Author Topic: BP: War in Heaven discussion  (Read 913366 times)

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Offline The E

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  • Nothing personal, just tech support.
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Re: BP: War in Heaven discussion
I noticed that but I'd say the aforementioned update changed things and those checksums in the troubleshooting section weren't updated. Redownloading those files though, standby for edit

Edit: Confirmed, errors persist, checksums still the same (aka, different)

Checksums and file numbers have been updated.

That said, your log shows 11 files in the Blueplanet2 directory that are not in any .vp. Are there any tbls or so you added manually?
« Last Edit: December 26, 2011, 08:33:17 am by The E »
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Killer Whale

  • 29
  • Oh no, not again.
Re: BP: War in Heaven discussion
Yes, more recent log says 13. Files in blueplanet2 folder:
Blue Planet - Forums.url
Blue Planet - Homepage.url
Blue Planet - Troubleshooting.url
bp2-adv-visuals.vp
bp2-audio1.vp
bp2-core.vp
bp2-visuals1.vp
bp2-visuals2.vp
bplogo.bmp
mod.ini
data (folder)
 - effects
 - - main-f.sdr
 - - main-v.sdr
 - models
 - - jackal.pof
 - tables
 - - post_processing.tbl

Which doesn't add to 13.
Other info: My comp's a 32bit Win7 with 4GB RAM, intel i5, AMD 6950 (a thought just occured to me to update my drivers, it didn't help). My Freespace 2 is at C:/Program Files/Freespace 2, so if I click "compatability files" (how I have to find my log) at the top of the windows explorer window it brings me to (C:/Users/)my name/AppData/Local/VirtualStore/Program Files/Freespace 2/blueplanet2 which has a mess of .tbl, .tbm, .ibx and .fs2 (not sure if that's the original file extention for FRED files or my mistakes with "open file with" changed it at some point) files and folders in it (I can't get them to add to 13 in any way either).
Recent log:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.6.13.8090
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
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,mediavps_3612
  -window
Building file index...
Found root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x241c257f
Found root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-audio1.vp' with a checksum of 0x51171798
Found root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-core.vp' with a checksum of 0xbbf00493
Found root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-visuals1.vp' with a checksum of 0xb84e33a1
Found root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-visuals2.vp' with a checksum of 0xd3552477
Found root pack 'C:\Program Files\Freespace 2\blueplanet\bp-adv-visuals.vp' with a checksum of 0xbba0f03c
Found root pack 'C:\Program Files\Freespace 2\blueplanet\bp-audio1.vp' with a checksum of 0xe79b67ce
Found root pack 'C:\Program Files\Freespace 2\blueplanet\bp-audio2.vp' with a checksum of 0xb50d55b7
Found root pack 'C:\Program Files\Freespace 2\blueplanet\bp-core.vp' with a checksum of 0x6b804787
Found root pack 'C:\Program Files\Freespace 2\blueplanet\bp-visuals1.vp' with a checksum of 0x316467fa
Found root pack 'C:\Program Files\Freespace 2\blueplanet\bp-visuals2.vp' with a checksum of 0x39fe8221
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace 2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace 2\blueplanet2\' ... 13 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-adv-visuals.vp' ... 31 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-audio1.vp' ... 156 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-core.vp' ... 72 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-visuals1.vp' ... 641 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet2\bp2-visuals2.vp' ... 2012 files
Searching root 'C:\Program Files\Freespace 2\blueplanet\' ... 0 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet\bp-adv-visuals.vp' ... 358 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet\bp-audio2.vp' ... 683 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet\bp-core.vp' ... 52 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet\bp-visuals1.vp' ... 374 files
Searching root pack 'C:\Program Files\Freespace 2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Program Files\Freespace 2\mediavps_3612\' ... 4 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files\Freespace 2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files\Freespace 2\' ... 14 files
Searching root pack 'C:\Program Files\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace 2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace 2\warble_fs2.vp' ... 52 files
Searching root 'g:\' ... 0 files
Found 39 roots and 20250 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 Software on Speakers (Realtek High Definition Audio)
  Capture device: <not available>
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1920x1080 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    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 6900 Series
  OpenGL Version   : 4.2.11318 Compatibility Profile Context

  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".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (la-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (ba-f.sdr)
  Compiling shader: main-v.sdr (ba-v.sdr), main-f.sdr (bga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbga-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbgsa-f.sdr)
  Compiling shader: main-v.sdr (la-v.sdr), main-f.sdr (lbsa-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbgsea-f.sdr)
  Compiling shader: main-v.sdr (lea-v.sdr), main-f.sdr (lbsea-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbgsna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbna-f.sdr)
  Compiling shader: main-v.sdr (lna-v.sdr), main-f.sdr (lbsna-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lnea-v.sdr), main-f.sdr (lbsnea-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfba-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbga-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbgsa-f.sdr)
  Compiling shader: main-v.sdr (lfa-v.sdr), main-f.sdr (lfbsa-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbgsea-f.sdr)
  Compiling shader: main-v.sdr (lfea-v.sdr), main-f.sdr (lfbsea-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbgsna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbna-f.sdr)
  Compiling shader: main-v.sdr (lfna-v.sdr), main-f.sdr (lfbsna-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbgsnea-f.sdr)
  Compiling shader: main-v.sdr (lfnea-v.sdr), main-f.sdr (lfbsnea-f.sdr)
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr
  Compiling shader: soft-v.sdr (soft-v.sdr), soft-f.sdr (soft-f.sdr)
Loading built-in default shader for: soft-v.sdr
Loading built-in default shader for: soft-f.sdr

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...
Loading built-in default shader for: fxaa-v.sdr
Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
Loading built-in default shader for: fxaapre-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 4.20
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-trigger-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-debrisgrav-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-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)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
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 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
Weapon 'Hornet#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Hornet#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
Weapon 'Harpoon#Weak#Shivan' requires the "player allowed" flag, but it's not listed!  Adding it by default.
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
WARNING: "Unrecognized weapon 'TAG-AAA' found when setting weapon targeting priorities." at ship.cpp:16800
bp2-obt.tbm(line 24:Error: Required token = [#End] or [$Name:], found [+Target Priority: ( "bombers" "] .
ERROR: bp2-obt.tbm(line 24:
Error: Required token = [#End] or [$Name:], found [+Target Priority: ( "bombers" "] .

File: parselo.cpp
Line: 262
Int3(): From c:\code\fs2_open_3_6_14_rc2\code\globalincs\windebug.cpp at line 1148



Edit: Forgot to recheck checksums, it appears bp2-core.vp has a different checksum and file count than the ones in troubleshooting, even after a redownload.

Edit: The mess of files in (C:/Users/)my name/AppData/Local/VirtualStore/Program Files/Freespace 2/blueplanet2:
Code: [Select]
data
 - cache
 - - corvette2t-01.ibx
 - - fighter2s01.ibx
 - - fighter2s02.ibx
 - - fighter2t05.ibx
 - - fighter2v02.ibx
 - - fighter03.ibx
 - - fighter10.ibx
 - - Jackal.bx (not .ibx; .bx)
 - missions (These look like relics from old missions I mucked around with a while back. Looks like deletions aren't permenant)
 - - Backup.001
 - - bp2-karunacommand.fs2
 - - Dogfight.bak
 - - Dogfight.fs2
 - - Karuna-refit.bak
 - - Karuna-refit.fs2
 - - Test.bak
 - - Test.fs2
 - New Folder
 - - Dogfight.fs2
 - tables
 - - bp2-betty-sct.tbm
 - - bp2-shp.tbm
 - - bp2-wep.tbm
 - ai.tbl
 - bp2-aip.tbm
 - bp2-amr.tbm
 - bp2-betty-sct.tbm
 - bp2-csc-sct.tbm
 - bp2-mfl.tbm
 - bp2-mus.tbm
 - bp2-obt.tbm
 - bp2-shp.tbm
 - bp2-str.tbm
 - bp2-stupid-sct.tbm
 - bp2-tcard-sct.tbm
 - bp2-wep.tbm
 - credits.tbl
 - icons.tbl
 - mainhall.tbl
 - messages.tbl
 - multi.log
 - sounds.tbl
 - Species.tbl
 - ssm.tbl
 - Tcp.cfg
 - tips.tbl
ai.tbl
bp2-aip.tbm
bp2-amr.tbm
bp2-betty-sct.tbm
bp2-csc-sct.tbm
bp2-mfl.tbm
bp2-mus.tbm
bp2-obt.tbm
bp2-shp.tbm
bp2-str.tbm
bp2-stupid-sct.tbm
bp2-tcard-sct.tbm
bp2-wep.tbm
credits.tbl
hm
icons.tbl
mainhall.tbl
messages.tbl
settings.ini
sounds.tbl
Species.tbl
ssm.tbl
tips.tbl
« Last Edit: December 26, 2011, 09:27:07 pm by Killer Whale »

 

Offline The E

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Re: BP: War in Heaven discussion
Please delete all of those tbl, tbm and fs2 files.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
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Offline Killer Whale

  • 29
  • Oh no, not again.
Re: BP: War in Heaven discussion
It works! :D :yes: Thanks The E!
There are a still a couple of mission specific errors, but the game is playable, so I don't really mind. I'll put them here anyway though.
Looks great, awesome just got more awesome.

Edit: Mission specific errors are also specific to debug build, I don't care about them anymore.
« Last Edit: December 27, 2011, 09:11:04 am by Killer Whale »

 

Offline Kolgena

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Re: BP: War in Heaven discussion
Shouldn't the debug build have identical behavior to the release build? Otherwise, isn't that very bad for debugging?

 

Offline The E

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Re: BP: War in Heaven discussion
No, the debug build will complain very loudly whenever something isn't as expected.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Qent

  • 29
Re: BP: War in Heaven discussion
Shouldn't the debug build have identical behavior to the release build? Otherwise, isn't that very bad for debugging?
It's good for debugging because if something works perfectly in the debug build, then it will surely work in the release build. :)

 

Offline Iss Mneur

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  • TODO:
Re: BP: War in Heaven discussion
Shouldn't the debug build have identical behavior to the release build? Otherwise, isn't that very bad for debugging?

In principle yes.  However you seem to be misunderstanding what the warnings really are.

The things that Debug whines about are more trivial things like if a tbl entry is ambiguous, from past experience (read bug reports) appears to be a typo, or something "minor" is missing (like a texture or sound). Some things are so trivial that we don't even generate a popup for, we just write to the log, such as a missing scripting.tbl. The warning code is such that, if you click through the warnings from Debug, the same assumptions are made as in release, and the same typos are ignored or changed.

If something is a real error debug and release will always stop a prevent further execution.  If that is not what happens, that is a bug and please file a mantis report with reproduction instructions so that we can fix it.
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Offline Kolgena

  • 211
Re: BP: War in Heaven discussion
Ooh, okay. Thanks for the clarifications everyone.

 

Offline Col. Fishguts

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Re: BP: War in Heaven discussion
From the updated release thread

Quote
-Switched all models to use glass-trans for compatibility with new transparency-handling code

Could somebody elaborate on that please? The wiki article on -trans maps is sort of vague:

Quote
This enables the transparency for the map of the model, once again using the UV’s for the model. Map in question can also be set as -shine or -glow map (for example TextureName-trans-glow). Transparency can also be set through alpha channel (see further below), but the use of the -trans method offers a number of benefits, attributed to the different nature of its rendering. For one, use of -trans textures eliminates the issue of rendering order, and the texture behaves as if the "transparent" box is checked in the ship lab.

Note: unlike with other textures, simply providing an extra MyShip-trans texture doesn't work. You must actually name your base texture MyShip-trans and do so also in the pof file. So instead of MyShip.dds, MyShip-normal.dds and MyShip-trans.dds, you need MyShip-trans.dds and MyShip-trans-normal.dds.

How exactly is the rendering different and why does it require an explicit "MyShip-trans-normal.dds" map? I looked all over the modding subforum, but couldn't find an relevant thread.
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Offline The E

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Re: BP: War in Heaven discussion
Normally, transparency effects depend on the model file being laid out in a very specific way so that everything that is supposed to have a transparent texture is at the end of the model file and thus being rendered last.
With -trans textures, the engine automatically detects an intended transparency, and shunts all of the affected polygons to the end of the render pipeline. This is a necessary step needed to ensure that shadows work correctly, as well as making model creation much easier.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline Col. Fishguts

  • voodoo doll
  • 211
Re: BP: War in Heaven discussion
Aha, so the -trans suffix only changes the rendering order? The transparency itself is still defined in the alpha channel, correct?
I just would like to be sure, that this has nothing to do with the old way -trans worked, because IIRC a long time ago, the -trans suffix could be used for separate map, that defined transparency with a 8bit grayscale map.
"I don't think that people accept the fact that life doesn't make sense. I think it makes people terribly uncomfortable. It seems like religion and myth were invented against that, trying to make sense out of it." - D. Lynch

Visit The Babylon Project, now also with HTL flavour  ¦ GTB Rhea

 

Offline The E

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Re: BP: War in Heaven discussion
Yes. Because the old way was simply silly.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 
Re: BP: War in Heaven discussion
Just wanted to say that I laughed way more than I probably should have at the detail3 of the Solaris:


 
Re: BP: War in Heaven discussion
Minor issue I've noticed: the new Karuna model seems to jump slightly forward/backward when LODs switch. This is most noticeable  when the camera pulls away from the Yangtze at the end of Delenda Est.

Other than that, the Karuna is now probably my favorite model in FreeSpace.

 

Offline Darius

  • Moderator
  • 211
Re: BP: War in Heaven discussion
Yep, it's a known problem. I suspect the fix is an easy one that involves recentering axes in a modelling program. Moving the subobject in PCS2 does nothing.

 

Offline MatthTheGeek

  • Captain Obvious
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Re: BP: War in Heaven discussion
The Cretheus has a similar issue, just for info. Not that anyone noticed it since VD anyway.
People are stupid, therefore anything popular is at best suspicious.

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Offline Kolgena

  • 211
Re: BP: War in Heaven discussion
Does the centrifuge on the Karuna MkII spin for anyone else? It doesn't for me in the ship lab.

 

Offline KyadCK

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Re: BP: War in Heaven discussion
Does the centrifuge on the Karuna MkII spin for anyone else? It doesn't for me in the ship lab.

under render options theres one labeled "rotate subsystems" or such, check that.
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Offline SypheDMar

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Re: BP: War in Heaven discussion
If that doesn't work, you have to redownload bp2_core (and possibly visuals2 if you haven't done that either) again. I only updated visuals1 at the time because I thought only that changed in the minor update.