Okay, I've finally got everything in SVN and working but there appears to be a problem with the Wep_Nothing.pof
Assert: "n_points > 0"
File: modelcollide.cpp
Line: 66
ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! SCP_DumpStack + 367 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! dump_stacktrace + 68 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! os::dialogs::AssertMessage + 879 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! model_collide_allocate_point_list + 63 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! model_collide_parse_bsp_defpoints + 98 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! model_collide_parse_bsp + 185 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! model_load + 3868 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! weapons_page_in + 954 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! level_page_in + 88 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! freespace_mission_load_stuff + 240 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_post_level_init + 206 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_start_mission + 387 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_enter_state + 597 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! gameseq_set_state + 365 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_process_event + 318 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! gameseq_process_events + 163 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_main + 644 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! actual_main + 162 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! SDL_main + 47 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! main_utf8 + 32 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! WinMain + 178 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! invoke_main + 45 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! __scrt_common_main_seh + 295 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! __scrt_common_main + 14 bytes
[...]
[ This info is in the clipboard so you can paste it somewhere now ]
Use Debug to break into Debugger, Exit will close the application.
ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! SCP_DumpStack + 367 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! dump_stacktrace + 68 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! os::dialogs::Error + 332 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! os::dialogs::AssertMessage + 1105 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! model_collide_allocate_point_list + 63 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! model_collide_parse_bsp_defpoints + 98 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! model_collide_parse_bsp + 185 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! model_load + 3868 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! weapons_page_in + 954 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! level_page_in + 88 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! freespace_mission_load_stuff + 240 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_post_level_init + 206 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_start_mission + 387 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_enter_state + 597 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! gameseq_set_state + 365 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_process_event + 318 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! gameseq_process_events + 163 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! game_main + 644 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! actual_main + 162 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! SDL_main + 47 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! main_utf8 + 32 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! WinMain + 178 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! invoke_main + 45 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! __scrt_common_main_seh + 295 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! __scrt_common_main + 14 bytes
fs2_open_3_8_1_x64_AVX-DEBUG.exe! WinMainCRTStartup + 9 bytes
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes
As far as I can tell, the problem is that the .pof doesn't actually have anything in it. The pof is actually a geometryless object which is meant to be used when the game insists ships have secondary weapons. Looks like this particular hack no longer works and is making the game error out.
I'm also getting some errors with the 3D sounds having more than one channel but you can click through those (although they should be fixed of course).
Anyway, apart from those two problems, and with a lot of thanks to FUBAR, things do seem to work well enough that I can start getting everyone else involved. So if anyone else wants to help me, just ask on here and I'll give you SVN access. I'll need an email address though so if you want to use a different one from the one you registered with you'll have to tell me.