04 32 bit

Thanks in advance

praseodym
Title: Re: RELEASE - Bem Cavalgar
Post by: Scotty on July 28, 2013, 02:08:00 pm
Sounds like ship glide.  Been around for a while, doesn't get used much by the AI.
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on July 28, 2013, 03:08:40 pm
I'd bet on lateral thrusters instead. And that's been around since FS1.
Title: Re: RELEASE - Bem Cavalgar
Post by: NGTM-1R on July 28, 2013, 03:58:42 pm
I'm really pissed off I won't be able to play this until next weekend.
Title: Re: RELEASE - Bem Cavalgar
Post by: QuakeIV on July 29, 2013, 12:53:40 am
This doesnt seem to... work...

I have tried a variety of launchers, tried loading a variety of mods into my freespace port install (in some vain effort to provide some potentially missing file), and generally screwed around with settings in an effort to get past the fiction viewer.

To explain roughly what I experience.

Cool cutscene thing with the vasudans and shivans pew pewing eachother.

Some fiction viewer dialogue.

I get into the mission where I have some sort of strategic map, with various people babbling at me.

I fly up to any given mission and fire to select the mission.



I get some sort of error (varies subtly between RC1 and RC2)

Could not load in 2_FictionViewer-m!
ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0_RC1.exe! <no symbol>
fs2_open_3_7_0_RC1.exe! <no symbol

Then when I dismiss this error I end up with the fiction viewer showing me some memoir excerpt, and I have no ability to click the proceed button.


Log attached from when I went through this with the debugger.  Its worth noting this actually crashes the debug build.

[attachment deleted by ninja]
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on July 29, 2013, 12:55:06 am
You don't have the FSPort MVPs.
Title: Re: RELEASE - Bem Cavalgar
Post by: Luis Dias on July 29, 2013, 04:02:24 am
Damn this campaign makes me feel wanting to play windmills all over again.
Title: Re: RELEASE - Bem Cavalgar
Post by: Ma-Dai on July 29, 2013, 06:15:50 am
You don't have the FSPort MVPs.

I got exactly the same error message, but I'm quite sure that I've properly installed the fs-port (+mediavps).

Log attached.

[attachment deleted by ninja]
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on July 29, 2013, 06:25:09 am
Code: [Select]
Found root pack 'D:\FS2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\FS2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\FS2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\FS2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x6b831455
Found root pack 'D:\FS2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xb58a1f46
Found root pack 'D:\FS2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\FS2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\FS2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'D:\FS2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
You don't have the MVP patches. See http://www.hard-light.net/forums/index.php?topic=70736.0 (http://www.hard-light.net/forums/index.php?topic=70736.0).

You are missing:
Code: [Select]
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Title: Re: RELEASE - Bem Cavalgar
Post by: Lt.D on July 29, 2013, 08:41:40 am
Okay, so it's been a weekend and I should probably respond.

Thanks for the feedback so far, everyone!

Also, I have to admit to being a little disappointed with the decision to give the Shivans FS2 ships and weapons, and a little more disappointed with the decision to give the Vasudans extra weapons as well - flak and railgun type projectiles that I've encountered so far. I know that the FS1 canon weapons are a little limiting, but still, I found myself wishing it'd stuck to canon. I recognise that it's a stylistic choice - I guess I just would have made a different one. Others will disagree with me there - this exact sort of thing was suggested by Fury some time back, and IIRC received some degree of support - just not from me.

Both you and Luis Dias have a fair point here. In some ways this was a tricky choice to make - I'm both using and drawing upon Freespace as a text to add weight to my writing, but also subverting and ignoring it when it suits my purposes. In my defence, canonically the invasion and destruction of Vasuda takes... what, a few days? Bem Cavalgar is intended to take place over a much longer time than that (I imagine at least a month, which is the length of the entire Freespace 1 campaign) so some subversion was inevitable.

However, it was also a deliberate act on my part to try to divorce the player from notions of 'canon' and promote subtextual readings of the campaign. Petty crusade on my part, I know.

Quote
Also, some of the fiction seems a little... odd. Hard to put into the context of the storyline. Although again, that's style, and I might just be missing something that will be obvious to others.

Similarly, some of the fiction has only a non-diegetic relationship to the campaign in an effort to force the player to think thematically about Bem Cavalgar. I can elaborate on what (I perceive) the core themes of Bem Cavalgar are in a later post, if anyone wants.

Quote
But, I should emphasise, the good here far, far outweighs the bad!

I'm glad the choice mechanic worked. Goober's right when he said his credit is a reference to his FreespaceLancer proof-of-concept, and I know a couple of campaigns have already made use of non-linear campaign structures to good effect. I think there's some work to be done with the variables - some parts seem a little weak to me in their delivery.

For the record, the strategic map concept works like this:

Spoiler:
I wanted Bem Cavalgar to have a certain 'boardgame' feel, and this is strongest felt in the strategic map, which plays a little bit like a single-player/co-op boardgame.

Each mission is a 'turn'. The strategic variables all increase or decrease each time you visit the strategic map.

'Time' controls what missions are available on a given turn. 0-10000 is turn 1, 10000-20000 is turn 2, etc. Time increase by 10000 each turn, minus the Power and Projection values of the Shivans that you killed/objectives you accomplished in the previous mission. Projection has a slightly larger affect on Time than Power (120% v. 80%).

Shivan Armada strength is the sum of Power and Projection, which start out at around 90000. Again, the Power and Projection gains you make in each mission are taken away from these values, so they slowly decrease over the course of the campaign.

The civilian statistics are essentially the 'points' of the campaign. Civilian ships that are evacuated in missions increase the Civilians Rescued value. Ships that die or would appear in missions that aren't taken go to the Civilians Killed value. Additionally, the Civilians Killed value increases each turn by an amount equal to 80% of Shivan Projection and 120% of Shivan Power.

There's also a 'Multiplier' value that increases when you do civilian missions and decreases when you do other missions. This multiplier increases how many civilians get saved each turn.

The PVN Navy Strength value is another, more general-purpose multiplier that reduces the amount Time increases, reduces the number of civilians killed and increases the number of civilians saved each turn by a very low amount.

Effectively, missions that target Shivan assets give the player more turns on the map and reduce the civilians killed each turn. Missions that rescue civilian refugees increase the number of civilians saved and let the player feel good about themselves morally. More tweaking probably needs to be done to get the balance right, though - some of which will come through more mission types, e.g. assisting the Navy, supply runs etc.

Quote
The missions themselves feel a little simplistic if you're expecting something like a VD or WiH level of complexity - there aren't many gimmicks or FREDding tricks beyond the big one in the mission selection stuff - but they're rock solid, bug free (as far as I can tell), well laid ourt, aesthetically satisfying, and most importantly they're fun - and they'll keep you coming back. If you're planning on re-releasing or iterative development then I do have some specific suggestions regarding individual missions, but I think I'll save them until I've 100% finished - but before I can do that I need to figure out how to kill this Demon! :D

Some of this is probably just my fundamental style, but some of it was also a deliberate choice - there's definitely a few missions where I just dump the player in a situation and say "Okay, go," like Black May and Celebrating Jutland. In the past I've done lots of scripted missions where the player gets carried through on the writing, so I wanted to limit myself in a sense and create something where the emphasis is almost entirely on the ships, the combat and the tactical decisions. Also, due to the strategic aspect, it would be a bit of a betrayal of the player if I changed the expected situation - anything fancy would need to be telegraphed clearly on the strategic map, and to be honest I don't think I explained how the map itself really works at all, let alone any more interesting missions.

I would definitely like to hear specific mission feedback.

Quote
So, yeah, in summary - although there are a few stylistic decisions I would have made differently, that takes nothing away from a unique, well FREDded remarkable first effort. Top marks!

Well, this is awkward. I didn't really think this through, it seems, but I've been outed on another board so what the hell.

I'm Blaise Russel.
Title: Re: RELEASE - Bem Cavalgar
Post by: Axem on July 29, 2013, 09:12:01 am
I'm Blaise Russel.

*Dramatic music
Title: Re: RELEASE - Bem Cavalgar
Post by: Luis Dias on July 29, 2013, 09:17:56 am
I'm Blaise Russel.

LOL

:yes:
Title: Re: RELEASE - Bem Cavalgar
Post by: Goober5000 on July 29, 2013, 09:43:35 am
I'm Blaise Russel.

I was wondering about that. :D  If you hadn't said so, I probably would have asked after finishing the campaign.  Welcome back!

(Which other board are you referring to?  It doesn't seem to be either SectorGame or GameWarden.)
Title: Re: RELEASE - Bem Cavalgar
Post by: Rodo on July 29, 2013, 10:10:56 am
Spoiler:
So I was right about just smashing the Shivan armada projection and power all along!
I was wondering if that had any effect, since the civilians kept dying and none was saved, only when I made rescue missions (which I hate).

I was wondering as well, are we supposed to get to do two missions of the same choice instance normally? I remember I got m5 & m6 and the final 2 missions even after choosing one. That didn't happen on other missions, I just choose one and then the other mission would just disappear and be replaced by a new set.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lt.D on July 29, 2013, 10:26:52 am
Spoiler:
That's the system working as intended. Attacking the Armada directly slows their conquest of Vasuda, giving you more time to carry out missions. I just couldn't think of a non-clumsy way to convey this to the player - something for a later release.
Title: Re: RELEASE - Bem Cavalgar
Post by: QuakeIV on July 29, 2013, 01:37:12 pm
You don't have the FSPort MVPs.

I definitely have the MVPs, I guess Ill grab the patch and see if that fixes it.
Title: Re: RELEASE - Bem Cavalgar
Post by: FreeSpaceFreak on July 29, 2013, 01:38:28 pm
I'm Blaise Russel.

Lord of the HLP: Return of the King
Title: Re: RELEASE - Bem Cavalgar
Post by: athina1008 on July 29, 2013, 02:16:18 pm
Hello, I got exactly the same error message like QUAKE IV.
I've properly installed the fs-port (+mediavps) too.
I can play other FSOpen campaigns and missions without problems.

When I start the game show me this:

fs1_loadout-shp.tbm(line 7:
Error: Missing required token: [$SBank Capacity:]. Found [$Name: SF Basilisk]
in ship: SF Dragon instead.

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>
fs2_open_3_6_12r_INF_SSE2.exe! <no symbol>

and a lot of signs like this.
Title: Re: RELEASE - Bem Cavalgar
Post by: QuakeIV on July 29, 2013, 02:24:48 pm
Matt was right, the mediavps need to be patched, after that it works.

e:  Drop these into your mediaVPS 3612 folder:

MV_Root patch (http://mvp.fsmods.net/3612/MV_Root_Update.zip)

MV Assets patch (http://mvp.fsmods.net/3612/MV_Assets_Update.zip)

MV Effects patch (http://mvp.fsmods.net/3612/MV_Effects_Update.zip)
Title: Re: RELEASE - Bem Cavalgar
Post by: athina1008 on July 29, 2013, 02:29:47 pm
Matt was right, the mediavps need to be patched, after that it works.

e:  Drop these into your freespace port mediaVPS 3612 folder:

MV_Root patch (http://mvp.fsmods.net/3612/MV_Root_Update.zip)

MV Assets patch (http://mvp.fsmods.net/3612/MV_Assets_Update.zip)

MV Effects patch (http://mvp.fsmods.net/3612/MV_Effects_Update.zip)


Thank you QuakeIV and Matt.!!!!! :yes:
Title: Re: RELEASE - Bem Cavalgar
Post by: Lt.D on July 30, 2013, 04:35:26 am
WILL FRED FOR ASSETS (http://www.hard-light.net/forums/index.php?topic=85128.msg1702104#msg1702104)
Title: Re: RELEASE - Bem Cavalgar
Post by: Apollo on July 30, 2013, 09:25:46 am
Hey, you're the guy who made Shrouding The Light!

Will play.
Title: Re: RELEASE - Bem Cavalgar
Post by: TrickMagnet on July 30, 2013, 11:59:52 pm
i'm getting the mediavp's error too but i've got all the patches (even reinstalled them to the mediavps folder just to be sure and sure enough they matched up perfectly byte to byte) so i'm confused. chances are i'm just dumb and threw something in the wrong folder as i've done before haha but i haven't figured it out yet.

[attachment deleted by ninja]
Title: Re: RELEASE - Bem Cavalgar
Post by: FreeSpaceFreak on July 31, 2013, 01:00:36 am
i'm getting the mediavp's error too but i've got all the patches (even reinstalled them to the mediavps folder just to be sure and sure enough they matched up perfectly byte to byte) so i'm confused. chances are i'm just dumb and threw something in the wrong folder as i've done before haha but i haven't figured it out yet.
You installed three mods into the same folder. Yep, that's wrong :P FSPort, the FSPort-MVPS and the MediaVPs must all be in their own directories - named fsport, fsport-mediavps and mediavps_3612 respectively.
Title: Re: RELEASE - Bem Cavalgar
Post by: niffiwan on July 31, 2013, 01:02:57 am
FYI, here's the fsport install thread:  http://www.hard-light.net/forums/index.php?topic=84358.0
Title: Re: RELEASE - Bem Cavalgar
Post by: athina1008 on July 31, 2013, 09:03:13 am
I still can't run Bem Cabalgar. I tried to fix the problems, i got all the patches, and downloaded again all the mediavps files, maybe something is in the wrong folder, please someone can help me to figure what is wrong in my installation?. A lot of campaigns work fine. Thanks in advance people!!!!! :banghead:

[attachment deleted by ninja]
Title: Re: RELEASE - Bem Cavalgar
Post by: Lt.D on July 31, 2013, 09:31:22 am
Have you tried using one of the FSO 3.7 release candidates?
Title: Re: RELEASE - Bem Cavalgar
Post by: athina1008 on July 31, 2013, 09:37:06 am
Have you tried using one of the FSO 3.7 release candidates?

My version is FreeSpace Port 3_4. Bem Cabalgar needs 3.4, why i must to install a new version?, maybe will be more confusing!, I think something is wrong in my folders structure.
Maybe with the Fs2.ope.log someone helper can see.

[attachment deleted by ninja]
Title: Re: RELEASE - Bem Cavalgar
Post by: Jeff Vader on July 31, 2013, 09:51:42 am
http://www.hard-light.net/forums/index.php?topic=84731.0
Title: Re: RELEASE - Bem Cavalgar
Post by: niffiwan on July 31, 2013, 04:33:28 pm
FSO 3.7.0RC2 is the most recent game executable (i.e. compiled code)
FSPort 3.4 (and mediavps_3612) are the game data (i.e. ship models, images, sounds, etc)

You need FSO 3.7.0RC2 in order to play Bem Cavalgar, you're currently using FSO 3.6.12.

If you're still having problems when using 3.7.0RC2, try moving these files out of your fsport directory:
Code: [Select]
Found root pack 'D:\Juegos\Freespace 2\fsport\hellwolf.vp' with a checksum of 0x88740f5c
Found root pack 'D:\Juegos\Freespace 2\fsport\Second Vasudan war.vp' with a checksum of 0xe34e65c5
Title: Re: RELEASE - Bem Cavalgar
Post by: athina1008 on July 31, 2013, 07:32:44 pm
FSO 3.7.0RC2 is the most recent game executable (i.e. compiled code)
FSPort 3.4 (and mediavps_3612) are the game data (i.e. ship models, images, sounds, etc)

You need FSO 3.7.0RC2 in order to play Bem Cavalgar, you're currently using FSO 3.6.12.

If you're still having problems when using 3.7.0RC2, try moving these files out of your fsport directory:
Code: [Select]
Found root pack 'D:\Juegos\Freespace 2\fsport\hellwolf.vp' with a checksum of 0x88740f5c
Found root pack 'D:\Juegos\Freespace 2\fsport\Second Vasudan war.vp' with a checksum of 0xe34e65c5

Thank you very much niffiwan !!!, very clear, i will do it. :yes:
Title: Re: RELEASE - Bem Cavalgar
Post by: est1895 on August 02, 2013, 10:18:16 pm
Matt was right, the mediavps need to be patched, after that it works.

e:  Drop these into your mediaVPS 3612 folder:

MV_Root patch (http://mvp.fsmods.net/3612/MV_Root_Update.zip)

MV Assets patch (http://mvp.fsmods.net/3612/MV_Assets_Update.zip)

MV Effects patch (http://mvp.fsmods.net/3612/MV_Effects_Update.zip)

Which MediVps do you mean?
Title: Re: RELEASE - Bem Cavalgar
Post by: BritishShivans on August 02, 2013, 11:32:27 pm
what the ****

I posted something here and the board ate it, apparently

where'd it go
Title: Re: RELEASE - Bem Cavalgar
Post by: Asoch on August 03, 2013, 03:50:24 am
I can't get this to work. What comes below is what the error message says. Anyone know what it means? Help is greatly appreciated.
Can't open model file <capital02-shielded.pof>
ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_7_0_RC2_SSE.exe! <no symbol>
fs2_open_3_7_0_RC2_SSE.exe! <no symbol>
Title: Re: RELEASE - Bem Cavalgar
Post by: niffiwan on August 03, 2013, 03:51:51 am
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
Title: Re: RELEASE - Bem Cavalgar
Post by: Asoch on August 03, 2013, 04:09:01 am
Here you go.

[attachment deleted by ninja]
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on August 03, 2013, 04:22:45 am
Code: [Select]
Found root pack 'C:\Games\freespace2\MV_CB_ANI_1.vp' with a checksum of 0x9c948078This doesn't go here. Especially since you already have it in your MVPs. Delete it, no stray VPs in the root FS2 folder.

Code: [Select]
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
You are missing MV_Root.3612.vp
Title: Re: RELEASE - Bem Cavalgar
Post by: Asoch on August 03, 2013, 04:35:29 am
I deleted the stay .vp. I added the .vp you told me to but it is still not working. Here is the new log.

[attachment deleted by ninja]
Title: Re: RELEASE - Bem Cavalgar SOLVED!!!!
Post by: athina1008 on August 04, 2013, 06:04:54 pm
FSO 3.7.0RC2 is the most recent game executable (i.e. compiled code)
FSPort 3.4 (and mediavps_3612) are the game data (i.e. ship models, images, sounds, etc)

You need FSO 3.7.0RC2 in order to play Bem Cavalgar, you're currently using FSO 3.6.12.

If you're still having problems when using 3.7.0RC2, try moving these files out of your fsport directory:
Code: [Select]
Found root pack 'D:\Juegos\Freespace 2\fsport\hellwolf.vp' with a checksum of 0x88740f5c
Found root pack 'D:\Juegos\Freespace 2\fsport\Second Vasudan war.vp' with a checksum of 0xe34e65c5


Yes, now i can run Bem Cabalgar using 3.7.0RC2. Thank you very much all you people that help me.  :yes: :yes: :nod: :nod:

The first step was install all the game and addons from cero.
Title: Re: RELEASE - Bem Cavalgar
Post by: docfu on August 06, 2013, 12:17:44 am
I seem to be getting the same error. I just downloaded FSO 3.4 and the vps, double checked media vps 3.6.12.

Any help is appreciated...

[attachment deleted by ninja]
Title: Re: RELEASE - Bem Cavalgar
Post by: niffiwan on August 06, 2013, 04:00:09 am
Hmmm.. what files do have in data/* in these two directories?

Code: [Select]
Searching root 'E:\Games\FreeSpace2\BemCavalgar\' ... 50 files
...
Searching root 'E:\Games\FreeSpace2\' ... 124 files

I'm certain that E:\Games\FreeSpace2\BemCavalgar\data should be empty (or not exist at all), and 124 seems quite high in E:\Games\FreeSpace2\data.  You might have a tbm/tbl in there that is conflicting with the Bem Cavalgar tables.
Title: Re: RELEASE - Bem Cavalgar
Post by: docfu on August 06, 2013, 09:17:53 am
I went and did a clean wipe, erasing all extra directories/files except for the VP's and I switched from the regular launcher to wxlauncher.

Also, a big note is NOT to use the DEBUG exe. For some reason it's spouting tons of errors and keeping the module from actually running...

P.S. It's nice to go back to Freespace 1 and play something actually new for a change...

(Updated)

Wow, this is a nice piece of work. There's a few quirks here and there that have already been mentioned but this is definitely the style of campaign I'd like to see more of in the future. While I'm not a big fan of "flying" near missions to select them, however, the entire command visually took me back to 1996 while blending what feels like the 'mission select' screen from Starcraft II.

Non-linearity is something the Freespace Universe badly needs right now and I'd really like to see a war of attrition scenario where it's either Terrans vs. Vasudans or both vs the Shivans. A "board game" rock-paper-scissors style of play would really be awesome especially if ships/wings could be slighly randomized in missions.

Get this man a railgun and some space stations.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 01:16:59 pm
Since people have been posting their problems with getting this campaign to run in here, I'll try it too, if you don't mind. Me need help please.  :)

At first I thought the failur might be due to running FSPort 3.3, since the OP stipulates you need 3.4. So I got 3.4, and I think it's running (it lets me play the first training mission of the FSPort campaign anyway) but I was still met with the same problem. Once I tell it to switch the campaign to Bem Cavalgar, it crashes to the desktop. This is what it threw at me after the CTD:

Verify failure: Vbuf0 != NULL

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>

What does that mean?  :)
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on August 11, 2013, 01:22:56 pm
It means that I'm not seeing your debug log (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359).
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 01:38:00 pm
I can't even get to the pilot select screen now with the debug build in. Lots of warnings.

It's my first time posting one of these. Is this what you're after?

Code: [Select]
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -rearm_timer
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Bem Cavalgar,fsport-mediavps,fsport,mediavps_3612
  -window
Building file index...
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' with a checksum of 0x5bf7d05f
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' with a checksum of 0x72f83250
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' with a checksum of 0x131a130e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' with a checksum of 0xd3f01eb5
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x0e155670
Found root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0x033f612f
Found root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Bem Cavalgar\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' ... 4 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' ... 78 files
Searching root 'C:\Games\Freespace 2\fsport-mediavps\' ... 211 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' ... 1 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' ... 386 files
Searching root 'C:\Games\Freespace 2\fsport\' ... 58 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' ... 219 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' ... 909 files
Searching root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1219 files
Searching root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' ... 1553 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 27 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 228 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 2 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'C:\Games\Freespace 2\' ... 301 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 35 roots and 17824 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software on Realtek HD Audio output' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce GT 520/PCIe/SSE2/3DNOW!
  OpenGL Version    : 4.2.0

  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".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
WARNING: "Bogus string in ship flags: no ets" at ship.cpp:2109
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'planets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1698
Theora ERROR:  Unable to find and open movie file named 'intro.ogg'
MOVIE ERROR: Found invalid movie! (intro.mve)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ASSERTION: "strlen(filename) < MAX_FILENAME_LEN - 4" at managepilot.cpp:170
Freeing all existing models...
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on August 11, 2013, 01:47:01 pm
Code: [Select]
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
You are missing MV_Root_3612.vp.
Title: Re: RELEASE - Bem Cavalgar
Post by: ultimateloather on August 11, 2013, 01:57:46 pm
It crashes for me too upon beginning the first mission: (ETA: That is, from the home screen I select the campaign, then click on the hangar bay to begin the campaign and get a CTD - don't even get to the mission briefing).

OS X 3.7.0 RC2. MVPs have the patches listed earlier in the thread applied (though it crashes with or without them).

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/khudson/Library/FS2_Open/data/fs2_open.log', Sun Aug 11 11:51:21 2013 ...
FreeSpace 2 Open version: 3.7.0.9691
Passed cmdline options:
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -cache_bitmaps
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod bemcavalgar,fsport-mediavps,fsport,mediavps_3612
  -no_glsl
  -window
  -nograb
Building file index...
Found root pack '/Users/khudson/Desktop/FS2/bemcavalgar/bc-m1.vp' with a checksum of 0x5bf7d05f
Found root pack '/Users/khudson/Desktop/FS2/bemcavalgar/bc-map.vp' with a checksum of 0x72f83250
Found root pack '/Users/khudson/Desktop/FS2/bemcavalgar/bc_core.vp' with a checksum of 0x131a130e
Found root pack '/Users/khudson/Desktop/FS2/fsport-mediavps/mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack '/Users/khudson/Desktop/FS2/fsport/fsport-missions.vp' with a checksum of 0x73018100
Found root pack '/Users/khudson/Desktop/FS2/fsport/fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack '/Users/khudson/Desktop/FS2/fsport/odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack '/Users/khudson/Desktop/FS2/fsport/sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack '/Users/khudson/Desktop/FS2/fsport/stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack '/Users/khudson/Desktop/FS2/fsport/tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack '/Users/khudson/Desktop/FS2/fsport/warble_fs1.vp' with a checksum of 0x0b608285
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Music.vp' with a checksum of 0xb3e21469
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack '/Users/khudson/Desktop/FS2/Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Users/khudson/Desktop/FS2/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Users/khudson/Desktop/FS2/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Users/khudson/Desktop/FS2/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Users/khudson/Desktop/FS2/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Users/khudson/Desktop/FS2/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Users/khudson/Desktop/FS2/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Users/khudson/Desktop/FS2/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Users/khudson/Desktop/FS2/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/khudson/Library/FS2_Open/bemcavalgar/' ... 2 files
Searching root '/Users/khudson/Library/FS2_Open/fsport-mediavps/' ... 0 files
Searching root '/Users/khudson/Library/FS2_Open/fsport/' ... 61 files
Searching root '/Users/khudson/Library/FS2_Open/mediavps_3612/' ... 2 files
Searching root '/Users/khudson/Library/FS2_Open/' ... 2 files
Searching root '/Users/khudson/Desktop/FS2/bemcavalgar/' ... 0 files
Searching root pack '/Users/khudson/Desktop/FS2/bemcavalgar/bc-m1.vp' ... 10 files
Searching root pack '/Users/khudson/Desktop/FS2/bemcavalgar/bc-map.vp' ... 4 files
Searching root pack '/Users/khudson/Desktop/FS2/bemcavalgar/bc_core.vp' ... 78 files
Searching root '/Users/khudson/Desktop/FS2/fsport-mediavps/' ... 0 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport-mediavps/mv_fsport.vp' ... 482 files
Searching root '/Users/khudson/Desktop/FS2/fsport/' ... 0 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/fsport-missions.vp' ... 211 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/fsport3_3.vp' ... 864 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/odeon_fs1.vp' ... 10 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/sparky_hi_fs1.vp' ... 1230 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/stu_fs1.vp' ... 1539 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/tango_fs1.vp' ... 92 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi1_fs1.vp' ... 9 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi2_fs1.vp' ... 26 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi3_fs1.vp' ... 28 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi4_fs1.vp' ... 13 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/tango_hi5_fs1.vp' ... 16 files
Searching root pack '/Users/khudson/Desktop/FS2/fsport/warble_fs1.vp' ... 111 files
Searching root '/Users/khudson/Desktop/FS2/mediavps_3612/' ... 0 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Advanced.vp' ... 1283 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_AnimGlows.vp' ... 1641 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Assets.3612.vp' ... 315 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Assets.vp' ... 1527 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_CB_ANI_1.vp' ... 32 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_CB_ANI_2.vp' ... 52 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Effects.3612.vp' ... 10 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Effects.vp' ... 1876 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Music.vp' ... 32 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_RadarIcons.vp' ... 24 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Root.3612.vp' ... 13 files
Searching root pack '/Users/khudson/Desktop/FS2/mediavps_3612/MV_Root.vp' ... 94 files
Searching root '/Users/khudson/Desktop/FS2/' ... 5 files
Searching root pack '/Users/khudson/Desktop/FS2/Root_fs2.vp' ... 157 files
Searching root pack '/Users/khudson/Desktop/FS2/smarty_fs2.vp' ... 10 files
Searching root pack '/Users/khudson/Desktop/FS2/sparky_fs2.vp' ... 3027 files
Searching root pack '/Users/khudson/Desktop/FS2/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Users/khudson/Desktop/FS2/stu_fs2.vp' ... 2355 files
Searching root pack '/Users/khudson/Desktop/FS2/tango1_fs2.vp' ... 32 files
Searching root pack '/Users/khudson/Desktop/FS2/tango2_fs2.vp' ... 15 files
Searching root pack '/Users/khudson/Desktop/FS2/tango3_fs2.vp' ... 10 files
Searching root pack '/Users/khudson/Desktop/FS2/warble_fs2.vp' ... 52 files
Found 47 roots and 18689 files.
ERROR: Unknown Language Checksum: -1162327434
Using default language settings...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Apple Computer Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "AL_EXT_float32".

  Sample rate: 0 (44100)
  EFX enabled: NO
  Playback device: PreSonus FireStudio
  Capture device: PreSonus FireStudio
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1600x1000 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 4
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 4
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Radeon HD 5870 OpenGL Engine
  OpenGL Version   : 2.1 ATI-1.8.18

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".

  Max texture units: 8 (2)
  Max elements vertices: 1048575
  Max elements indices: 150000
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  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...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
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'...

Joystick INITTED!

Using 'Logitech Extreme 3D' as the primary joystick:
  Number of axes: 4
  Number of buttons: 12
  Number of hats: 1
  Number of trackballs: 0

Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Starting parse of 'colors.tbl'...
'$Blue:' has been redefined.
'$Bright Blue:' has been redefined.
'$Green:' has been redefined.
'$Bright Green:' has been redefined.
'$Black:' has been redefined.
'$Grey:' has been redefined.
'$Silver:' has been redefined.
'$White:' has been redefined.
'$Bright White:' has been redefined.
'$Violet Gray:' has been redefined.
'$Violet:' has been redefined.
'$Dim Red:' has been redefined.
'$Red:' has been redefined.
'$Bright Red:' has been redefined.
'$Pink:' has been redefined.
'$Light Pink:' has been redefined.
'$Yellow:' has been redefined.
'$Bright Yellow:' has been redefined.
'$UI Light Green:' has been redefined.
'$UI Green:' has been redefined.
'$UI Light Pink:' has been redefined.
'$UI Pink:' has been redefined.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-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 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'planets-shp.tbm' ...
ANI objective1 with size 149x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 457
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'moose.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
PLR => Verifying 'boosh.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'funk.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'moose.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'taco.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'moose.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
CSG => Loading 'moose.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
CSG => Loading 'moose.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
WARNING: "main_hall_init() was passed a blank mainhall name, loading first available mainhall." at mainhallmenu.cpp:412
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'moose.bemcavalgar.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:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 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.
Loading warp model
Loading model 'warp.pof'
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "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: '00vppro.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 177
Ending mission message count : 177
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'commander.POF'
IBX: Found a good IBX to read for 'commander.POF'.
IBX-DEBUG => POF checksum: 0xb3e5692f, IBX checksum: 0x0f0f5c5a -- "commander.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 'Typhon.pof'
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Typhon.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Typhon.pof
IBX: Found a good IBX to read for 'Typhon.pof'.
IBX-DEBUG => POF checksum: 0xb40cf996, IBX checksum: 0xd0c9bc39 -- "Typhon.pof"
Bad chunk type 134675971, len=-301138178 in model_octant_find_faces_sub
Int3(): From /Users/cliff.gordon/fs2_open_3_7_0_RC2/projects/Xcode/../../code/model/modeloctant.cpp at line 278
Future debug output directed to: /Users/khudson/Library/FS2_Open/data/fs2_open.log
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 01:58:15 pm
You are missing MV_Root_3612.vp.

Is this file inside the FSPort Media VPs? I'm downloading that now.
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on August 11, 2013, 02:10:18 pm
Nope, regular MVPs. See the release thread (http://www.hard-light.net/forums/index.php?topic=70736.0). Noticed you're also missing MV_Music.vp.


@ultimateloather
Code: [Select]
Searching root pack '/Users/khudson/Desktop/FS2/fsport/fsport3_3.vp' ... 864 filesPlease install FSPort 3.4 instead. Also, if you're capable of running MV_Advanced and various other bells and whistles, you probably don't need the -no_glsl flag.

Likewise, if your config is weak and requires -no_glsl, you don't want to run with MV_Advanced, MV_Animglows, -post_process, etc.
Title: Re: RELEASE - Bem Cavalgar
Post by: ultimateloather on August 11, 2013, 02:15:58 pm
Ah! I'll fix that FSPort 3.4 version right away.

-no_glsl is necessary on the mac unfortunately due to the OpenGL support only being at 1.2 (even though it's reported as 2.1) - or has this changed with the 3.7 RC release? The video board in this thing is plenty powerful to perform well with all the effects turned on, otherwise. Either way I'll give it a shot without the flag in the event someone fixed the FSO engine to do the Right Thing(tm).

Thanks!
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 02:17:15 pm
Nope, regular MVPs. See the release thread (http://www.hard-light.net/forums/index.php?topic=70736.0). Noticed you're also missing MV_Music.vp.

Alright, scratch all that I said before. It's the patch I was missing. It's in now. I'll try again with Bem cavalgar...
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on August 11, 2013, 02:25:27 pm
Hmmm, you need regular VPs to run FSPort?
You need regular VPs to run FSPort-MediaVPs. Bem Cavalgar requires FSPort-MediaVPs. As mentioned pretty explicitly in the first post of the release thread we are currently discussing in:

Bem Cavalgar requires the Freespace Port 3.4, the FSPort MediaVPs and the MediaVPs 3.6.12 to function.



EDIT: I have something called MV_Root.vp. Is that an obsolete version of MV_Root_3612.vp?
You need both.

Your MVP folder should look like this, as quoted from the MVP release thread:
Code: [Select]
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Root.vp' with a checksum of 0x6ffd5c78

That is, with all the optional VPs, which are also explicitly marked as optional in the release thread.

In other news, reading release threads can reduce the headache rate from tech support. Thank you in advance.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 02:31:07 pm
In other news, reading release threads can reduce the headache rate from tech support. Thank you in advance.

I did read it. Everything I've played up until now hasn't been a problem re: the media VPs. So Bem Cavalgar demands the optional stuff, does it? Okay, I'll go get the optional stuff...
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on August 11, 2013, 02:35:56 pm
It does not require optional stuff. It requires a functionnal FSPort-MVP install, which you didn't have.

Things like MV_Advanced, radaricons, etc are still optional, no campaign will require them, unless they're doing something awfully wrong.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 02:38:41 pm
It does not require optional stuff. It requires a functionnal FSPort-MVP install, which you didn't have.

Things like MV_Advanced, radaricons, etc are still optional, no campaign will require them, unless they're doing something awfully wrong.

Now you're confusing me, as we've only talked about the regular VPs, not the FSPort VPs.

I tried getting in with the patch there, but the debug log still won't let me start.

I also tried without the debug build active and I still get a CTD on selecting Bem Cavalgar.

Code: [Select]
FreeSpace version: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -spec
  -normal
  -rearm_timer
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Bem Cavalgar,fsport-mediavps,fsport,mediavps_3612
  -window
Building file index...
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' with a checksum of 0x5bf7d05f
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' with a checksum of 0x72f83250
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' with a checksum of 0x131a130e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' with a checksum of 0xd3f01eb5
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x0e155670
Found root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0x033f612f
Found root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Bem Cavalgar\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' ... 4 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' ... 78 files
Searching root 'C:\Games\Freespace 2\fsport-mediavps\' ... 211 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' ... 1 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' ... 386 files
Searching root 'C:\Games\Freespace 2\fsport\' ... 58 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' ... 219 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' ... 909 files
Searching root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1219 files
Searching root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' ... 1553 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 27 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 228 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 2 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'C:\Games\Freespace 2\' ... 301 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 36 roots and 17837 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software on Realtek HD Audio output' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : NVIDIA Corporation
  OpenGL Renderer   : GeForce GT 520/PCIe/SSE2/3DNOW!
  OpenGL Version    : 4.2.0

  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".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
WARNING: "Bogus string in ship flags: no ets" at ship.cpp:2109
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'planets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 3058
Theora ERROR:  Unable to find and open movie file named 'intro.ogg'
MOVIE ERROR: Found invalid movie! (intro.mve)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ASSERTION: "strlen(filename) < MAX_FILENAME_LEN - 4" at managepilot.cpp:170
Freeing all existing models...
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on August 11, 2013, 02:43:37 pm
Question, where does
Code: [Select]
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' with a checksum of 0xd3f01eb5come from ? I have no idea what that VP is supposed to be.


Code: [Select]
FreeSpace version: 3.6.12o****

Grab .18 or a 3.7 RC.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 02:50:22 pm
Question, where does
Code: [Select]
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' with a checksum of 0xd3f01eb5come from ? I have no idea what that VP is supposed to be.


Code: [Select]
FreeSpace version: 3.6.12o****

Grab .18 or a 3.7 RC.

I do not know what the patch is. I brought it in when I installed FSO with everything else, so it came from here somewhere.

EDIT: It's creation date is 30th June 2011.

Well, I had problems with 3.6.14, so I'm stuck on 3.6.12. I was thinking about trying again and seeing if 3.6.18 doesn't cause me problems sometime anyway. I'll try it now...
Title: Re: RELEASE - Bem Cavalgar
Post by: ultimateloather on August 11, 2013, 03:06:52 pm
yay - it works now after the 3.4 FSPort download. I suppose I should have checked my requirements first. :)

And even more awesome is that the shaders seem to work now - removing -no_glsl doesn't result in a bunch of black/white boxes everywhere.

Thanks!
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 03:13:44 pm
Okay, 3.6.12 is out, 3.6.18 is in... and I still can't play Bem Cavalgar.

The good news is the debugger this time lets me actually get to selecting Bem Cavalgar and bringing about the CTD. Here's the latest log:

Code: [Select]
FreeSpace 2 Open version: 3.6.18.9546
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -missile_lighting
  -rearm_timer
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Bem Cavalgar,fsport-mediavps,fsport,mediavps_3612
  -window
  -spec
  -glow
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' with a checksum of 0x5bf7d05f
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' with a checksum of 0x72f83250
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' with a checksum of 0x131a130e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' with a checksum of 0xd3f01eb5
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x0e155670
Found root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0x033f612f
Found root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Games\Freespace 2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Bem Cavalgar\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' ... 4 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' ... 78 files
Searching root 'C:\Games\Freespace 2\fsport-mediavps\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' ... 2 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root 'C:\Games\Freespace 2\fsport\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' ... 219 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' ... 967 files
Searching root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1219 files
Searching root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' ... 1553 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 2 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\Freespace 2\' ... 182 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 36 roots and 17015 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio input
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GT 520/PCIe/SSE2/3DNOW!
  OpenGL Version   : 4.2.0

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
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'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Starting parse of 'colors.tbl'...
'$Blue:' has been redefined.
'$Bright Blue:' has been redefined.
'$Green:' has been redefined.
'$Bright Green:' has been redefined.
'$Black:' has been redefined.
'$Grey:' has been redefined.
'$Silver:' has been redefined.
'$White:' has been redefined.
'$Bright White:' has been redefined.
'$Violet Gray:' has been redefined.
'$Violet:' has been redefined.
'$Dim Red:' has been redefined.
'$Red:' has been redefined.
'$Bright Red:' has been redefined.
'$Pink:' has been redefined.
'$Light Pink:' has been redefined.
'$Yellow:' has been redefined.
'$Bright Yellow:' has been redefined.
'$UI Light Green:' has been redefined.
'$UI Green:' has been redefined.
'$UI Light Pink:' has been redefined.
'$UI Pink:' has been redefined.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'planets-shp.tbm' ...
ANI objective1 with size 149x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
TABLES => Starting parse of 'mainhall.tbl.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 3239
TrackIR Init Failed - 1
Theora ERROR:  Unable to find and open movie file named 'intro.ogg'
MOVIE ERROR: Found invalid movie! (intro.mve)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (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 'GTA.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 0.276 (0.276)
ANI cursor.ani with size 18x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.275 (0.275)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.409 (0.409)
bemcavalgar.fc2(line 15): Error: Required token = [#End] or [$Mission:], found [Formula: ( cond] .

ERROR: bemcavalgar.fc2(line 15):
Error: Required token = [#End] or [$Mission:], found [Formula: ( cond] .

File: parselo.cpp
Line: 336
Freeing all existing models...
Title: Re: RELEASE - Bem Cavalgar
Post by: MatthTheGeek on August 11, 2013, 03:28:08 pm
Could you at least try to remove that FS1_Patch.vp thing ? Pretty sure you don't need it, and it's only being a potential source of trouble up there.

I think your FSport install is also missing stuff. It should look like this:
Code: [Select]
Found root pack 'E:\Freespace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xeb1fe49a
Found root pack 'E:\Freespace2\fsport-mediavps\mv_fsport_music.vp' with a checksum of 0xeb795f15
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi1_fs1.vp' with a checksum of 0x110c971c
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi2_fs1.vp' with a checksum of 0xe3c8d13b
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi3_fs1.vp' with a checksum of 0x5ddd28f7
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi4_fs1.vp' with a checksum of 0x52d85c46
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi5_fs1.vp' with a checksum of 0xf615f6be
Found root pack 'E:\Freespace2\fsport\fsport-missions.vp' with a checksum of 0x0e155670
Found root pack 'E:\Freespace2\fsport\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'E:\Freespace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'E:\Freespace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'E:\Freespace2\fsport\stu_fs1.vp' with a checksum of 0x033f612f
Found root pack 'E:\Freespace2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'E:\Freespace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285

I'm gonna check the checksums of your bem cavalgar install in a sec.
EDIT: well at least your bem cavalgar files aren't corrupted.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 03:45:06 pm
Could you at least try to remove that FS1_Patch.vp thing ? Pretty sure you don't need it, and it's only being a potential source of trouble up there.

I think your FSport install is also missing stuff. It should look like this:
Code: [Select]
Found root pack 'E:\Freespace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xeb1fe49a
Found root pack 'E:\Freespace2\fsport-mediavps\mv_fsport_music.vp' with a checksum of 0xeb795f15
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi1_fs1.vp' with a checksum of 0x110c971c
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi2_fs1.vp' with a checksum of 0xe3c8d13b
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi3_fs1.vp' with a checksum of 0x5ddd28f7
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi4_fs1.vp' with a checksum of 0x52d85c46
Found root pack 'E:\Freespace2\fsport-mediavps\tango_hi5_fs1.vp' with a checksum of 0xf615f6be
Found root pack 'E:\Freespace2\fsport\fsport-missions.vp' with a checksum of 0x0e155670
Found root pack 'E:\Freespace2\fsport\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'E:\Freespace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'E:\Freespace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'E:\Freespace2\fsport\stu_fs1.vp' with a checksum of 0x033f612f
Found root pack 'E:\Freespace2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'E:\Freespace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285

I'm gonna check the checksums of your bem cavalgar install in a sec.
EDIT: well at least your bem cavalgar files aren't corrupted.

Alright, I'll move that patch file out...

I don't have the music, but that's optional.

It seems the 5 Tango files where in the FSPort folder, not the FSPort VP folder. I've moved them.

I tried again. This time, it didn't do an immediate CTD on selecting Bem Cavalgar, but the debugger brought up a list of stuff, and then CTD'd after that.

EDIT: I get the same CTD with error message if I try without the debug.

Code: [Select]
FreeSpace 2 Open version: 3.6.18.9546
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -missile_lighting
  -rearm_timer
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Bem Cavalgar,fsport-mediavps,fsport,mediavps_3612
  -window
  -spec
  -glow
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' with a checksum of 0x5bf7d05f
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' with a checksum of 0x72f83250
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' with a checksum of 0x131a130e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x0e155670
Found root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0x033f612f
Found root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Bem Cavalgar\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' ... 4 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' ... 78 files
Searching root 'C:\Games\Freespace 2\fsport-mediavps\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi5_fs1.vp' ... 16 files
Searching root 'C:\Games\Freespace 2\fsport\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' ... 219 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' ... 967 files
Searching root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1219 files
Searching root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' ... 1553 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 2 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\Freespace 2\' ... 182 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 35 roots and 17013 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio input
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GT 520/PCIe/SSE2/3DNOW!
  OpenGL Version   : 4.2.0

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
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'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Starting parse of 'colors.tbl'...
'$Blue:' has been redefined.
'$Bright Blue:' has been redefined.
'$Green:' has been redefined.
'$Bright Green:' has been redefined.
'$Black:' has been redefined.
'$Grey:' has been redefined.
'$Silver:' has been redefined.
'$White:' has been redefined.
'$Bright White:' has been redefined.
'$Violet Gray:' has been redefined.
'$Violet:' has been redefined.
'$Dim Red:' has been redefined.
'$Red:' has been redefined.
'$Bright Red:' has been redefined.
'$Pink:' has been redefined.
'$Light Pink:' has been redefined.
'$Yellow:' has been redefined.
'$Bright Yellow:' has been redefined.
'$UI Light Green:' has been redefined.
'$UI Green:' has been redefined.
'$UI Light Pink:' has been redefined.
'$UI Pink:' has been redefined.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'planets-shp.tbm' ...
ANI objective1 with size 149x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
TABLES => Starting parse of 'mainhall.tbl.
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 3004
TrackIR Init Failed - 1
Theora ERROR:  Unable to find and open movie file named 'intro.ogg'
MOVIE ERROR: Found invalid movie! (intro.mve)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 18x24 (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 'GTA.pcx'
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 0.762 (0.762)
ANI cursor.ani with size 18x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.268 (0.268)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
Frame  0 too long!!: frametime = 0.469 (0.469)
bemcavalgar.fc2(line 15): Error: Required token = [#End] or [$Mission:], found [Formula: ( cond] .

ERROR: bemcavalgar.fc2(line 15):
Error: Required token = [#End] or [$Mission:], found [Formula: ( cond] .

File: parselo.cpp
Line: 336
Freeing all existing models...
Title: Re: RELEASE - Bem Cavalgar
Post by: niffiwan on August 11, 2013, 04:36:19 pm
I think you need 3.7.0RC2 rather than 3.6.18:

It was mostly constructed using RC1, so RC2 should work as well.

FSPort 3.4, yes.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 05:00:01 pm
Hello, niffiwan.

Okay, 3.6.18 out, 3.7.0RC2 in...

Okay, this time I hit Bem Cavalgar, and while it put up a whole bunch of warnings, it didn't CTD.

But when I started the campaign, it just stayed stuck on the first light, with "ModelLoad Commander.Pof" in the top left corner, it never moved from that, I left it alone for about 10mins. Task Manager says Freespace 2 is not responding.

EDIT: And now it's crashed just as I pasted the log.

Here's the latest log:

Code: [Select]
FreeSpace 2 Open version: 3.7.0.9691
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -missile_lighting
  -rearm_timer
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Bem Cavalgar,fsport-mediavps,fsport,mediavps_3612
  -window
  -spec
  -glow
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' with a checksum of 0x5bf7d05f
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' with a checksum of 0x72f83250
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' with a checksum of 0x131a130e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x0e155670
Found root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0x033f612f
Found root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Bem Cavalgar\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' ... 4 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' ... 78 files
Searching root 'C:\Games\Freespace 2\fsport-mediavps\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi5_fs1.vp' ... 16 files
Searching root 'C:\Games\Freespace 2\fsport\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' ... 219 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' ... 967 files
Searching root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1219 files
Searching root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' ... 1553 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 2 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\Freespace 2\' ... 182 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 35 roots and 17013 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio input
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GT 520/PCIe/SSE2/3DNOW!
  OpenGL Version   : 4.2.0

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
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'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Starting parse of 'colors.tbl'...
'$Blue:' has been redefined.
'$Bright Blue:' has been redefined.
'$Green:' has been redefined.
'$Bright Green:' has been redefined.
'$Black:' has been redefined.
'$Grey:' has been redefined.
'$Silver:' has been redefined.
'$White:' has been redefined.
'$Bright White:' has been redefined.
'$Violet Gray:' has been redefined.
'$Violet:' has been redefined.
'$Dim Red:' has been redefined.
'$Red:' has been redefined.
'$Bright Red:' has been redefined.
'$Pink:' has been redefined.
'$Light Pink:' has been redefined.
'$Yellow:' has been redefined.
'$Bright Yellow:' has been redefined.
'$UI Light Green:' has been redefined.
'$UI Green:' has been redefined.
'$UI Light Pink:' has been redefined.
'$UI Pink:' has been redefined.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'planets-shp.tbm' ...
ANI objective1 with size 149x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
PILOT: Beginning pilot file conversion...
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Awakenings.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Awakenings.Awake.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Awakenings.FreeSpace2.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Bem Cavalgar.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Bem Cavalgar.freespace.cs2'...
    CSG => Conversion complete!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Blue Planet Aquarius.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Blue Planet Aquarius.bp.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Blue Planet War In Heaven1.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Blue Planet War In Heaven1.bp2-p1.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Blue Planet War In Heaven1.FreeSpace2.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Derelict.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Derelict.Derelict.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Destiny of Peace.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Destiny of Peace.dop.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Destiny of Peace.FreeSpace2.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Fall of Epsilon Pegasi.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Fall of Epsilon Pegasi.fepcamp.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Freespace 1.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Freespace 1.freespace.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Freespace 1.FreeSpace2.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Freespace 2.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Freespace 2.FreeSpace2.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Homesick.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Homesick.Homesick.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Incursion.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Incursion.Incursion.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\McCarthy.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\McCarthy.McC.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Return to Sol.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Return to Sol.Return.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Silent Threat Reborn.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Silent Threat Reborn.FreeSpace2.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Silent Threat Reborn.str.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\TGW Vasudan Imperium Demo.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\TGW Vasudan Imperium Demo.vcdemo.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Unification War.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Unification War.Unification War.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Vassagos Dirge.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Vassagos Dirge.VassagosDirge.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\What If - AGW.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\What If - AGW.WhatIf_AnotherGreatWar.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Wings of Dawn 1.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Wings of Dawn 1.WingsOfDawn.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
  PL2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Wings of Dawn Stranded.pl2'...
  PLR => Conversion complete!
    CS2 => Converting 'C:\Games\Freespace 2\data\players\single\inferno\Wings of Dawn Stranded.Stranded.cs2'...
    CS2 => Import ERROR: Data mismatch (ship lookup)!
PILOT: Pilot file conversion complete!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 3211
TrackIR Init Failed - 1
Theora ERROR:  Unable to find and open movie file named 'intro.ogg'
MOVIE ERROR: Found invalid movie! (intro.mve)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Unable to open 'Bem CavalgarS.plr' for reading!
PLR => Verifying 'Awakenings.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Bem Cavalgar.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Blue Planet Aquarius.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Blue Planet War In Heaven1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Destiny of Peace.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Fall of Epsilon Pegasi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Freespace 1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Freespace 2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Homesick.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Incursion.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'McCarthy.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Return to Sol.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Silent Threat Reborn.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'TGW Vasudan Imperium Demo.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Unification War.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Vassagos Dirge.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'What If - AGW.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Wings of Dawn 1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Wings of Dawn Stranded.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 18x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.260 (0.260)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Bem Cavalgar.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
CSG => Loading 'Bem Cavalgar.freespace.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Warning: (0x0001) Short read, information may have been lost!
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
CSG => Loading 'Bem Cavalgar.freespace.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Warning: (0x0001) Short read, information may have been lost!
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 0.974 (0.974)
ANI cursor.ani with size 18x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.292 (0.292)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Bem Cavalgar.freespace.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Warning: (0x0001) Short read, information may have been lost!
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
Frame  0 too long!!: frametime = 0.482 (0.482)
CSG => Unable to open 'Bem Cavalgar.bemcavalgar.csg' for reading!
CSG => Saving 'Bem Cavalgar.bemcavalgar.csg' with version 2...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving:  Cutscenes...
CSG => Saving:  Last Missions...
CSG => Saving complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
PLR => Saving 'Bem Cavalgar.plr' with version 1...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Loading 'Bem Cavalgar.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
WARNING: "main_hall_init() was passed a blank mainhall name, loading first available mainhall." at mainhallmenu.cpp:412
Frame  0 too long!!: frametime = 5.021 (5.021)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Bem Cavalgar.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 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.
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "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 animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: '00vppro.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 208
Ending mission message count : 208
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'commander.POF'
CFILE: Created new directory 'C:\Games\Freespace 2\Bem Cavalgar\data\cache\'
IBX: Starting a new IBX for 'commander.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 'Typhon.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Typhon.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Typhon.pof
IBX:  Warning!  Found invalid IBX file: 'Typhon.bx'
IBX: Starting a new IBX for 'Typhon.pof'.
Title: Re: RELEASE - Bem Cavalgar
Post by: niffiwan on August 11, 2013, 05:24:44 pm
Odd, it almost sounds like the old Typhon cache issue (http://www.hard-light.net/forums/index.php?topic=83756.msg1673704#msg1673704) but I'm pretty sure that was fixed in fsport 3.4.  Was there anything added to the log after FSO crashed?  Otherwise I can only suggest checking all the fsport & fsport-mediavps checksums from your log vs the checksums in the release thread.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 05:31:40 pm
Odd, it almost sounds like the old Typhon cache issue (http://www.hard-light.net/forums/index.php?topic=83756.msg1673704#msg1673704) but I'm pretty sure that was fixed in fsport 3.4.  Was there anything added to the log after FSO crashed?

The log has changed now, because since then I tried seeing how FS1 plays. The order of my pilot files was all mixed up, and my campaign progress is gone now in my FS1 file. Also, the problem I had with 3.6.14 is still there, as it was in 3.6.18.

Quote
Otherwise I can only suggest checking all the fsport & fsport-mediavps checksums from your log vs the checksums in the release thread.
I don't know what this means.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 05:34:59 pm
I tried Bem Cavalgar again.

This time, there were warnings on starting up. And the CTD took place about 3secs in on trying to start the campaign:

Code: [Select]
FreeSpace 2 Open version: 3.7.0.9691
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -missile_lighting
  -rearm_timer
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Bem Cavalgar,fsport-mediavps,fsport,mediavps_3612
  -window
  -spec
  -glow
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' with a checksum of 0x5bf7d05f
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' with a checksum of 0x72f83250
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' with a checksum of 0x131a130e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x0e155670
Found root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0x033f612f
Found root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Bem Cavalgar\' ... 2 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' ... 4 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' ... 78 files
Searching root 'C:\Games\Freespace 2\fsport-mediavps\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi5_fs1.vp' ... 16 files
Searching root 'C:\Games\Freespace 2\fsport\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' ... 219 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' ... 967 files
Searching root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1219 files
Searching root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' ... 1553 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 2 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\Freespace 2\' ... 182 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 35 roots and 17015 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio input
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GT 520/PCIe/SSE2/3DNOW!
  OpenGL Version   : 4.2.0

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
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'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Starting parse of 'colors.tbl'...
'$Blue:' has been redefined.
'$Bright Blue:' has been redefined.
'$Green:' has been redefined.
'$Bright Green:' has been redefined.
'$Black:' has been redefined.
'$Grey:' has been redefined.
'$Silver:' has been redefined.
'$White:' has been redefined.
'$Bright White:' has been redefined.
'$Violet Gray:' has been redefined.
'$Violet:' has been redefined.
'$Dim Red:' has been redefined.
'$Red:' has been redefined.
'$Bright Red:' has been redefined.
'$Pink:' has been redefined.
'$Light Pink:' has been redefined.
'$Yellow:' has been redefined.
'$Bright Yellow:' has been redefined.
'$UI Light Green:' has been redefined.
'$UI Green:' has been redefined.
'$UI Light Pink:' has been redefined.
'$UI Pink:' has been redefined.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'planets-shp.tbm' ...
ANI objective1 with size 149x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1963
TrackIR Init Failed - 1
Theora ERROR:  Unable to find and open movie file named 'intro.ogg'
MOVIE ERROR: Found invalid movie! (intro.mve)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Freespace 1.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
PLR => Verifying 'Awakenings.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Bem Cavalgar.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Blue Planet Aquarius.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Blue Planet War In Heaven1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Destiny of Peace.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Fall of Epsilon Pegasi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Freespace 1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Freespace 2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Homesick.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Incursion.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'McCarthy.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Return to Sol.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Silent Threat Reborn.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'TGW Vasudan Imperium Demo.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Unification War.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Vassagos Dirge.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'What If - AGW.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Wings of Dawn 1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Wings of Dawn Stranded.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Bem Cavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
CSG => Loading 'Bem Cavalgar.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
CSG => Loading 'Bem Cavalgar.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
WARNING: "main_hall_init() was passed a blank mainhall name, loading first available mainhall." at mainhallmenu.cpp:412
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 10.824 (10.824)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Bem Cavalgar.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 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.
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "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 animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: '00vppro.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 208
Ending mission message count : 208
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'commander.POF'
IBX: Found a good IBX to read for 'commander.POF'.
IBX-DEBUG => POF checksum: 0xb3e5692f, IBX checksum: 0x0f0f5c5a -- "commander.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 'Typhon.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Typhon.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Typhon.pof
IBX: Found a good IBX to read for 'Typhon.pof'.
IBX-DEBUG => POF checksum: 0xb40cf996, IBX checksum: 0xd0c9bc39 -- "Typhon.pof"
Bad chunk type 134675971, len=-301138178 in model_octant_find_faces_sub
Int3(): From c:\code\fs2_open_3_7_0_rc2\code\model\modeloctant.cpp at line 278
Title: Re: RELEASE - Bem Cavalgar
Post by: niffiwan on August 11, 2013, 06:02:38 pm
That looks like a corrupt cache file.  Find & delete a file called Typhon.bx.  I think it's in fsport-mediavps/data/cache/, if not there look in all other /data/cache/ directories.  Then when you rerun FSO, be prepared to wait a very long time on mission load while FSO rebuilds the cache file.  And "a very long time" means maybe 15 mins or more, ignore windows if it tells you that FSO has stopped responding.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 06:05:52 pm
That looks like a corrupt cache file.  Find & delete a file called Typhon.bx.  I think it's in fsport-mediavps/data/cache/, if not there look in all other /data/cache/ directories.  Then when you rerun FSO, be prepared to wait a very long time on mission load while FSO rebuilds the cache file.  And "a very long time" means maybe 15 mins or more, ignore windows if it tells you that FSO has stopped responding.

Do you mean Typhon.ibx? I also have a Typhon.tsb.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 06:26:10 pm
I've found this:

http://www.hard-light.net/forums/index.php?topic=79771.0

This is happening because of the patch Matt told me to remove. The patch was there to correct this issue.

I will put the patch back and try again.
Title: Re: RELEASE - Bem Cavalgar
Post by: niffiwan on August 11, 2013, 06:27:10 pm
Hmm... the ones in the VP are all .bx, so I'm not 100% sure.  Maybe try renaming it instead of deleting it?

As for checking checksums:

Code: (your fs2_open.log) [Select]
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae

And... oh.... the fsport 3.4 release thread doesn't list the checksums you need to match them against.  Hrmmm.... lets try the mediavps_3612 instead then:


Code: (your fs2_open.log) [Select]
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78

Code: (http://www.hard-light.net/forums/index.php?topic=70736.msg1450659#msg1450659) [Select]
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\FreeSpace2\MediaVPs_3612\MV_Root.vp' with a checksum of 0x6ffd5c78

All the checksums match so your mediavps_3612 download seems fine & up to date (although you obviously don't have all the files).  The idea is to do the same comparison with fsport / fsport-mediavps / Bem Cavalgar (but you'll need someone with a working install in front of them to do the comparison for you).  If everything matches, then the VPs are correct.


I've found this:

http://www.hard-light.net/forums/index.php?topic=79771.0

This is happening because of the patch Matt told me to remove. The patch was there to correct this issue.

I will put the patch back and try again.

As for this, that patch should already be in fsport3.4, i.e. the extra VP should only be needed for fsport 3.3.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 06:39:22 pm
Well, it's fun and games now. I tried to start the campaign with the patch back in place. After a while, it got past where it failed before, but brought up a list of warnings about the Typhon. Many more lists followed about other things as it worked through the loading. All the lights lit up. Then it CTDd. Here's the new log, I'm going to have to split it, as it exceeds the character limit:

Code: [Select]
FreeSpace 2 Open version: 3.7.0.9691
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -missile_lighting
  -rearm_timer
  -ship_choice_3d
  -weapon_choice_3d
  -snd_preload
  -mod Bem Cavalgar,fsport-mediavps,fsport,mediavps_3612
  -window
  -spec
  -glow
  -env
Deprecated flag '-spec' found. Please remove from your cmdline.
Deprecated flag '-glow' found. Please remove from your cmdline.
Deprecated flag '-env' found. Please remove from your cmdline.
Building file index...
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' with a checksum of 0x5bf7d05f
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' with a checksum of 0x72f83250
Found root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' with a checksum of 0x131a130e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' with a checksum of 0xd3f01eb5
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' with a checksum of 0xe86f1f2e
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi4_fs1.vp' with a checksum of 0xade5fc50
Found root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi5_fs1.vp' with a checksum of 0xe0fd80ae
Found root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' with a checksum of 0x0e155670
Found root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' with a checksum of 0x27404416
Found root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
Found root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' with a checksum of 0x033f612f
Found root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' with a checksum of 0x69946372
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Bem Cavalgar\' ... 2 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-m1.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc-map.vp' ... 4 files
Searching root pack 'C:\Games\Freespace 2\Bem Cavalgar\bc_core.vp' ... 78 files
Searching root 'C:\Games\Freespace 2\fsport-mediavps\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\FS1_Patch.vp' ... 2 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\mv_fsport.vp' ... 482 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\fsport-mediavps\tango_hi5_fs1.vp' ... 16 files
Searching root 'C:\Games\Freespace 2\fsport\' ... 0 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport-missions.vp' ... 219 files
Searching root pack 'C:\Games\Freespace 2\fsport\fsport3_4.vp' ... 967 files
Searching root pack 'C:\Games\Freespace 2\fsport\sparky_hi_fs1.vp' ... 1219 files
Searching root pack 'C:\Games\Freespace 2\fsport\stu_fs1.vp' ... 1553 files
Searching root pack 'C:\Games\Freespace 2\fsport\tango_fs1.vp' ... 92 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 2 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\Freespace 2\' ... 182 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 36 roots and 17018 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio input
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce GT 520/PCIe/SSE2/3DNOW!
  OpenGL Version   : 4.2.0

  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".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "wglSwapIntervalEXT".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20 NVIDIA via Cg compiler
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
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_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
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'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TABLES => Starting parse of 'colors.tbl'...
'$Blue:' has been redefined.
'$Bright Blue:' has been redefined.
'$Green:' has been redefined.
'$Bright Green:' has been redefined.
'$Black:' has been redefined.
'$Grey:' has been redefined.
'$Silver:' has been redefined.
'$White:' has been redefined.
'$Bright White:' has been redefined.
'$Violet Gray:' has been redefined.
'$Violet:' has been redefined.
'$Dim Red:' has been redefined.
'$Red:' has been redefined.
'$Bright Red:' has been redefined.
'$Pink:' has been redefined.
'$Light Pink:' has been redefined.
'$Yellow:' has been redefined.
'$Bright Yellow:' has been redefined.
'$UI Light Green:' has been redefined.
'$UI Green:' has been redefined.
'$UI Light Pink:' has been redefined.
'$UI Pink:' has been redefined.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
Warning: "$perform less checks for death screams" flag is deprecated in favor of "$perform fewer checks for death screams"
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 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)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'planets-shp.tbm' ...
ANI objective1 with size 149x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-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 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 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1637
TrackIR Init Failed - 1
Theora ERROR:  Unable to find and open movie file named 'intro.ogg'
MOVIE ERROR: Found invalid movie! (intro.mve)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Bem Cavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
PLR => Verifying 'Awakenings.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Bem Cavalgar.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Blue Planet Aquarius.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Blue Planet War In Heaven1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Derelict.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Destiny of Peace.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Fall of Epsilon Pegasi.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Freespace 1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Freespace 2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Homesick.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Incursion.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'McCarthy.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Return to Sol.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Silent Threat Reborn.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'TGW Vasudan Imperium Demo.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Unification War.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Vassagos Dirge.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'What If - AGW.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Wings of Dawn 1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Wings of Dawn Stranded.plr' with version 1...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Bem Cavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
CSG => Loading 'Bem Cavalgar.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
CSG => Loading 'Bem Cavalgar.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
WARNING: "main_hall_init() was passed a blank mainhall name, loading first available mainhall." at mainhallmenu.cpp:412
ANI 2_main1-m1.ani with size 298x368 (28.1% wasted)
ANI 2_main1-m2.ani with size 187x224 (12.5% wasted)
ANI 2_main1-d1.ani with size 110x123 (3.9% wasted)
ANI 2_main1-d6.ani with size 91x72 (43.8% wasted)
ANI 2_main1-d3.ani with size 234x210 (18.0% wasted)
ANI 2_main1-d4.ani with size 293x165 (35.5% wasted)
ANI 2_main1-d5.ani with size 136x234 (8.6% wasted)
ANI 2_main1-d2.ani with size 163x118 (7.8% wasted)
Frame  0 too long!!: frametime = 1.475 (1.475)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Bem Cavalgar.bemcavalgar.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...
Someone passed an extension to bm_load for file 'GTA.pcx'
CSG => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 15 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.
Loading warp model
Loading model 'warp.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 06:39:52 pm
Pt.2:

Code: [Select]
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Animated Effects
IBX: Found a good IBX to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "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 animation...
SHOCKWAVE =>  Default animation load: SUCCEEDED!!
MISSION LOAD: '00vppro.fs2'
Hmmm... Extension passed to mission_load...
Starting mission message count : 208
Ending mission message count : 208
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'commander.POF'
IBX: Found a good IBX to read for 'commander.POF'.
IBX-DEBUG => POF checksum: 0xb3e5692f, IBX checksum: 0x0f0f5c5a -- "commander.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 'Typhon.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Animated Effects
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship Typhon.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship Typhon.pof
IBX: Starting a new IBX for 'Typhon.pof'.
WARNING: "For ship 'PVD Typhon', detail level mismatch. Table has 4, POF has 3." at ship.cpp:8734
Allocating space for at least 34 new ship subsystems ...  a total of 200 is now available (34 in-use).
Loading model 'VasMCorvette.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Normal Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Normal Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Normal Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Normal Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Model VasMCorvette.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
Turret object not found for turret firing point in model
WARNING: "Couldn't open texture 'glow_blus_small4' referenced by model 'VasMCorvette.pof'" at modelread.cpp:1837
IBX: Starting a new IBX for 'VasMCorvette.pof'.
WARNING: "PVCv Khepri (VasMCorvette.pof) has a null moment of inertia!" at ship.cpp:4593
WARNING: "PVCv Khepri (VasMCorvette.pof) has a null moment of inertia!" at ship.cpp:4593
Loading model 'cruiser02.pof'
IBX: Found a good IBX to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0xa3d48e96, IBX checksum: 0x5c49d25f -- "cruiser02.pof"
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Loading model 'corvette2s-01.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Specular Mapping
   Normal Mapping
   Environment Mapping
   Animated Effects
Unknown special object type $path17 while reading model corvette2s-01.pof
Unknown special object type $path25 while reading model corvette2s-01.pof
Unknown special object type $path15 while reading model corvette2s-01.pof
Potential problem found: Unrecognized subsystem type 'fighterbay', believed to be in ship corvette2s-01.pof
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship corvette2s-01.pof
IBX: Found a good IBX to read for 'corvette2s-01.pof'.
IBX-DEBUG => POF checksum: 0xe86c38c5, IBX checksum: 0x83e4343a -- "corvette2s-01.pof"
Loading model 'cruiser03x.pof'
IBX: Found a good IBX to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum: 0x80451365, IBX checksum: 0x73747fea -- "cruiser03x.pof"
Allocating space for at least 14 new ship subsystems ...  a total of 400 is now available (210 in-use).
Loading model 'cruiser03.pof'
IBX: Found a good IBX to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xf9cc8638, IBX checksum: 0x54166f9f -- "cruiser03.pof"
Loading model 'capital02.pof'
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Compiling new shader:
   Loading built-in default shader for: main-v.sdr
   Loading built-in default shader for: main-f.sdr
Shader features:
   Lighting
   Fog Effect
   Diffuse Mapping
   Glow Mapping
   Specular Mapping
   Environment Mapping
   Animated Effects
Potential problem found: Unrecognized subsystem type 'reactor 4', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 5', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 3', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 2', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital02.pof
Unknown special object type $baddaboom01-01 while reading model capital02.pof
Unknown special object type $baddaboom02-01 while reading model capital02.pof
IBX: Found a good IBX to read for 'capital02.pof'.
IBX-DEBUG => POF checksum: 0xd50a4925, IBX checksum: 0xb8859552 -- "capital02.pof"
Loading model 'fighter02.pof'
IBX: Found a good IBX to read for 'fighter02.pof'.
IBX-DEBUG => POF checksum: 0x604b8ac4, IBX checksum: 0x8430d143 -- "fighter02.pof"
Loading model 'fighter07.pof'
IBX: Found a good IBX to read for 'fighter07.pof'.
IBX-DEBUG => POF checksum: 0x14e1c998, IBX checksum: 0xd6efa7b5 -- "fighter07.pof"
Submodel 'fighter07b' is detail level 1 of 'fighter07a'
Submodel 'fighter07c' is detail level 2 of 'fighter07a'
Submodel 'fighter07d' is detail level 3 of 'fighter07a'
Loading model 'fighter09.pof'
IBX: Found a good IBX to read for 'fighter09.pof'.
IBX-DEBUG => POF checksum: 0x510e9183, IBX checksum: 0xe0d27b63 -- "fighter09.pof"
Loading model 'fighter12.pof'
IBX: Found a good IBX to read for 'fighter12.pof'.
IBX-DEBUG => POF checksum: 0xbcb9d3be, IBX checksum: 0x2463eaea -- "fighter12.pof"
Submodel 'shivoreb-hull' is detail level 1 of 'shivorea-hull'
Submodel 'shivorec-hull' is detail level 2 of 'shivorea-hull'
Submodel 'shivored-hull' is detail level 3 of 'shivorea-hull'
Loading model 'fighter2s-01.pof'
IBX: Found a good IBX to read for 'fighter2s-01.pof'.
IBX-DEBUG => POF checksum: 0x13f78ccd, IBX checksum: 0xf6be3bb5 -- "fighter2s-01.pof"
Submodel 'hull-d' is detail level 3 of 'hull-a'
Submodel 'hull-b' is detail level 1 of 'hull-a'
Submodel 'hull-c' is detail level 2 of 'hull-a'
Loading model 'bomber08.pof'
IBX: Found a good IBX to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0xd07237d6, IBX checksum: 0x783c809e -- "bomber08.pof"
Submodel 'bomber08b-hull' is detail level 1 of 'bomber08a-hull'
Submodel 'bomber08c-hull' is detail level 2 of 'bomber08a-hull'
Submodel 'bomber08d-hull' is detail level 3 of 'bomber08a-hull'
Loading model 'fighter10.pof'
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0x2b38ad95, IBX checksum: 0x6baaf1aa -- "fighter10.pof"
Submodel 'fighter10c-hull' is detail level 2 of 'fighter10a-hull'
Submodel 'fighter10b-hull' is detail level 1 of 'fighter10a-hull'
Submodel 'fighter10d-hull' is detail level 3 of 'fighter10a-hull'
Loading model 'capital04.pof'
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'
WARNING: "Invalid subobj_num or model_num in subsystem 'sensors' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
WARNING: "Invalid subobj_num or model_num in subsystem 'communications' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
WARNING: "Invalid subobj_num or model_num in subsystem 'weapons' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
WARNING: "Invalid subobj_num or model_num in subsystem 'navigation' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
WARNING: "Invalid subobj_num or model_num in subsystem 'engine' on ship type 'Comship'. Not linking into ship!  (This warning means that a subsystem was present in the table entry and not present in the model it should probably be removed from the table or added to the model.)" at ship.cpp:5304
Allocating space for at least 5 new ship subsystems ...  a total of 600 is now available (400 in-use).
OpenGL: Created 512x512 FBO!
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Loading model 'support01.pof'
IBX: Found a good IBX to read for 'support01.pof'.
IBX-DEBUG => POF checksum: 0xf0b70a98, IBX checksum: 0x916c16f7 -- "support01.pof"
Loading model 'support02.pof'
IBX: Found a good IBX to read for 'support02.pof'.
IBX-DEBUG => POF checksum: 0xc69a526d, IBX checksum: 0xc8788ca6 -- "support02.pof"
Submodel 'vsupport01b-hull' is detail level 1 of 'vsupport01a-hull'
Submodel 'vsupport01c-hull' is detail level 2 of 'vsupport01a-hull'
Submodel 'vsupport01d-hull' is detail level 3 of 'vsupport01a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Allocating space for at least 201 new ship subsystems ...  a total of 800 is now available (538 in-use).
About to page in ships!
ANI shield-f02 with size 112x93 (27.3% wasted)
ANI shield-f07 with size 112x93 (27.3% wasted)
ANI shield-f09 with size 112x93 (27.3% wasted)
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shield-f12 with size 112x93 (27.3% wasted)
ANI shieldfs-01 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shield-capital02 with size 112x93 (27.3% wasted)
ANI shield-f06 with size 112x93 (27.3% wasted)
WARNING: "After ship_copy_subsystem_fixup, ship 'Comship' does not have subsystem 'sensors' linked into the model file, 'commander.POF'.  (Ship_info model is 'commander.POF' and subsystem model is 'NULL'.)" at ship.cpp:15441
WARNING: "After ship_copy_subsystem_fixup, ship 'Comship' does not have subsystem 'communications' linked into the model file, 'commander.POF'.  (Ship_info model is 'commander.POF' and subsystem model is 'NULL'.)" at ship.cpp:15441
WARNING: "After ship_copy_subsystem_fixup, ship 'Comship' does not have subsystem 'weapons' linked into the model file, 'commander.POF'.  (Ship_info model is 'commander.POF' and subsystem model is 'NULL'.)" at ship.cpp:15441
WARNING: "After ship_copy_subsystem_fixup, ship 'Comship' does not have subsystem 'navigation' linked into the model file, 'commander.POF'.  (Ship_info model is 'commander.POF' and subsystem model is 'NULL'.)" at ship.cpp:15441
WARNING: "After ship_copy_subsystem_fixup, ship 'Comship' does not have subsystem 'engine' linked into the model file, 'commander.POF'.  (Ship_info model is 'commander.POF' and subsystem model is 'NULL'.)" at ship.cpp:15441
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'
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.
Loading model 'MX-50.pof'
IBX: Found a good IBX to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x8d6824ab, IBX checksum: 0x5121c913 -- "MX-50.pof"
Loading model 'Fury.pof'
IBX: Found a good IBX to read for 'Fury.pof'.
IBX-DEBUG => POF checksum: 0x25f7565c, IBX checksum: 0xba925ea9 -- "Fury.pof"
Loading model 'fang.pof'
IBX: Found a good IBX to read for 'fang.pof'.
IBX-DEBUG => POF checksum: 0x221581b0, IBX checksum: 0xf6d522d2 -- "fang.pof"
Loading model 'Interceptor.pof'
Model Interceptor.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 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x2f8a23bd, IBX checksum: 0x70123160 -- "Interceptor.pof"
Loading model 'Hornet.pof'
IBX: Found a good IBX to read for 'Hornet.pof'.
IBX-DEBUG => POF checksum: 0x89dd1abe, IBX checksum: 0xa4dbe522 -- "Hornet.pof"
Loading model 'Disruptor.pof'
IBX: Found a good IBX to read for 'Disruptor.pof'.
IBX-DEBUG => POF checksum: 0xfe47e75b, IBX checksum: 0xff87331f -- "Disruptor.pof"
Loading model 'Synaptic.pof'
IBX: Found a good IBX to read for 'Synaptic.pof'.
IBX-DEBUG => POF checksum: 0x76e32286, IBX checksum: 0x61d303b2 -- "Synaptic.pof"
Loading model 'Stiletto.pof'
IBX: Found a good IBX to read for 'Stiletto.pof'.
IBX-DEBUG => POF checksum: 0xac4667ac, IBX checksum: 0x65f11834 -- "Stiletto.pof"
Loading model 'EMPulse.pof'
IBX: Found a good IBX to read for 'EMPulse.pof'.
IBX-DEBUG => POF checksum: 0x5d6a20e3, IBX checksum: 0x90a88380 -- "EMPulse.pof"
Loading model 'barracuda.pof'
IBX: Found a good IBX to read for 'barracuda.pof'.
IBX-DEBUG => POF checksum: 0x51ce5a7d, IBX checksum: 0xbbfc8fc5 -- "barracuda.pof"
Loading model 'Tsunami.pof'
IBX: Found a good IBX to read for 'Tsunami.pof'.
IBX-DEBUG => POF checksum: 0xcd527fdf, IBX checksum: 0x13c75f14 -- "Tsunami.pof"
Loading model 'Harbinger.pof'
IBX: Found a good IBX to read for 'Harbinger.pof'.
IBX-DEBUG => POF checksum: 0xe7bee5c5, IBX checksum: 0xf2635652 -- "Harbinger.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 '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"
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_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x9a344f4d, IBX checksum: 0xdfaafcbb -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x4b5c01e9, IBX checksum: 0x8369b9d8 -- "ShivanCluster.pof"
Loading model 'MissileL.pof'
Model MissileL.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
IBX: Starting a new IBX for 'MissileL.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 (Cmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (AVmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI Avenger_Impact.ani with size 80x80 (37.5% wasted)
ANI Leech_Impact.ani with size 80x80 (37.5% wasted)
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 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 2_radar1.ani with size 209x170 (33.6% wasted)
ANI 2_energy2_fs1.ani with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1.ani with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1.ani with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1.ani with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1.ani with size 30x34 (46.9% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1.ani with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1.ani with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1.ani with size 51x51 (20.3% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1.ani with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1.ani with size 43x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
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ANI shieldfs-01.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shield-capital02.ani with size 112x93 (27.3% wasted)
ANI shield-f06.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP256x256+8'
User bitmap 'TMP512x512+8'
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Bmpman: 1808/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 652,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
DRM: 0.25
DE: 3
DM: 1

Class: gtf apollo
DRM: 0.25
DE: 3
DM: 1

Class: gtf valkyrie
DRM: 0.25
DE: 3
DM: 1

Class: gtf hercules
DRM: 0.25
DE: 3
DM: 1

Class: gtf loki
DRM: 0.25
DE: 3
DM: 1

Class: gtf loki#stealth
DRM: 0.25
DE: 3
DM: 1

Class: gtf angel
DRM: 0.25
DE: 3
DM: 1

Class: gtb athena
DRM: 0.25
DE: 3
DM: 1

Class: gtb zeus
DRM: 0.25
DE: 3
DM: 1

Class: gtb medusa
DRM: 0.25
DE: 3
DM: 1

Class: gtb ursa
DRM: 0.25
DE: 3
DM: 1

Class: gtdr amazon
DRM: 0.25
DE: 3
DM: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts centaur
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: gtt elysium
DRM: 0.25
DE: 3
DM: 1

Class: gtt hunter
DRM: 0.25
DE: 3
DM: 1

Class: gtfr poseidon
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 3
DM: 1

Class: tsc 2
DRM: 0.25
DE: 3
DM: 1

Class: ttc 1
DRM: 0.25
DE: 3
DM: 1

Class: gtfr chronos
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tac 1
DRM: 0.25
DE: 3
DM: 1

Class: gtc fenris
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtc leviathan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsc faustus
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: terran probe
DRM: 0.25
DE: 3
DM: 1

Class: gtd orion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#amadeus
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#bastion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#eisenhower
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#galatea
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#goliath
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#intrepid
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#krios
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#legion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#minnow
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#myrmidon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#orion
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#repulse
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd orion#soyakaze
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gtd hades#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti arcadia
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti polaris extension
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: gti polaris pylon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: terran asteroid base
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtsg watchdog
DRM: 0.25
DE: 3
DM: 1

Class: gtsg cerberus
DRM: 0.25
DE: 3
DM: 1

Class: gtep hermes
DRM: 0.25
DE: 3
DM: 1

Class: gtsc faustus#medical
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gtfr chronos#medical
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tac 1#medical
DRM: 0.25
DE: 3
DM: 1

Class: gtt elysium#medical
DRM: 0.25
DE: 3
DM: 1

Class: pvf ulysses
DRM: 0.25
DE: 3
DM: 1

Class: pvf anubis
DRM: 0.25
DE: 3
DM: 1

Class: pvf seth
DRM: 0.25
DE: 3
DM: 1

Class: pvf horus
DRM: 0.25
DE: 3
DM: 1

Class: pvf thoth
DRM: 0.25
DE: 3
DM: 1

Class: pvb osiris
DRM: 0.25
DE: 3
DM: 1

Class: pvb amun
DRM: 0.25
DE: 3
DM: 1

Class: pvb sekhmet
DRM: 0.25
DE: 3
DM: 1

Class: pvdr jackal
DRM: 0.25
DE: 3
DM: 1

Class: pvs scarab
DRM: 0.25
DE: 3
DM: 1

Class: pvt isis
DRM: 0.25
DE: 3
DM: 1

Class: pvfr bast
DRM: 0.25
DE: 3
DM: 1

Class: vc 3
DRM: 0.25
DE: 3
DM: 1

Class: pvfr ma'at
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: vac 4
DRM: 0.25
DE: 3
DM: 1

Class: pvfr satis
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: pvc aten
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: pvsc imhotep
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: vasudan probe
DRM: 0.25
DE: 3
DM: 1

Class: pvd typhon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: pvi karnak
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: karnak reactor
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: karnak reactor#cargo
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

Class: pvi shah extension
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: pvi shah pylon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: vasudan asteroid base
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: pvsg ankh
DRM: 0.25
DE: 3
DM: 1

Class: gvep ra
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon#weakened
DRM: 0.25
DE: 3
DM: 1

Class: sf dragon#terrans
DRM: 0.25
DE: 3
DM: 1

Class: sf basilisk
DRM: 0.25
DE: 3
DM: 1

Class: sf manticore
DRM: 0.25
DE: 3
DM: 1

Class: sf scorpion
DRM: 0.25
DE: 3
DM: 1

Class: sf gorgon
DRM: 0.25
DE: 3
DM: 1

Class: sb shaitan
DRM: 0.25
DE: 3
DM: 1

Class: sb nephilim
DRM: 0.25
DE: 3
DM: 1

Class: sb seraphim
DRM: 0.25
DE: 3
DM: 1

Class: sb nahema
DRM: 0.25
DE: 3
DM: 1

Class: st azrael
DRM: 0.25
DE: 3
DM: 1

Class: sfr mephisto
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 3
DM: 1

Class: sfr asmodeus
DRM: 0.25
DE: 3
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 3
DM: 1

Class: sc cain
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sc lilith
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: sd demon
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd demon#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: sd lucifer#scan
DRM: 0.25
DE: 3
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ssg trident
DRM: 0.25
DE: 3
DM: 1

Class: sslbeam
BEI: 0.2
BEDu: 600
BEDi: 1200

Class: lrsslbeam
BEI: 0.2
BEDu: 600
BEDi: 1200

Class: barracuda
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: tsunami
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: serkr
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: serkr#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: harbinger
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: harbinger#end
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: tsunami#shivan
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: harbinger#shivan
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
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_FICTION_VIEWER (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'wep_disruptor_tech.pof'
Model wep_disruptor_tech.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 'wep_disruptor_tech.pof'.
IBX-DEBUG => POF checksum: 0x79f833dd, IBX checksum: 0x762130c1 -- "wep_disruptor_tech.pof"
Loading model 'wep_avenger_tech.pof'
Model wep_avenger_tech.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 'wep_avenger_tech.pof'.
IBX-DEBUG => POF checksum: 0xb61265da, IBX checksum: 0x71c1cf75 -- "wep_avenger_tech.pof"
Loading model 'wep_flail_tech.pof'
Model wep_flail_tech.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 'wep_flail_tech.pof'.
IBX-DEBUG => POF checksum: 0xf317afef, IBX checksum: 0x5037568b -- "wep_flail_tech.pof"
Int3(): From c:\code\fs2_open_3_7_0_rc2\code\model\modelcollide.cpp at line 643
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 06:44:46 pm
One more thing, I still had the Cache folder open, and a Typhon.bx has now joined the other two Typhons, created just now.

There are no other new creations in the folder.

EDIT: All my other cache files are either .ibx or .tsb. Everything in there has one of each type of file.

Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 11, 2013, 08:54:06 pm
Matt, niffiwan, your time and effort has been appreciated.  :)

So, does anyone dare to meet the challenge of squashing these bugs? :hammer:
Title: Re: RELEASE - Bem Cavalgar
Post by: The E on August 12, 2013, 01:33:01 am
Matt, niffiwan, your time and effort has been appreciated.  :)

So, does anyone dare to meet the challenge of squashing these bugs? :hammer:

Please delete the "FS1_Patch.vp" from the fsport mediavps folder.

Also, a note: You said earlier that you weren't able to upgrade to .14 because of some error. Have you ever reported this, back when it happened? Because that's the first thing you should do, instead of going "Oh well, guess I can't use newer versions".

One more thing, I still had the Cache folder open, and a Typhon.bx has now joined the other two Typhons, created just now.

There are no other new creations in the folder.

EDIT: All my other cache files are either .ibx or .tsb. Everything in there has one of each type of file.

You can delete all *.ibx and *.tsb files. Those were cache files used by 3.6.12 and lower, we have since moved to a different cache format and so these files have no use anymore.
Title: Re: RELEASE - Bem Cavalgar
Post by: Lorric on August 12, 2013, 06:57:45 am
Please delete the "FS1_Patch.vp" from the fsport mediavps folder.

Also, a note: You said earlier that you weren't able to upgrade to .14 because of some error. Have you ever reported this, back when it happened? Because that's the first thing you should do, instead of going "Oh well, guess I can't use newer versions".
I'll move it out.

The issue is after 3.6.12, once the game starts you can't change the volume of the sound and voices. You can move the volume up and down in the F2 options, but it does nothing. The SFX overpowers everything else in-game.

Quote
You can delete all *.ibx and *.tsb files. Those were cache files used by 3.6.12 and lower, we have since moved to a different cache format and so these files have no use anymore.
I'll move them away in case I have to go back down to 3.6.12. Do you want me to try and load the Bem Cavalgar campaign again?
Title: Re: RELEASE - Bem Cavalgar
Post by: InsaneBaron on August 17, 2013, 08:12:58 pm
Lt. Blaise D. Russel, Congratulations!

I just beat Bem Cavalgar. Very interesting indeed...

Note to people with setup bugs: I had trouble setting it up myself. It appears that trying to run Bem Cavalgar on the wrong FSO build NOT ONLY crashes FreeSpace, it ALSO CORRUPTS YOUR PILOT FILE. Try using 3.7 RC2 and THEN creating a new pilot.
Spoiler:
Great opening cutscene. I STILL get the chills whenever I see a/the Lucifer warp in head-on. (BP Shiva voice: "SO, INSANEBARON, WE MEET AGAIN...). It set up the feel of the campaign very well- and made the departure from canon clear from the get-go. Oddly, despite having created a new pilot, I received the Ace medal in the debriefing. My stat sheet listed 94 GTF Hercules kills. Is this intentional? Regardless, it made me feel like an already-experienced pilot, which was good, considering the plot.

The tactical map concept was impressive. It reminded me of Windmills, somewhat. Anyway, for something so unusual, it was quite easy to understand, esp. after having read your guide to the stats.

I started with Operation Hannibal, skipping Depth Charge. My goal was to save civilians, so I figured a defense mission was a good way to start. Interesting fiction viewer entry about the doll- I was impressed by the... culture, you could say... of the out-of-universe entries, and the emotion of the in-universe ones. I read all of them via techroom- even the ones for missions I didn't play. I expected the first mission to be pretty easy but... man, this campaign is hard! Wolf wasn't kidding when he commented on how hard it it to kill Shivans who are smart enough to shift and equalize their shields. I flew a Thoth with Avengers on that mission, but for the rest of the campaign I made sure to have a bank of Banshees, S-Breakers, or Flails for extra anti-sheild power. Anyway, after a fierce fight I managed to save 70-80% of the civilians, which Captain Senbi and I agreed was pretty impressive under the circumstances. I felt pretty good about it.

I noticed a problem at that point. The ship/weapon stock didn't deplete when I lost wingmen. On the first mission, I gave all three wingmen Seths, assuming that the mission would be easy and that the Seth was a high-survivability ship. All three of them died (that mission was looong). But on the next mission, I still had all three Seths. This was consistent for the whole campaign: I always had the same amount of equipment that I started with. Supply missions were unnecessary. Is this a bug, or is it intentional? I was using the "Easy" loadouts.

Anyway, having started with a defense mission, I decided to play an offense mission next. To wit, Ashanti (skipping Zawistowska). Flying an Amun, I had the chance to try the fan-made Barracuda missile. It packs less punch than the Tsunami, but more of them can be carried. Lockon time is just way too long (longer than the Harbinger, or so it seemed to me), but Barracudas CAN be dumbfired. Barracudas also reload quickly. The dumbfire feature came in very useful, as I was able to smash the Shivan freighters in rapid succession. I shredded the Shivan convoy, without loosing a single wingman, with two minutes to spare. Fun :) Side note: Blaise, I noticed you increased the size of the Amun's banks. And increased size the of the Tsunami, making the Barracuda more useful.

On round Three, I skipped Iram of the Pillars in favor of Port Said (defense again). I flew a Seth this time, and I experimented with the Fang missile. A dumbfire, similar to the Fury, less power per missile but can be carried in double the quantity, fires in pairs. Overall, I found it a better dogfight weapon than the Fury, plus more payload-efficient, but lacking in anti-subsystem power. Port Said actually wasn't that hard; I succeed in saving the station itself and both evac transports- 100% of the civilians. I lost two wingmen, but again, I didn't loose equipment. Again, a feel-good outcome. Side note: Blaise, is the Railgun any good in Bem Cavalgar? I didn't find the hidden retail version useful.

For round four, I switched back to offense with Black May (over Salvador). It took a couple of tries, but in the end it was a big success. I flew an Amun again. My wingmen and I de-fanged and then demolished the Shivan Corvette fast enough to save all three PVN cruisers. Barracudas again proved their worth: while attacking the Moloch's upper beam I was unable to get a lock with Harbingers due to the flak, but a pair of dumbfired Barracudas blew the turret clean off (Barracudas seem to do fairly good subsystem damage). On top of that, I didn't loose a single wingman. Bem Cavalgar's offense missions are a lot less frustrating than the defense ones...

But not as satisfying. Round Five found my back on defense, turning down Celebrating Jutland in favor of Alhambra. Favorite fiction viewer entry, really made my day to see how much Revenant had done. But MAN, was this mission a pain. I tried a number of strategies before I found one that worked: send a pair of Seth wingmen to de-fang the Lillith, send a wing of Horuses to hit Krishna, take on the Cain in a Seth myself.
ATTENTION BLAISE: In Alhambra, you're wingmen state that to eliminate the Cain's C2 ability, you must destroy its NAVIGATION and COMMUNICATIONS subsystems. In reality, you must also destroy the SENSORS for this to work.
Spoiler:
With the cruisers dealt with, I was able to focus on covering the evacuees. The station went down, literally, TWO SECONDS after the last evac wing launched. I was able to save six out of the eight evac transports, plus most of the convoy. Again, satisfying once I finally beat it.

Plot issue: if the PVN is supposed to be pulling out, why are there still PVN ships in-system, even on the last mission? I might have missed the explanation, but it didn't seem that the PVN was gone, although they weren't typically where they were needed.

Also, I felt the campaign needed a Climax mission. So Revenant's base was destroyed by the Shivans? That would have been a great ending mission. In fact, it's what I was expecting when I activated the "end campaign" buoy. In the next release, I'd love to have Azriel 1 make a last stand at Revenant HQ- why not bring the Lucifer in to finish Revenant off? Maybe Azriel 1 could have a choice: warp out and surrender to the PVN, or stay and die fighting the Shivans (two-three wings of FuryAI Dragons with no wingmen and I know I'd be dead).

Lastly, the timing is a little off on the last cutscene. The final message is up for less than a second before the mission ends. (something about Konsu)

So, overall: I had my questions and issues, but this is a very unique, enjoyable, and challenging campaign; definitely good enough to merit the second release that I feel it needs. Blaise, you've convinced me that your reputation around here is well-deserved, and if this school year isn't nightmarishly busy I'll try Homesick and Echo gate.
Title: Re: RELEASE - Bem Cavalgar
Post by: CT27 on August 18, 2013, 01:05:23 am
Blaise, you've convinced me that your reputation around here is well-deserved, and if this school year isn't nightmarishly busy I'll try Homesick and Echo gate.

If you're looking for another good campaign of his, I'd heavily recommend Shrouding The Light.
Title: Re: RELEASE - Bem Cavalgar
Post by: iVoid on September 03, 2013, 08:17:57 am
O.o A campaign titled in my native language, I wasn't expecting this... I'll try it out!
Title: Re: RELEASE - Bem Cavalgar
Post by: Sarkoth on September 14, 2013, 07:41:44 am
First, congrats on the release, although I am late with that. Wasn't around for a cpl of weeks. And then I not only get a new awesome campaign to play with, I also learn that Blaise Russel is back? For real. AWESOME.

That will mean a not-so-fast-ending happy dance.
Title: Re: RELEASE - Bem Cavalgar
Post by: General Battuta on September 21, 2013, 09:44:15 am
Both you and Luis Dias have a fair point here. In some ways this was a tricky choice to make - I'm both using and drawing upon Freespace as a text to add weight to my writing, but also subverting and ignoring it when it suits my purposes. In my defence, canonically the invasion and destruction of Vasuda takes... what, a few days? Bem Cavalgar is intended to take place over a much longer time than that (I imagine at least a month, which is the length of the entire Freespace 1 campaign) so some subversion was inevitable.

However, it was also a deliberate act on my part to try to divorce the player from notions of 'canon' and promote subtextual readings of the campaign. Petty crusade on my part, I know.

I love you :allears:
Title: Re: RELEASE - Bem Cavalgar
Post by: FlamingCobra on September 22, 2013, 04:14:34 pm
getting massive, massive errors. Log attached.

[attachment deleted by ninja]
Title: Re: RELEASE - Bem Cavalgar
Post by: General Battuta on March 24, 2015, 04:17:16 pm
Lieutenant Danger (sadly deprived of your awesome SA avatar) if I write a huge effortpost about this campaign will you be here to read it? **** it, I'm all up on Pascal's Wager, I'll do it
Title: Re: RELEASE - Bem Cavalgar
Post by: Goober5000 on March 24, 2015, 09:06:21 pm
Lieutenant Danger (sadly deprived of your awesome SA avatar)

I don't know what you're talking about.  He clearly has an awesome SA avatar on this forum. :nervous:
Title: Re: RELEASE - Bem Cavalgar
Post by: hack-wizard on February 11, 2017, 10:33:29 pm
Any idea why my HUD isn't coming up on this, at all?  Seems this is the only mod so far I've had this issue on ...

I've tried various release versions of the executable, including 3.7.4, 3.7.3 and 3.7.2, same issues on each.

Title: Re: RELEASE - Bem Cavalgar
Post by: Admiral Nelson on February 13, 2017, 08:31:58 pm
Looking at the tables, I'm not sure how the HUD could work.  Bem Cavalgar includes a hud-gauges.tbl which defines only its custom gauges used for the strategic map.  It says not to load the retail gauges at all.  I thus don't see any messages in the strategic map (have to hit F4 to see them) and get no HUD in missions.  A question for the code boys would be has something changed in the handling of hud-guages since this campaign was released in 2013?  It is as if it assumes retail gauges just appear in missions even with $Load Retail Configuration:   NO and I don't see how?
Title: Re: RELEASE - Bem Cavalgar
Post by: hack-wizard on February 13, 2017, 08:34:11 pm
Oh lordy, is there a way to work around this?
Title: Re: RELEASE - Bem Cavalgar
Post by: AdmiralRalwood on February 13, 2017, 09:04:05 pm
It is as if it assumes retail gauges just appear in missions even with $Load Retail Configuration:   NO and I don't see how?
Or it assumes a -hdg.tbm that will provide the rest of the gauges is present in, say, the 3.6.12 MediaVPs folder.
Title: Re: RELEASE - Bem Cavalgar
Post by: Admiral Nelson on February 14, 2017, 05:06:28 am
All that file has in it is "$Max Escort Ships: 5" and nothing else. I don't see anything in the folder chain which gives any retail gauge positioning.

EDIT: If I change the first line of hud-gauges to "$Load Retail Configuration:   YES"  Then I see the HUD again.  Thus I wonder if something changed in what that meant in the past? hack-wizard, if you make that change does everything work for you? 
Title: Re: RELEASE - Bem Cavalgar
Post by: Admiral Nelson on February 14, 2017, 08:04:54 pm
OK, never mind all that.  I've gone and fixed up this campaign as best I could, making it compatible with the current fs-port, fsport-mediavps_2014 and MediaVPs_2014, killing all debug issues, etc: click here to download (https://www.dropbox.com/s/bl2xt1ka9k7v3zb/bemcavalgar.zip?dl=0).  Please try it (anyone else please try it as well) and let me know if you have any issues; if no issues I can re-release this properly.
Title: Re: RELEASE - Bem Cavalgar
Post by: hack-wizard on February 15, 2017, 07:49:29 pm
Sorry, life (tm) interjected majorly.  Will try the release and thanks. :)

Gauges still not showing in the new version ... what file or flag did I need to adjust again?
Title: Re: RELEASE - Bem Cavalgar
Post by: Admiral Nelson on February 15, 2017, 08:14:37 pm
No worries.  I shoud have given you a non vp version so you can see all of the tables.  Download again (https://www.dropbox.com/s/bl2xt1ka9k7v3zb/bemcavalgar.zip?dl=0).  The issue I think was in hud-gauges.tbl.  The first line should read "$Load Retail Configuration:   YES".  When I changed that I got the HUD back again.  Please give it a try.  This assumes you have the latest fs port, fsport media vps 2014 and media vps 2014.
Title: Re: RELEASE - Bem Cavalgar
Post by: tomimaki on February 19, 2017, 12:14:30 pm
Seems works ok. I didn't play all missions but hud appears.
Btw Knossos FSO is picky about space in
Code: [Select]
secondarylist = fsport, MediaVPs_2014; :nervous:
Title: Re: RELEASE - Bem Cavalgar
Post by: Phantom Hoover on February 19, 2017, 12:39:36 pm
As well it should be, because that's broken. Take the space out.
Title: Re: RELEASE - Bem Cavalgar
Post by: Admiral Nelson on February 19, 2017, 01:57:16 pm
I have released an upgrade to this campaign (http://www.hard-light.net/forums/index.php?topic=93222.0), which should take care of any issues running it with current builds.

Title: Re: RELEASE - Bem Cavalgar
Post by: Asteroth on May 15, 2017, 05:14:05 am
What's with the ridiculously long TTK? With a single avenger firing on a shaitan or basilisk in close-range with at least a 90% hit rate it consistently takes me 15-20 seconds to kill, which is utterly egregious. Needlessly to say, it's mind-numbingly tedious and frustrating to just simply stand there holding down the mouse button, waiting for it to finally die, as it happily destroys your whole escort list since you pose absolutely no threat to it. Even ignoring their maneuverability (which I'll get to in a moment), a scorpion takes significantly longer to kill than even a seraphim with the avenger in retail! It kind of trivializes trying to protect things if they're happy to just ignore you, which, mind you, did actually happen in some FS1 missions, when they really wanted to kill your escorts they would put basilisks within hornet range and facing your charges, but at least it was mitigated somewhat because as a direct result of ignoring you rather than evading you, you could cut them down very quickly. I understand that the avenger is supposed to be a crappy 'we have nothing good left time to break open the avengers' kind of weapon, but this is completely absurd.

And then there is their behavior. I, at first, thought this was a bug, but I noticed someone else had the exact same line of thought only for it be confirmed it was indeed intentional. I specifically refer to the shivan's dogfighting technique. Close in as close as possible, and then circle strafe you to death. Now, of course, I am aware that shivans (only maras and scorpions from memory, but I'd be happy to accept that they all had the capability) could "move sideways" making them a very dangerous foe. But they only ever used this ability to a significant degree occasionally, usually by about 30 or 40 degrees to fire at you as they passed you by. But now, they do so at 90 degrees all the time. This has some significant problems when it comes to dogfighting. Since their heading is now basically irrelevant to them they lose nothing constantly turning (around you that is), so the only way to keep up with them is to come to a complete standstill, rotating in place. Moving at any speed will badly compromise your ability to track them. You can burn away, but remember, they're constantly facing you so they can easily get on your tail. Even if you're much faster and can disengage, your only other option is to just play chicken with them, which might work, but you'll take way too much damage to afford to do it consistently over the course of a mission. Oh and they also roll all the time, so the whole shield quadrant system is pretty irrelevant, you're taking all his shields down whether you want to or not.

So the result is sitting in place pouring hundreds of avenger shots into a single target (good luck if you've got more than one on you!) for 15-20 seconds, and desperately hoping you don't have to kill too many fighters or, heaven forbid, bombers.

All the things they do, rolling, circle-strafing, is all things they've always been able to do, it's just that now the AI actually tells them to take advantage of it! Which is a completely admirable sentiment, there's no reason why they shouldn't take advantage of their strengths, right? And normally, it's exactly what I'd want, but since it results in such a boring, laborious situation in practice I pale at the thought of more combat!

/rant

I don't like being so negative, I really want to like this mod. I absolutely adore the concept, but I can't shake the absolutely abysmal first impression I got from it. I expected gameplay at least somewhat similar to FS1, but instead the weapons are completely different, despite identical names, and the shivans don't fight anything like what they do in retail, and neither of the changes were for the better.

That's just my impression, I could be going into this completely wrong, or actually be suffering from some kind of bug, I don't know. Please, those of you who have played or completed it tell me how you did it, what am I missing here? I really want to play this mod more but I can't stomach the idea of more of that combat.
Title: Re: RELEASE - Bem Cavalgar
Post by: CT27 on May 15, 2017, 04:11:01 pm
I too, remember that issue when playing the campaign.  It seemed like the Shivans got a massive buff in health.
Title: Re: RELEASE - Bem Cavalgar
Post by: Iain Baker on September 26, 2023, 09:52:21 am
I’m pretty sure it is intentional, looking at the tables. Personally I love how they have been changed since fighting retail AI is kinda boring and lacks challenge on anything less than Insane. It’s also the only campaign where I have felt weak, vulnerable and on the loosing team throughout.

In many ways, the AI and combat in this is now the yardstick against which all other campaigns are judged, and for me at least, most come up wanting. Which is why I’m now adding “Fury-on-crack AI, full GXYZ movement and enhanced weapons to all campaigns I play to spice them up a bit  :drevil: