The Inferno SSE debug build crashes just after the splash screen when using the MediaVPs.
The error message:
Assert: check_status()
File: gropengltexture.cpp
Line: 1968
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! <no symbol>
<no module>! RegisterWaitForInputIdle + 73 bytes
fs2_open.log:
==========================================================================
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 version: 3.6.11.1111
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 80
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -env 
  -mipmap 
  -missile_lighting 
  -glow 
  -spec 
  -no_emissive_light 
  -normal 
  -height 
  -3dshockwave 
  -post_process 
  -ballistic_gauge 
  -dualscanlines 
  -rearm_timer 
  -targetinfo 
  -3dwarp 
  -ship_choice_3d 
  -warp_flash 
  -snd_preload 
  -mod mediavps
Building file index...
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'C:\Games\FreeSpace\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace\FreeSpace2\mediavps\' ... 2 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'C:\Games\FreeSpace\FreeSpace2\' ... 165 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace\FreeSpace2\warble_fs2.vp' ... 52 files
Found 17 roots and 13244 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1200 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   : ATI Radeon HD 4800 Series
  OpenGL Version    : 2.1.7769 Release
  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_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".
Initializing Shaders Manager...
Loading and compiling main shaders...
  Compiling main shader ->  null-v.sdr (null-v.sdr) / null-f.sdr (null-f.sdr) ... 
  Compiling main shader ->  b-v.sdr (b-v.sdr) / b-f.sdr (b-f.sdr) ... 
  Compiling main shader ->  b-v.sdr (b-v.sdr) / bg-f.sdr (bg-f.sdr) ... 
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lb-f.sdr (lb-f.sdr) ... 
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lbg-f.sdr (lbg-f.sdr) ... 
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lbgs-f.sdr (lbgs-f.sdr) ... 
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lbs-f.sdr (lbs-f.sdr) ... 
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lbgse-f.sdr (lbgse-f.sdr) ... 
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lbse-f.sdr (lbse-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgn-f.sdr (lbgn-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgsn-f.sdr (lbgsn-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbn-f.sdr (lbn-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbsn-f.sdr (lbsn-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgnh-f.sdr (lbgnh-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbgsnh-f.sdr (lbgsnh-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbnh-f.sdr (lbnh-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lbsnh-f.sdr (lbsnh-f.sdr) ... 
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbgsne-f.sdr (lbgsne-f.sdr) ... 
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbsne-f.sdr (lbsne-f.sdr) ... 
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbgsnhe-f.sdr (lbgsnhe-f.sdr) ... 
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lbsnhe-f.sdr (lbsnhe-f.sdr) ... 
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfb-f.sdr (lfb-f.sdr) ... 
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbg-f.sdr (lfbg-f.sdr) ... 
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbgs-f.sdr (lfbgs-f.sdr) ... 
  Compiling main shader ->  lf-v.sdr (lf-v.sdr) / lfbs-f.sdr (lfbs-f.sdr) ... 
  Compiling main shader ->  lfe-v.sdr (lfe-v.sdr) / lfbgse-f.sdr (lfbgse-f.sdr) ... 
  Compiling main shader ->  lfe-v.sdr (lfe-v.sdr) / lfbse-f.sdr (lfbse-f.sdr) ... 
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgn-f.sdr (lfbgn-f.sdr) ... 
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgsn-f.sdr (lfbgsn-f.sdr) ... 
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbn-f.sdr (lfbn-f.sdr) ... 
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbsn-f.sdr (lfbsn-f.sdr) ... 
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgnh-f.sdr (lfbgnh-f.sdr) ... 
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbgsnh-f.sdr (lfbgsnh-f.sdr) ... 
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbnh-f.sdr (lfbnh-f.sdr) ... 
  Compiling main shader ->  lfn-v.sdr (lfn-v.sdr) / lfbsnh-f.sdr (lfbsnh-f.sdr) ... 
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbgsne-f.sdr (lfbgsne-f.sdr) ... 
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbsne-f.sdr (lfbsne-f.sdr) ... 
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbgsnhe-f.sdr (lfbgsnhe-f.sdr) ... 
  Compiling main shader ->  lfne-v.sdr (lfne-v.sdr) / lfbsnhe-f.sdr (lfbsnhe-f.sdr) ... 
  Compiling main shader ->  l-v.sdr (l-v.sdr) / null-f.sdr (null-f.sdr) ... 
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lg-f.sdr (lg-f.sdr) ... 
  Compiling main shader ->  l-v.sdr (l-v.sdr) / lgs-f.sdr (lgs-f.sdr) ... 
  Compiling main shader ->  l-v.sdr (l-v.sdr) / ls-f.sdr (ls-f.sdr) ... 
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lgse-f.sdr (lgse-f.sdr) ... 
  Compiling main shader ->  le-v.sdr (le-v.sdr) / lse-f.sdr (lse-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgn-f.sdr (lgn-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgsn-f.sdr (lgsn-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / ln-f.sdr (ln-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lsn-f.sdr (lsn-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgnh-f.sdr (lgnh-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lgsnh-f.sdr (lgsnh-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lnh-f.sdr (lnh-f.sdr) ... 
  Compiling main shader ->  ln-v.sdr (ln-v.sdr) / lsnh-f.sdr (lsnh-f.sdr) ... 
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lgsne-f.sdr (lgsne-f.sdr) ... 
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lsne-f.sdr (lsne-f.sdr) ... 
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lgsnhe-f.sdr (lgsnhe-f.sdr) ... 
  Compiling main shader ->  lne-v.sdr (lne-v.sdr) / lsnhe-f.sdr (lsnhe-f.sdr) ... 
Shaders Manager initialized.
  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  Shader Version: 1.20
... 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 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-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...
render_target: creating new 1920x1200 FBO
render_buffer: creating new 1920x1200 render buffer
texture_pool: creating new 1920x1200 texture
Could not initialize FBO (1920x1200): 36059
ASSERTION: "check_status()" at gropengltexture.cpp:1968
The non-debug build works fine. The debug build works when MediaVPs are not selected.