Author Topic: BtA Bug Report Thread  (Read 4706 times)

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I found some few errors in my "Mefistofele"-Playthrough.

In "Shell Game"in the 2nd Command Briefing Stage the CBAnim reads "recieved" instead "received".
In the same mission in the last stage, it also happens, that the enemies attack TC 1-24 and so abort the pursuit of yourself. You can use this moment to blow up the whole gang, because the enemies gather around the container, until this crate gets destroyed.

Also the Mako turns around directly after the death of the initial 10 pursuers, which does not make sense... because it happens before the second wave abort the pursuit and jump out and before the whole Sensoranomaly thing.
Shivan here, Shivan there, Shivan everywhere.

My english isn't very well, so sorry for a few mistakes.

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I'm having a problem with a mission.

Spoiler:
Corrida de Toros: After the Cardinal shows up, the game crashes as soon as Ozymandias says "permit you the Sirius jump node".

This occurs for me on 3.7.5 SSE2, 3.7.4 SSE2, and 3.74 Debug SSE2. There is no error message dialog from the debug build on the crash, and the fs2_open.log doesn't look very revealing to me (I've attached it, though).

Any help would be greatly appreciated! I'm really looking forward to experiencing the campaign.

[attachment deleted by admin]
« Last Edit: December 29, 2016, 12:31:40 pm by MrNerdHair »

 
I'm having a problem with a mission.

Figured this one out myself! Apparently my binaries were old. My 3.7.4 was actually a pre-final build, and what my launcher lists as 3.7.5 was an old nightly.

 
In "Hammer's Edict":



Could not find index 'Name' in type 'asteroid'

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
Name:      (null)
Name of:   (null)
Function type:   (null)
Defined on:   0
Upvalues:   0

Source:      (null)
Short source:   
Current line:   0
- Function line:   0
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
   [C]: ?
   [string "shipsaveload-sct.tbm - On Game Init"]:223: in function 'cpsp'
   [string "?"]:1: in main chunk
------------------------------------------------------------------

1: Userdata [asteroid]
2: String [Name]
------------------------------------------------------------------



Dismissing the error let the mission proceed without further issue.

 

Offline Makhpella

  • 27
  • Kharak is burning!
Crashing on 'Shell Game'. No idea why. Started with yesterday's nightly, had no issues before.

First log is where I usually crash.

Second, I have no idea what happened there. Only occured once.

I have a checkpoint from the time I got through Mako's jump,  but that too crashes several seconds in. Another weird thing happened that time. I jumped out, entered subspace, exited, but the skybox kept spinning subspace-y, I couldn't move and i was nowhere near the Mako. No log though.

[attachment deleted by admin]
'I'm from the marksman school of conversation.' -Kovacs

 

Offline mjn.mixael

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Don't use a nightly build with BtA. It's incompatible.
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Offline Makhpella

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  • Kharak is burning!
Oh. I got through... half of BtA with a nightly last year. But thanks, I'll 3.7.4 it.
'I'm from the marksman school of conversation.' -Kovacs

 

Offline Novachen

  • 26
  • The one and only Capella supernova.
Re: BtA Bug Report Thread
Mission: The Texas Seven

Spoiler:
there is the point that all alpha wing gets disabled and you have to type a special order to the ship system.
At this point the mission got stuck. I cant type a blank and it doesnt matter what i type in. Nothing happens

Info:
- 3.7.4. SSE2
- no mission skipped

Actually, i can confirm this error.

This whole terminal thing, seems to have problems if you play Freespace 2 in another language.

With the english setting it works without problems. And you have to type Y for Z on an QWERTZ-Keyboard.
If you play the game in another language with the related font file, german for example: Backspace, Spacebar and Enter do not work and so you can not continue with the mission.

Because i am doing a translation into german of this whole campaign, it takes so long for me to get to this mission... and so to encounter this error.

So the error seems to be an incompatiblity in the terminal-sct.tbm for other languages or something like that... but i did not dig into this file for a closer look for such things, yet.
Maybe you have to allow/consider the additional characters of the other languages in this file to get this thing working. But that is only a guess at the moment.


EDIT:

I was able to fix it.
If you use a different language, the Keys in the terminal-sct.tbm have to use the same name that Freespace 2 uses for them in the selected language.

For a german language setting it is for example "Leertaste", "Rücktaste" and "Eingabe" instead of "Spacebar", "Backspace" and "Enter".
So you need a unique terminal-sct.tbm for every language you use.
« Last Edit: March 03, 2017, 06:11:42 am by Novachen »
Female FS2 pilot since 1999.

German Translations created by me:
Between the Ashes: Slaves of Chaos, FreeSpace Port, The Destiny of Peace, Silent Threat: Reborn (in development), Awakenings (in development),

Other projects:
FSPort Mission Upgrade, Out of the Shadow: Nova Safiya Edition (Remake of the Out of the Shadow campaign, in development)

If you want to know, what my nickname means, -chen is a german diminutive term, so you can translate Novachen as something like Little Nova or Novalet.
Even my original meaning of this name is more like "Sweet pretty deadly (Super)Nova" ;).

 

Offline m!m

  • 210
Re: BtA Bug Report Thread
That really sounds like an engine bug. IMO it would make the most sense to always expose the English name to the script. I'll see what I can do about that.

EDIT: I submitted the required changes: https://github.com/scp-fs2open/fs2open.github.com/pull/1283
« Last Edit: March 04, 2017, 02:13:08 pm by m!m »

 

Offline CKid

Re: BtA Bug Report Thread
Just had a small bug in the mission "The Will to Act". The support ship failed to grab the bomber, it just kept fly around it saying 17 seconds till dock. A quick restart and the ships docked to complete the mission. Not quite sure what happened there.
If I agreed with you, we would both be wrong

 

Offline m!m

  • 210
Re: BtA Bug Report Thread
Which FSO version were you using? I have seen some weird support ship behavior while playing with 3.8 and I'm not sure if that's a regression since 3.7.4 or if that has always been there.

 

Offline mjn.mixael

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Re: BtA Bug Report Thread
The support ship in that mission is not actually a support ship.
Cutscene Upgrade Project - Mainhall Remakes - MixaelANITools - Between the Ashes - MjnMixael's Render Boutique - Mix-Hai Productions
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Offline Novachen

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Re: BtA Bug Report Thread
The Arrival Cue of the "Battle Snail" seems not to be met in "Hammer's Edict". Maybe because i collected the Snail in the previous mission before the checkpoint.
Even there is the "Campaign Mission Success" that should change the SnailSave Variable back to "False".
But the Snail appears only, after i changed the CampMode event with an additional or that changed a "Saved" SnailSave back to "False".


Also it seems only to save the checkpoint of the first try in "The Will to Act", because i do not get a "Checkpoint Reached" in all following tries.

EDIT: Actually i can give some additional information, because i finished this mission now.
After i started this mission with this changed event once, i could revert to the original mission file, because the variable was set correctly permanently.
But i found out, that the campaign count this snail as the sixth one i've collected.
But because i collected them in all missions until now, it should be the seventh one.

So i think the error seems to be in the previous mission "Acts of Volition". I played it several times, because BtA is quite difficult on "Insane". But with the help of the checkpoints i was able to finish it finally. Unfortunately without a Snail, that seems to be vanish after you reach the second checkpoint, so i restarted this mission again from the beginning, was able to finish it in one go (if you select another convoy to protect this mission is much easier) and also find the snail in the course of it... but it seems that the game does not save it, if there are already previous saved checkpoints. Maybe the same error i encountered in "The Will to Act" even i got a "Checkpoint Reached" message.
« Last Edit: April 12, 2017, 04:46:11 pm by Novachen »
Female FS2 pilot since 1999.

German Translations created by me:
Between the Ashes: Slaves of Chaos, FreeSpace Port, The Destiny of Peace, Silent Threat: Reborn (in development), Awakenings (in development),

Other projects:
FSPort Mission Upgrade, Out of the Shadow: Nova Safiya Edition (Remake of the Out of the Shadow campaign, in development)

If you want to know, what my nickname means, -chen is a german diminutive term, so you can translate Novachen as something like Little Nova or Novalet.
Even my original meaning of this name is more like "Sweet pretty deadly (Super)Nova" ;).

 

Offline Novachen

  • 26
  • The one and only Capella supernova.
Re: BtA Bug Report Thread
Next to the already reported bug in m2_01 i got some other reports by players of my translation, that also appear in the english version.

Systemmap
The Barbary Platform appear on the Systemmap before the actual mission (m1_02) is played.
In the description of Cintilante there you can read about five instead of three moons.
In the description of the Antares Station you can read something about a Governor Mkebe instead of Hirako, which is actually in charge. Also in the same description you can read that the construction is finished in early 2336. (Should be 2336 in general, because we are already mid to end-2336)

News Room
Some dates should be checked for consistency. For example m1_04 and m1_05 take place a day after the news article that reports about the events in m1_04.
Most of the article pictures in the Editorials are transparent, because they are missing an Alpha channel. So you can always read the text through them, which make the pictures barely visible sometimes.

m1_02 up to m3_04
The plural of "Snail" is used most of the time, even the player did not have a snail so far. This is caused because some mission does not use the $SnailCheck messages.
But the $SnailCheck is a little buggy as well, because the term "Snails" appears, if you find the first Snail only after the first mission. I fixed this in my translation with ( >= @SnailTemp[0] 1 ) instead of ( > @SnailTemp[0] 1 )
Or the complete code:
Code: [Select]
$Formula: ( when
   ( >= @SnailTemp[0] 1 )
   ( modify-variable
      "@SnailCheck[Snail]"
      "Snails"
   )
)
+Name: Snail Syntax Variable
+Repeat Count: 1
+Interval: 1

m2_01
AI wings stops their escort duty after the main ship of their assigned group is destroyed.
If your AI wings lose too many ships (most likely because they stopped their escort duty) before they have reached the formation, the HoL ambush can end before it even begins.

m2_02
Actually you can end up as a traitor if you fire too early on the PVN-HoL fighters and you already get the attack order.
Not all of the wingmates retreat to the retreat waypoint and so there were able to destroy the Alzumar even before the Attack order came.

(m2_03
Maybe not a bug in a classic way, instead more of a Balance issue. Actually it seems very unlikely that you can protect the Intrepid well enough to get the Medal, because you have to fight countless of enemy bombers after the Cardinal jumped out. Looks like ~20 enemies at once. Actually i was not able to get through this mission with an Intrepid that had more than 15% myself.)

m3_01
Both Anchas are back to 100% after the Midwinter Station stage.
You are jumping directly into a hostile situation. You do not get even the opportunity to give up. You will be more likely destroyed before you can empty your secondaries and shut down your engines.

m3_03
It can happen, that the final training stage is triggered, before cargo group Dynamic is destroyed. Even i was able to reproduce it only once.

m3_04
Epsilon appear over a minute before the countdown reaches zero.

m4_01
In the case, the player is able to collect all 19 snails, the whole HoL dialogue is skipped and it fades after a few seconds directly to the bonus sequence.
The whole game crashes with two error messages, if you try to start this mission after you return to the main menu after the previous one. This mission and its cutscenes only works if you play it directly after m3_04.
Code: [Select]
LUA ERROR: [string "shipsaveload-sct.tbm - On Frame"]:1: bad argument #1 to 'maxn' (table expected, got nil)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[C]: in function 'maxn'
[string "shipsaveload-sct.tbm - On Frame"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------
Code: [Select]
LUA ERROR: [string "flickerships-sct.tbm - On Frame"]:1: bad argument #1 to 'maxn' (table expected, got nil)

------------------------------------------------------------------
ADE Debug:
------------------------------------------------------------------
------------------------------------------------------------------


------------------------------------------------------------------

stack traceback:
[C]: ?
[C]: in function 'maxn'
[string "flickerships-sct.tbm - On Frame"]:1: in main chunk
------------------------------------------------------------------

------------------------------------------------------------------

Hope these are some neat additions for the next update :)
Female FS2 pilot since 1999.

German Translations created by me:
Between the Ashes: Slaves of Chaos, FreeSpace Port, The Destiny of Peace, Silent Threat: Reborn (in development), Awakenings (in development),

Other projects:
FSPort Mission Upgrade, Out of the Shadow: Nova Safiya Edition (Remake of the Out of the Shadow campaign, in development)

If you want to know, what my nickname means, -chen is a german diminutive term, so you can translate Novachen as something like Little Nova or Novalet.
Even my original meaning of this name is more like "Sweet pretty deadly (Super)Nova" ;).

  
Re: BtA Bug Report Thread
Can't say I've ever encountered this particular issue before, but after downloading FSO 3.8 and BtA SoC, I've run into a problem: For whatever reason, I cannot get the campaign to appear in the campaign room. Makes it pretty hard to play. Anyone got some suggestions on what might be causing the mysteriously absent campaign issue?
It sure appears to exist in my FS2 folder, the launcher thinks its there, and the installer is pretty sure it's all up to date... everything loads up fine until trying to actually select BtA in the campaign room, where it just isn't there.  :confused:

 

Offline AdmiralRalwood

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Re: BtA Bug Report Thread
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.
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schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

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<MageKing17> "There's probably a reason the code is the way it is" is a very dangerous line of thought. :P
<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

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* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
Re: BtA Bug Report Thread
I knew I was forgetting something!
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 'data/fs2_open.log', Mon Jul 17 19:06:52 2017 ...
  Initializing SDL...
FreeSpace 2 Open version: 3.8.0.RC1
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 30
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -no_emissive_light
  -nonormal
  -3dshockwave
  -soft_particles
  -post_process
  -bloom_intensity 75
  -fxaa
  -fxaa_preset 9
  -enable_shadows
  -dualscanlines
  -orbradar
  -rearm_timer
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -stretch_menu
  -mod BtA,BtA
Building file index...
Found root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Games\Freespace 2\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'C:\Games\Freespace 2\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
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 0x943ea405
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0xe6e993ef
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs1.vp' with a checksum of 0x9548edb1
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 0xd3e32956
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0xdab2b7a3
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x0f8ff859
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x2f71e766
Found root pack 'C:\Games\Freespace 2\tangoa_fs2.vp' with a checksum of 0x3ea03d73
Found root pack 'C:\Games\Freespace 2\tangob_fs2.vp' with a checksum of 0xa46b4b05
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0x46514ea3
Searching root 'C:\Games\Freespace 2\BtA\' ... 0 files
Searching root 'C:\Games\Freespace 2\BtA\' ... 0 files
Searching root 'C:\Games\Freespace 2\' ... 5526 files
Searching root pack 'C:\Games\Freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\Freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Games\Freespace 2\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\MV_CB_ANI_2.vp' ... 52 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_fs1.vp' ... 1219 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\tangoa_fs2.vp' ... 0 files
Searching root pack 'C:\Games\Freespace 2\tangob_fs2.vp' ... 0 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Found 19 roots and 14241 files.
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".
You are not using OpenAL Soft. Disabling enhanced sound.

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Razer Surround Audio Controller)
  Capture device: Microphone (IDT High Definition
... OpenAL successfully initialized!
  Initializing SDL video...
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
SDL: Creating window at 0,0 because window has same size as desktop.
  Requested SDL Pixel values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 7800 Series
  OpenGL Version   : 4.1.14008 Core Profile/Debug Context 21.19.137.1

Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
Shader Variant Features:
Compiling new shader:
Particle Effects
   Loading built-in default shader for: effect-v.sdr
   Loading built-in default shader for: effect-particle-f.sdr
   Loading built-in default shader for: effect-screen-g.sdr
Shader Variant Features:
Geometry shader point-based particles
Compiling new shader:
Distortion Effects
   Loading built-in default shader for: effect-distort-v.sdr
   Loading built-in default shader for: effect-distort-f.sdr
Shader Variant Features:
Compiling new shader:
Shield Decals
   Loading built-in default shader for: shield-impact-v.sdr
   Loading built-in default shader for: shield-impact-f.sdr
Shader Variant Features:
Compiling new shader:
Deferred Lighting
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr
WARNING: Failed to find uniform 'specFactor'.
Shader Variant Features:
Compiling new shader:
Clear Deferred Lighting Buffer
   Loading built-in default shader for: deferred-clear-v.sdr
   Loading built-in default shader for: deferred-clear-f.sdr
Shader Variant Features:
Compiling passthrough shader...
Compiling new shader:
Passthrough
   Loading built-in default shader for: passthrough-v.sdr
   Loading built-in default shader for: passthrough-f.sdr
Shader Variant Features:

Compiling passthrough shader...
Compiling new shader:
Post Processing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
WARNING: Failed to find uniform 'depth_tex'.
WARNING: Failed to find uniform 'timer'.
Shader Variant Features:
Compiling new shader:
Bloom Brightpass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
Shader Variant Features:
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Horizontal blur pass
Compiling new shader:
Gaussian Blur
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
WARNING: Failed to find uniform 'debug'.
Shader Variant Features:
Vertical blur pass
Compiling new shader:
Bloom Compositing
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: bloom-comp-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
Shader Variant Features:
Compiling new shader:
FXAA Prepass
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
Shader Variant Features:
  Max texture units: 2 (32)
  Max client texture states: 2 (1)
  Max elements vertices: 2147483647
  Max elements indices: 2147483647
  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.
  OpenGL Shader Version: 4.50
... OpenGL init is complete!
Initializing path renderer...
Size of bitmap info = 890 KB
Size of bitmap extra info = 64 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
ANI cursorweb.ani 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 message = Failed to open file.
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
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 message = Failed to open file.
Dutifully converting retail sound 36, 'l_hit.wav' to a 3D sound...
Dutifully converting retail sound 37, 'm_hit.wav' to a 3D sound...
Initializing Joystick...
  No joysticks found
Printing joystick info:
  No joystick is being used.
Current soundtrack set to -1 in event_music_reset_choices
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error message = Failed to open file.
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 objective1 with size 149x21 (34.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TABLES => Starting parse of 'ssm.tbl'...
ANI cursor with size 24x24 (25.0% wasted)
ANI cursor.ani with size 24x24 (25.0% wasted)
FFmpeg library initialized!
FFmpeg: License: LGPL version 2.1 or later
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 202
Initializing head tracking...
TrackIR Init Failed - 1
    Failed to initialize 'TrackIR': Failed to initialize TrackIR.
Failed to load library '': 'Failed loading : The specified module could not be found.
'
    Failed to initialize 'FreeTrack': Library could not be loaded!.
  No supported provider found, headtracking will be disabled...
Headtracking is not enabled...
Creating player for movie 'intro.mve'.
FFMPEG Log: [theora @ 02d93840] 7 bits left in packet 82
FFMPEG Log: [ogg @ 02e3e8c0] Broken file, keyframe not correctly marked.
FFMPEG Log: [theora @ 0dae40c0] 7 bits left in packet 82
FFmpeg: Using video codec Theora (theora).
FFmpeg: Using audio codec Vorbis (vorbis).
Compiling new shader:
Video Playback
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Shader Variant Features:
FFMPEG Log: [ogg @ 02e3e8c0] Broken file, keyframe not correctly marked.
FFMPEG Log: [ogg @ 02e3e8c0] Broken file, keyframe not correctly marked.
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Soulrheever.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'AoA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'BTA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'PI.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'Soulrheever.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'BTA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'BTA.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'BTA.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'BTA.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'BTA.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
PLR => Saving 'BTA.plr' with version 2...
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 'BTA.FreeSpace2.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'BTA.plr' with version 2...
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 => Saving 'BTA.FreeSpace2.csg' with version 5...
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!
Freeing all existing models...
... Log closed, Mon Jul 17 19:07:06 2017
Hopefully someone much smarter than I can make something of that

 

Offline mjn.mixael

  • Cutscene Master
  • Moderator
  • 212
  • Anims: 418, Cutscenes: 8, Mainhalls: 7, Logos: 52
    • Steam
    • Twitter
    • Mix-Hai Productions
Re: BtA Bug Report Thread
Well. The campaign's not gonna show when you don't have the mod installed correctly. I can't exactly say what went wrong without know how you tried to install the mod... but something isn't right.

You have Games\Freespace2\BtA\ with 0 files in it. That means it's not finding any files for this mod at all. Additionally, all of the usual ways of installing BtA would create a folder called "BtA SOC". How exactly did you try to install this mod?
Cutscene Upgrade Project - Mainhall Remakes - MixaelANITools - Between the Ashes - MjnMixael's Render Boutique - Mix-Hai Productions
Youtube Channel - P3D Model Box - Photobucket Albums - Model Releases - Downloads
Between the Ashes is looking for committed testers, PM me for details.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!

 
Re: BtA Bug Report Thread
Installed via the FSO Installer, and when that didn't work, I re-installed it manually by downloading every file and putting them all into the BtA SoC folder. Everything was installing to "BtA SOC". For whatever reason it's decided to be looking for stuff in BtA instead. So copy/pasting everything to "BtA" seems to have made it work. Weird. But problem solved!

 

Offline niffiwan

  • 211
  • Eluder Class
Re: BtA Bug Report Thread
Could be an issue with the old launcher not correctly handling mods with spaces in their name?
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Linux OBS Packages: FSO 3.7.0 | FSO BP Build | wxLauncher (?) | PCS2 (?) | wxVPView (?)
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...