Author Topic: RE-RELEASE: Dimensional Eclipse ver. 1.1b  (Read 40604 times)

0 Members and 1 Guest are viewing this topic.

Offline Droid803

  • Trusted poster of legit stuff
  • Moderator
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
RE-RELEASE: Dimensional Eclipse ver. 1.1b


Apologies for the delay, the official story is that the release was held up by a minor bug hunt that didn't turn out to be so minor. Let it not be known that the release was in reality mostly delayed by me playing far too much World of Tanks and Phantasy Star Online 2 to spend time actually bug hunting. No, that most definitely did not happen - I assure you, it most definitely did not. Regardless, I'm not absolutely confident we caught everything this time around, so let's just call it Open Beta. If you run into any unforseen bugs, complain in this thread, and I'll do my best to get a hotfix out :nervous:

As an apology for the delay, along with version 1.1b, I am releasing the complete version of Dimensional Eclipse: The Singularity!

If you already know what you're here for you can (probably) stop reading this now and just scroll down to the next segment, marked by a horizontal separator!

What is Dimensional Eclipse?
Dimensional Eclipse is what I describe as high-maneuverability mod, where all fighters have glide/sidethrust/reverse AB, and can move around at around 300m/s. Capital warships move at over 100m/s. This provides a flavour of combat completely different from that of traditional FreeSpace 2 campaigns, taking place over larger distances, and being much faster in general. It is set in a universe entirely unrelated to FreeSpace 2's in order to have more freedom for the new mechanics. The universe does, however, draw quite a bit of inspiration from Wings of Dawn, and Anime in general, so if you're allergic to such things, you might not like how the universe is layed out, though I hope its not too intrusive as to detract from the gameplay. I do admit, the campaign is rather verbose at times, perhaps overly so, though I hope that does not take away from the entertainment value of the missions themselves. I've had some testers say that this is a difficult campaign, but I feel most of its difficulty arises from unfamiliarity with the new style of combat, and how the strategies that work well in traditional FreeSpace fall short when given more options. It is for this reason why I've included a training mission, though it probably doesn't quite cover enough to make the transition between gameplay styles smooth, I encourage you to be bold, and experiment with your flying style (and play on a lower difficulty if you find it too difficult).

What is included in this version?
For version 1.1b is a general bug-fix and compatibility upgrade. The 'placeholder' ships have been replaced with the actual versions as intended, and a few missions have been tweaked in terms of difficulty, and a number of missions had their difficulty more closely aligned with the player-selected difficulty option via controlling the amount of hostiles. Unfortunately, due to persistent untraceable crash-to-desktop issues, and in the interests of pushing a working release out, 6 of the original 21 missions, which compose of the non-canon alternate version of chapter 2, have been removed from the main campaign, at the very least for the time being. These missions can still be found in the Tech Room mission simulator for those who wish to see what was cut, but are provided "as-is" - if they bug out or crash, that's why they were removed.


Requirements
FSO 3.7.2 RC1+
MediaVPs 2014
A Decent Computer

Downloads

Separately Packed
Core (Mediafire)
Visuals 1 (Mediafire)
Visuals 2 (Mediafire)
Audio (Mediafire)


INSTALLATION INSTRUCTIONS
  • Ensure you have the latest launcher and a FSOpen Build that is 3.7.2 RC1 or newer
  • Ensure you have the mediavps 2014 installed properly.
  • Create a new folder in your freespace2 root directory titled 'DE' and unpack the .7z files into that folder.
  • Run the mod by opening the launcher and selecting 'DE' folder under the mod tab.
  • Start FreeSpace 2 via the launcher and create a NEW PILOT.

Please ensure that the 'Dimensional Eclipse' campaign in the campaign room before clicking 'Start' in the main menu. The main freespace2 campaign is NOT playable with the mod files.

Note that the Tech Room is initially empty. This is perfectly normal, entires will be added upon completion of the first few missions, this is because I cannot remove entries from the tech room by any way other than clearing them all, then re-adding all the ones I don't want removed. Take this up with the SCP guys if you want to see features that will allow a prettier initial techroom!



There, I did it. It's finally out, and within my 72 hour estimate as well! I'm going to sleep. Watch this thread be full of bug reports by the time I wake up tomorrow morning :sigh:
« Last Edit: June 01, 2014, 12:53:46 am by Droid803 »
(´・ω・`)
=============================================================

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Yay :) Congratulations on the re-release. Downloading now ...

5. Start FreeSpace 2 via the launcher and create a NEW PILOT.
Do we still need to do that? I thought nu pilot code allowed us to play a bunch of different mods using the same pilots.

 

Offline CKid

Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Congratulation on the release. Can't wait to give it a spin later tonight.
If I agreed with you, we would both be wrong

 

Offline Eratharon

  • 25
  • Cocky Pilot
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Oh FRAK yes!  :D Finally! Thank you!  :lol:
-Woohoo new campaign! No time to play? ****!!

-Why in the bloody hell is command only giving Colossus ONE wing of bombers against the Sathanas?!

 

Offline Dragon

  • Citation needed
  • 212
  • The sky is the limit.
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
You're still using the Karuna with borked greebles at the stern. It was fixed by the BP team already, try asking them for a good version.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Greetings and thank you for this campaign. The setup and anime feeling is perfect.

In this note I have a question. While the Blizzard fist perfectly in the scenario, and with the general style of mecha design of the campaign, I think IHMO that the follow-up crafts for HA do not fit. Such as that balck craft you get to use in chapter 2, or even worse, that horse-shoe shaped fighter. The airplanes from yukikaze are also a tight fit, still IHMO. In this re-release has the above been changed?
Thank you for the inormation and for everything

 

Offline -Norbert-

  • 211
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
When trying to download the Visual2 file I had to fill out a captcha and it was "There is no Spoon".

Weirded me out...

 

Offline Spoon

  • 212
  • ヾ(´︶`♡)ノ
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Do not believe those dirty lies
Urutorahappī!!

[02:42] <@Axem> spoon somethings wrong
[02:42] <@Axem> critically wrong
[02:42] <@Axem> im happy with these missions now
[02:44] <@Axem> well
[02:44] <@Axem> with 2 of them

 

Offline Flak

  • 28
  • 123
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Yeah, i forgot which one has captcha, I didn't get that one of course, but I do remember it was some weird words.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Great! You finally released it.
Firstly, is Singularity as separate campaign in the campaign selection room? If its there I didn't see it.
Something's wrong with the sound. There are no explosion, interface or even afterburner initiated sound.

 

Offline Mongoose

  • Rikki-Tikki-Tavi
  • Global Moderator
  • 212
  • This brain for rent.
    • Minecraft
    • Steam
    • Something
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
When trying to download the Visual2 file I had to fill out a captcha and it was "There is no Spoon".

Weirded me out...

These captchas often have nerd references, and Thereisnospoon was an infinite mana cheat in WC3 IIRC(which again came from a famous line in the matrix films). I guess it makes them easier for humans to fill out while not really making much sense to bots.
[19:31] <MatthTheGeek> you all high up on your mointain looking down at everyone who doesn't beam everything on insane blindfolded

 

Offline AndrewofDoom

  • In A.D. 2366 war was beginning
  • 29
  • Permanent yuri goggles.
    • Skype
    • Steam
    • Twitter
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Great! You finally released it.
Firstly, is Singularity as separate campaign in the campaign selection room? If its there I didn't see it.

Singularity is a seperate mod entirely.
My Efforts:
SF Knight

20:08:19   AndrewofDoom: Though I find it mildly disturbing that a loli is giggling to mass destruction.
20:10:01   Spoon: I find it mildly arrousing
20:10:07   AndrewofDoom: Woah
20:10:15   Spoon: sound like my kind of loli
20:10:21   Spoon: and im not even a lolicon

 

Offline Droid803

  • Trusted poster of legit stuff
  • Moderator
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Apologies, the link in the OP was wrong, it's been fixed to point to the correct release thread of DE:Singularity (complete)
(´・ω・`)
=============================================================

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

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: 3.7.2.10723
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod DE,mediavps_2014
  -no_glsl
  -fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' with a checksum of 0x0935a19f
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' with a checksum of 0x4dd0fbfd
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' with a checksum of 0x6fb02739
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' with a checksum of 0x48ad2997
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\DE\' ... 30 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' ... 912 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' ... 149 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' ... 3627 files
Searching root 'C:\Games\FreeSpace2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 25 roots and 20279 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
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     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.15.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 192000 (44100)
  EFX enabled: NO
  Playback device: Speakers (Realtek High Definition Audio)
  Capture device: Mic 1 (Virtual Audio Cable)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1366x768 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 210/PCIe/SSE2
  OpenGL Version   : 3.3.0

  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".

  Max texture units: 4 (2)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  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...
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_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'fsq_hbar-sct.tbm' ...
TBM  =>  Starting parse of 'fsq-scs-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathRoll-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-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 'fsq-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
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'fsq-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fsq-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsq-aip.tbm' ...
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: Unrecognized parameter in ai_profiles: $Default weapon select effect: OFF
$Default ship select
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: OFF

#End€smart shield mana
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fsq-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 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 (ParticleSmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ehit-orange.eff) with 31 frames at 40 fps.
BMPMAN: Found EFF (dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (FlashExp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (FlashExp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (FlashExpBlue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (BHBullet.eff) with 26 frames at 40 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'fsq-wep.tbm' ...
TBM  =>  Starting parse of 'exarchy-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsq-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-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 'fsq-shp.tbm' ...
TBM  =>  Starting parse of 'exarchy-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'fsq-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 objective1 with size 149x21 (34.4% 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 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% 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 netlag1 with size 29x30 (6.3% 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 time1 with size 47x23 (28.1% wasted)
ANI minegauge with size 124x30 (6.3% wasted)
ANI emptyhud with size 25x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'fsq-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1055
VIDEO: No shader support and hd video is beeing played this can get choppy.Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Ed.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...
PLR => Loading complete!
PLR => Verifying 'Deep.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ed.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Ed.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...
PLR => Loading complete!
CSG => Loading 'Ed.fsquest-test.csg' with version 3...
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 'Ed.fsquest-test.csg' with version 3...
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!
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
No music file exists to play music at the main menu!
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Ed.fsquest-test.csg' with version 3...
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_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 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: 0x966cb914, IBX checksum: 0x8899b070 -- "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.
BMPMAN: Found EFF (Male2.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Male.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Female.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mls_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sr_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (my_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kay_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sn_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mm_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_uhm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (nya_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_norm.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_norm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_sigh.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_eep.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nah.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_smile.eff) with 25 frames at 5 fps.
BMPMAN: Found EFF (kzp_angry.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_lol.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_sad.eff) with 31 frames at 5 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: '00003.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Marker
Using callsign: ???
Using callsign: Shizuku
Starting mission message count : 45
Ending mission message count : 45
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighterh01.pof'
IBX: Found a good IBX to read for 'fighterh01.pof'.
IBX-DEBUG => POF checksum: 0x221854b3, IBX checksum: 0xfc1f45d6 -- "fighterh01.pof"
Loading model 'Hurricane_Tenth.pof'
IBX: Found a good IBX to read for 'Hurricane_Tenth.pof'.
IBX-DEBUG => POF checksum: 0xaad0e98c, IBX checksum: 0xe9bef840 -- "Hurricane_Tenth.pof"
Loading model 'TerranDrone.pof'
IBX: Found a good IBX to read for 'TerranDrone.pof'.
IBX-DEBUG => POF checksum: 0x6974ad57, IBX checksum: 0xd7779256 -- "TerranDrone.pof"
Loading model 'TerranDrone_missile.pof'
IBX: Found a good IBX to read for 'TerranDrone_missile.pof'.
IBX-DEBUG => POF checksum: 0xef35d59d, IBX checksum: 0x29985501 -- "TerranDrone_missile.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0xf7820816 -- "navbuoy.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'gridbox.pof'
Model gridbox.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 'gridbox.pof'.
IBX-DEBUG => POF checksum: 0x3e262f5e, IBX checksum: 0x077475db -- "gridbox.pof"
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 ==================
Loading model 'mrgymirror.pof'
IBX: Found a good IBX to read for 'mrgymirror.pof'.
IBX-DEBUG => POF checksum: 0x76424187, IBX checksum: 0x300b5bc6 -- "mrgymirror.pof"
About to page in ships!
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x4181e059, IBX checksum: 0xd8629386 -- "bombardier.pof"
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x436327ba, IBX checksum: 0xf7664532 -- "trebuchet.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 'Mora.pof'
IBX: Found a good IBX to read for 'Mora.pof'.
IBX-DEBUG => POF checksum: 0x59c208fe, IBX checksum: 0xf3bf788a -- "Mora.pof"
Loading model 'Macana.pof'
IBX: Found a good IBX to read for 'Macana.pof'.
IBX-DEBUG => POF checksum: 0x44dfcbd5, IBX checksum: 0x7f5c34f6 -- "Macana.pof"
Loading model 'Yari.pof'
IBX: Found a good IBX to read for 'Yari.pof'.
IBX-DEBUG => POF checksum: 0x9832d790, IBX checksum: 0x237df9b5 -- "Yari.pof"
Loading model 'Karambit.pof'
IBX: Found a good IBX to read for 'Karambit.pof'.
IBX-DEBUG => POF checksum: 0x0f351155, IBX checksum: 0xf4f8cfb9 -- "Karambit.pof"
Loading model 'Atgeir.pof'
IBX: Found a good IBX to read for 'Atgeir.pof'.
IBX-DEBUG => POF checksum: 0x703aa829, IBX checksum: 0x8711a90a -- "Atgeir.pof"
Loading model 'Sibyna.pof'
IBX: Found a good IBX to read for 'Sibyna.pof'.
IBX-DEBUG => POF checksum: 0x71239c71, IBX checksum: 0xe14b48ec -- "Sibyna.pof"
Loading model 'spacebomb.pof'
IBX: Found a good IBX to read for 'spacebomb.pof'.
IBX-DEBUG => POF checksum: 0x792ce843, IBX checksum: 0xf25a74a5 -- "spacebomb.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 (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (exp_smoke.eff) with 15 frames at 30 fps.
Paging in mission messages
Stopping model page in...
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 objective1.ani with size 149x21 (34.4% 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.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI minegauge.ani with size 124x30 (6.3% wasted)
ANI emptyhud.ani with size 25x21 (34.4% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 2223/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 483,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ares hm
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf re-ls
FRM: 1
FE: 1

Class: gtf re-ls#empty
FRM: 1
FE: 1

Class: haf re-ls
FRM: 1
FE: 1

Class: haf re-ls assault
FRM: 1
FE: 1

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

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

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

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

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

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ftf astrogator
FRM: 1
FE: 1

Class: ftf skjoldr
FRM: 1
FE: 1

Class: ftf durandal
FRM: 1
FE: 1

Class: haf cyclone
FRM: 1
FE: 1

Class: haf tornado
FRM: 1
FE: 1

Class: haf blizzard
FRM: 1
FE: 1

Class: haf blizzard cmd
FRM: 1
FE: 1

Class: haf blizzard ce
FRM: 1
FE: 1

Class: haf phoenix
FRM: 1
FE: 1

Class: haf selkie
FRM: 1
FE: 1

Class: haf yukikaze
FRM: 1
FE: 1

Class: haf ray mark iv
FRM: 1
FE: 1

Class: haf ray mk iv brigandine
FRM: 1
FE: 1

Class: haf vic viper
FRM: 1
FE: 1

Class: haf vic viper#option
FRM: 1
FE: 1

Class: has margay
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ha dd hurricane
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft sh svalin
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: ft fr monolith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fr monolith mk2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft tr clysdale
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fp rhea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff impervious
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff northampton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ds baikal
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8500
BEDM: 2.5

Class: ft cvs volga
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ft csc stratavarian
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cl hyperion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys#shield
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cv tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft bv euryphaessa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ha cc typhoon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ha ca tempest
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: btf aggressor
FRM: 1
FE: 1

Class: btf harasser
FRM: 1
FE: 1

Class: lzf hunter
FRM: 1
FE: 1

Class: lzf killer
FRM: 1
FE: 1

Class: lzf swarmer
FRM: 1
FE: 1

Class: btb oppressor
FRM: 1
FE: 1

Class: akf ambrosium
FRM: 1
FE: 1

Class: akf ambrosium-r
FRM: 1
FE: 1

Class: nsf phantasm
FRM: 1
FE: 1

Class: nsb ghoul
FRM: 1
FE: 1

Class: exf marquis
FRM: 1
FE: 1

Class: exb duke
FRM: 1
FE: 1

Class: ak ff adamantium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: bt da skeleton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ak cve orichalcum
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ex cl viscount
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ex cs iliaster
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ns cv vampire
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ak bc azoth
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex cva emperor
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex dn sovereign
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf amaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf scanmaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: be gs big core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core t1-05
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core rev 1.1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: big core rev 1.2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: bubble core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

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

Class: ex sblue
BEI: 0.2
BEDu: 200
BEDi: 100

Class: rv spurple
BEI: 0.2
BEDu: 200
BEDi: 100

Class: ha thermal lance
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ha hv thermal lance
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: rc beam#csc
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ex bblue
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: ex lrdbblue
BEI: 0.2
BEDu: 1900
BEDi: 950

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

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

Class: em-82 infernum
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: em-82b infernum ii
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

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

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

Class: nm-12 dragonfire
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: dragonfire#ssm
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400
BMPMAN: Found EFF (droidslave.eff) with 91 frames at 30 fps.
MediaVPs: Flaming debris script ACTIVE!
LibraryManager: Reloading all loaded libraries
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
PARTICLE SCRIPT: Parsing file "particles.cfg"
Particle demo data loaded...
PARTICLE SCRIPT: Configuration file read. Loaded 0 entries and took 0 ms
VIDEO: No shader support and hd video is beeing played this can get choppy.Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (51)
AUDIOSTR => ErrorExit for ::Create() on wave file: Silence
ANI bridge_kzpangry.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 22.969 (22.969)
No music file exists to play music at this briefing!
ANI hall_kzpnorm.ani with size 440x200 (21.9% wasted)
ANI hall_wingnorm.ani with size 440x200 (21.9% wasted)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
AUDIOSTR => ErrorExit for ::Create() on wave file: Silence
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconAutomerc with size 56x24 (25.0% wasted)
ANI iconHypacs with size 56x24 (25.0% wasted)
ANI iconPhalanx with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0xe793cd75 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
WARNING: "Can't open model file <trebuchet_tech.pof>" at modelread.cpp:970
Int3(): From c:\code\fs2_open_3_7_2_rc2\code\globalincs\windebug.cpp at line 1379
The game also crashed.

 

Offline DahBlount

  • 29
  • Alpine ☆ Cancer Tribulation
    • Minecraft
    • Skype
    • Steam
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Please post your fs2_open.log file.  Instructions on how to do this can be found in this post.

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: 3.7.2.10723
Passed cmdline options:
  -spec_exp 11
  -ogl_spec 60
  -spec_static 0.8
  -spec_point 0.6
  -spec_tube 0.4
  -ambient_factor 75
  -missile_lighting
  -3dshockwave
  -soft_particles
  -post_process
  -fxaa
  -fb_explosions
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod DE,mediavps_2014
  -no_glsl
  -fps
Building file index...
Found root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' with a checksum of 0x0935a19f
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' with a checksum of 0x4dd0fbfd
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' with a checksum of 0x6fb02739
Found root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' with a checksum of 0x48ad2997
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' with a checksum of 0x04a9e65a
Found root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\FreeSpace2\DE\' ... 30 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_CORE.vp' ... 101 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ.vp' ... 912 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ2.vp' ... 149 files
Searching root pack 'C:\Games\FreeSpace2\DE\DE_VIZ3.vp' ... 3627 files
Searching root 'C:\Games\FreeSpace2\mediavps_2014\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Games\FreeSpace2\' ... 5 files
Searching root pack 'C:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 25 roots and 20279 files.
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
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     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.15.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 192000 (44100)
  EFX enabled: NO
  Playback device: Speakers (Realtek High Definition Audio)
  Capture device: Mic 1 (Virtual Audio Cable)
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1366x768 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 210/PCIe/SSE2
  OpenGL Version   : 3.3.0

  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".

  Max texture units: 4 (2)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  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...
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_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'pmfs-sct.tbm' ...
TBM  =>  Starting parse of 'fsq_hbar-sct.tbm' ...
TBM  =>  Starting parse of 'fsq-scs-sct.tbm' ...
TBM  =>  Starting parse of 'escort-sct.tbm' ...
TBM  =>  Starting parse of 'deathRoll-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-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 'fsq-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
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'fsq-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fsq-mfl.tbm' ...
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsq-aip.tbm' ...
Warning: "$allow primary link delay" flag is deprecated in favor of "$allow primary link at mission start"
WARNING: Unrecognized parameter in ai_profiles: $Default weapon select effect: OFF
$Default ship select
WARNING: Unrecognized parameter in ai_profiles: $Default ship select effect: OFF

#End€smart shield mana
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fsq-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 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 (ParticleSmoke01.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (ehit-orange.eff) with 31 frames at 40 fps.
BMPMAN: Found EFF (dragonslave.eff) with 91 frames at 30 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (FlashExp.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (FlashExp2.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (FlashExpBlue.eff) with 36 frames at 30 fps.
BMPMAN: Found EFF (VX_02imp.eff) with 11 frames at 30 fps.
BMPMAN: Found EFF (Cflak.eff) with 54 frames at 30 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (BHBullet.eff) with 26 frames at 40 fps.
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'fsq-wep.tbm' ...
TBM  =>  Starting parse of 'exarchy-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'fsq-obt.tbm' ...
TBM  =>  Starting parse of 'mv_root-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 'fsq-shp.tbm' ...
TBM  =>  Starting parse of 'exarchy-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
TBM  =>  Starting parse of 'fsq-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 objective1 with size 149x21 (34.4% 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 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% 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 netlag1 with size 29x30 (6.3% 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 time1 with size 47x23 (28.1% wasted)
ANI minegauge with size 124x30 (6.3% wasted)
ANI emptyhud with size 25x21 (34.4% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'fsq-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1055
VIDEO: No shader support and hd video is beeing played this can get choppy.Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'Ed.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...
PLR => Loading complete!
PLR => Verifying 'Deep.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ed.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Ed.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...
PLR => Loading complete!
CSG => Loading 'Ed.fsquest-test.csg' with version 3...
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 'Ed.fsquest-test.csg' with version 3...
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!
WARNING!, Could not load door anim 2_Exit in main hall
WARNING!, Could not load door anim 2_Pilot in main hall
WARNING!, Could not load door anim 2_Continue in main hall
WARNING!, Could not load door anim 2_Tech in main hall
WARNING!, Could not load door anim 2_Option in main hall
WARNING!, Could not load door anim 2_Campaign in main hall
No music file exists to play music at the main menu!
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Ed.fsquest-test.csg' with version 3...
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_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
BMPMAN: Found EFF (2_Loading.eff) with 14 frames at 15 fps.
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 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: 0x966cb914, IBX checksum: 0x8899b070 -- "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.
BMPMAN: Found EFF (Male2.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Male.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (Female.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mls_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sr_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (my_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kay_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (sn_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (mm_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_uhm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (nya_nrml.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_norm.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_norm.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_sigh.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (shzk_eep.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (chs_nah.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_smile.eff) with 25 frames at 5 fps.
BMPMAN: Found EFF (kzp_angry.eff) with 31 frames at 5 fps.
BMPMAN: Found EFF (shzk_lol.eff) with 5 frames at 1 fps.
BMPMAN: Found EFF (kzp_sad.eff) with 31 frames at 5 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: '00003.fs2'
Hmmm... Extension passed to mission_load...
Using alternate ship type name: Marker
Using callsign: ???
Using callsign: Shizuku
Starting mission message count : 45
Ending mission message count : 45
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighterh01.pof'
IBX: Found a good IBX to read for 'fighterh01.pof'.
IBX-DEBUG => POF checksum: 0x221854b3, IBX checksum: 0xfc1f45d6 -- "fighterh01.pof"
Loading model 'Hurricane_Tenth.pof'
IBX: Found a good IBX to read for 'Hurricane_Tenth.pof'.
IBX-DEBUG => POF checksum: 0xaad0e98c, IBX checksum: 0xe9bef840 -- "Hurricane_Tenth.pof"
Loading model 'TerranDrone.pof'
IBX: Found a good IBX to read for 'TerranDrone.pof'.
IBX-DEBUG => POF checksum: 0x6974ad57, IBX checksum: 0xd7779256 -- "TerranDrone.pof"
Loading model 'TerranDrone_missile.pof'
IBX: Found a good IBX to read for 'TerranDrone_missile.pof'.
IBX-DEBUG => POF checksum: 0xef35d59d, IBX checksum: 0x29985501 -- "TerranDrone_missile.pof"
Loading model 'navbuoy.pof'
IBX: Found a good IBX to read for 'navbuoy.pof'.
IBX-DEBUG => POF checksum: 0x7c9f8f53, IBX checksum: 0xf7820816 -- "navbuoy.pof"
Allocating space for at least 0 new ship subsystems ...  a total of 200 is now available (0 in-use).
OpenGL: Created 512x512 FBO!
Loading model 'gridbox.pof'
Model gridbox.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 'gridbox.pof'.
IBX-DEBUG => POF checksum: 0x3e262f5e, IBX checksum: 0x077475db -- "gridbox.pof"
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 ==================
Loading model 'mrgymirror.pof'
IBX: Found a good IBX to read for 'mrgymirror.pof'.
IBX-DEBUG => POF checksum: 0x76424187, IBX checksum: 0x300b5bc6 -- "mrgymirror.pof"
About to page in ships!
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x4181e059, IBX checksum: 0xd8629386 -- "bombardier.pof"
Loading model 'crossbow.pof'
No subsystems found for model "crossbow.pof".
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x885d0786 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x436327ba, IBX checksum: 0xf7664532 -- "trebuchet.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 'Mora.pof'
IBX: Found a good IBX to read for 'Mora.pof'.
IBX-DEBUG => POF checksum: 0x59c208fe, IBX checksum: 0xf3bf788a -- "Mora.pof"
Loading model 'Macana.pof'
IBX: Found a good IBX to read for 'Macana.pof'.
IBX-DEBUG => POF checksum: 0x44dfcbd5, IBX checksum: 0x7f5c34f6 -- "Macana.pof"
Loading model 'Yari.pof'
IBX: Found a good IBX to read for 'Yari.pof'.
IBX-DEBUG => POF checksum: 0x9832d790, IBX checksum: 0x237df9b5 -- "Yari.pof"
Loading model 'Karambit.pof'
IBX: Found a good IBX to read for 'Karambit.pof'.
IBX-DEBUG => POF checksum: 0x0f351155, IBX checksum: 0xf4f8cfb9 -- "Karambit.pof"
Loading model 'Atgeir.pof'
IBX: Found a good IBX to read for 'Atgeir.pof'.
IBX-DEBUG => POF checksum: 0x703aa829, IBX checksum: 0x8711a90a -- "Atgeir.pof"
Loading model 'Sibyna.pof'
IBX: Found a good IBX to read for 'Sibyna.pof'.
IBX-DEBUG => POF checksum: 0x71239c71, IBX checksum: 0xe14b48ec -- "Sibyna.pof"
Loading model 'spacebomb.pof'
IBX: Found a good IBX to read for 'spacebomb.pof'.
IBX-DEBUG => POF checksum: 0x792ce843, IBX checksum: 0xf25a74a5 -- "spacebomb.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 (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (exp_smoke.eff) with 15 frames at 30 fps.
Paging in mission messages
Stopping model page in...
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 objective1.ani with size 149x21 (34.4% 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.ani with size 86x96 (25.0% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lockspin.ani with size 100x100 (21.9% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI minegauge.ani with size 124x30 (6.3% wasted)
ANI emptyhud.ani with size 25x21 (34.4% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP512x512+8'
User bitmap 'TMP512x512+8'
User bitmap 'TMP256x256+8'
Bmpman: 2223/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 483,  Estimated count = 425
================================================
SCRIPTING: Starting flashy deaths script loading

Class: gtf ares hm
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf re-ls
FRM: 1
FE: 1

Class: gtf re-ls#empty
FRM: 1
FE: 1

Class: haf re-ls
FRM: 1
FE: 1

Class: haf re-ls assault
FRM: 1
FE: 1

Class: gtm hippocrates
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

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

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

Class: gtt argo
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

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

Class: scv moloch
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ftf astrogator
FRM: 1
FE: 1

Class: ftf skjoldr
FRM: 1
FE: 1

Class: ftf durandal
FRM: 1
FE: 1

Class: haf cyclone
FRM: 1
FE: 1

Class: haf tornado
FRM: 1
FE: 1

Class: haf blizzard
FRM: 1
FE: 1

Class: haf blizzard cmd
FRM: 1
FE: 1

Class: haf blizzard ce
FRM: 1
FE: 1

Class: haf phoenix
FRM: 1
FE: 1

Class: haf selkie
FRM: 1
FE: 1

Class: haf yukikaze
FRM: 1
FE: 1

Class: haf ray mark iv
FRM: 1
FE: 1

Class: haf ray mk iv brigandine
FRM: 1
FE: 1

Class: haf vic viper
FRM: 1
FE: 1

Class: haf vic viper#option
FRM: 1
FE: 1

Class: has margay
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ha dd hurricane
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft sh svalin
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: ft fr monolith
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fr monolith mk2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft tr clysdale
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft fp rhea
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff impervious
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ff northampton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ft ds baikal
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8500
BEDM: 2.5

Class: ft cvs volga
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ft csc stratavarian
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cl hyperion
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft ca tethys#shield
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft cv tethys
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ft bv euryphaessa
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ha cc typhoon
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ha ca tempest
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: btf aggressor
FRM: 1
FE: 1

Class: btf harasser
FRM: 1
FE: 1

Class: lzf hunter
FRM: 1
FE: 1

Class: lzf killer
FRM: 1
FE: 1

Class: lzf swarmer
FRM: 1
FE: 1

Class: btb oppressor
FRM: 1
FE: 1

Class: akf ambrosium
FRM: 1
FE: 1

Class: akf ambrosium-r
FRM: 1
FE: 1

Class: nsf phantasm
FRM: 1
FE: 1

Class: nsb ghoul
FRM: 1
FE: 1

Class: exf marquis
FRM: 1
FE: 1

Class: exb duke
FRM: 1
FE: 1

Class: ak ff adamantium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: bt da skeleton
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: ak cve orichalcum
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: ex cl viscount
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ex cs iliaster
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ns cv vampire
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 9500
BEDM: 2.5

Class: ak bc azoth
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex cva emperor
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

Class: ex dn sovereign
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf amaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: ex sf scanmaterasu
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: be gs big core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core t1-05
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: big core rev 1.1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: big core rev 1.2
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

Class: bubble core
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.55
BEDu: 7000
BEDM: 2.5

Class: sred
BEI: 0.2
BEDu: 200
BEDi: 100

Class: terslash
BEI: 0.2
BEDu: 350
BEDi: 175

Class: bgreen
BEI: 0.2
BEDu: 1200
BEDi: 650

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

Class: ex sblue
BEI: 0.2
BEDu: 200
BEDi: 100

Class: rv spurple
BEI: 0.2
BEDu: 200
BEDi: 100

Class: ha thermal lance
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ha hv thermal lance
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: rc beam#csc
BEI: 0.2
BEDu: 350
BEDi: 175

Class: ex bblue
BEI: 0.2
BEDu: 1200
BEDi: 650

Class: ex lrdbblue
BEI: 0.2
BEDu: 1900
BEDi: 950

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

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

Class: em-82 infernum
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: em-82b infernum ii
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

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

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

Class: nm-12 dragonfire
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400

Class: dragonfire#ssm
FR: 100
FE: 6
BEI: 0.4
BEDu: 6800
BEDi: 3400
BMPMAN: Found EFF (droidslave.eff) with 91 frames at 30 fps.
MediaVPs: Flaming debris script ACTIVE!
LibraryManager: Reloading all loaded libraries
LibraryManager: Loaded file "class.lua"
LibraryManager: Loaded file "objectWrapper.lua"
LibraryManager: Loaded file "particles.lua"
LibraryManager: Loaded file "strings.lua"
LibraryManager: Loaded file "converter.lua"
LibraryManager: Loaded file "parser.lua"
LibraryManager: Loaded file "util.lua"
LibraryManager: Loaded file "trailInfo.lua"
LibraryManager: Loaded file "particleParser.lua"
LibraryManager: Loaded file "deathRollManager.lua"
LibraryManager: Loaded file "deathRollScript.lua"
LibraryManager: Loaded file "effectManager.lua"
PARTICLE SCRIPT: Parsing file "particles.cfg"
Particle demo data loaded...
PARTICLE SCRIPT: Configuration file read. Loaded 0 entries and took 0 ms
VIDEO: No shader support and hd video is beeing played this can get choppy.Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (51)
AUDIOSTR => ErrorExit for ::Create() on wave file: Silence
ANI bridge_kzpangry.ani with size 440x200 (21.9% wasted)
Frame  0 too long!!: frametime = 22.969 (22.969)
No music file exists to play music at this briefing!
ANI hall_kzpnorm.ani with size 440x200 (21.9% wasted)
ANI hall_wingnorm.ani with size 440x200 (21.9% wasted)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
AUDIOSTR => ErrorExit for ::Create() on wave file: Silence
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconAutomerc with size 56x24 (25.0% wasted)
ANI iconHypacs with size 56x24 (25.0% wasted)
ANI iconPhalanx with size 56x24 (25.0% wasted)
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0xe793cd75 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
WARNING: "Can't open model file <trebuchet_tech.pof>" at modelread.cpp:970
Int3(): From c:\code\fs2_open_3_7_2_rc2\code\globalincs\windebug.cpp at line 1379
The game also crashed.

It would appear as though the game is trying to load a model no longer found in the MVPs.

If you wanted, you could extract Trebuchet-Tech.pof from the MVPs 2014(found in MV_Assets.vp), slap it in DE/data/models and rename it to trebuchet_tech.pof as a substitute.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Did that. Thanks.
Now I need a fix for the sound problem.

 

Offline DahBlount

  • 29
  • Alpine ☆ Cancer Tribulation
    • Minecraft
    • Skype
    • Steam
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
You do not have the DE_NOIZE.vp installed. That explains why you don't have any sound. Scroll to the top of this thread and click on the audio download.
<Axem> yet still more insightful than #hard-light

<Axem> jad2.23 will just be cat videos

<DahBlount> So
<DahBlount> JAD2.2 is like that
<Axem> maybe
<Axem> it can be whatever you like!
<DahBlount> A Chocolate Sundae?
<Axem> sure

My models: GTF Gilgamesh - GTD Nuadha [Redesigning] - Ningirama [WIP] - GTG Zephyrus

 
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Oh wow. Must've forgotten to extract it *I'm-an-idiot facepalm*
Bug: In the mission Rendezvous, the explosion near Citadel station kills only the player ship(not the other one) every time. Its set to a little too strong.
« Last Edit: June 03, 2014, 11:20:41 pm by Master_of_the_blade »

 

Offline Droid803

  • Trusted poster of legit stuff
  • Moderator
  • 213
  • /人 ◕ ‿‿ ◕ 人\ Do you want to be a Magical Girl?
    • Skype
    • Steam
Re: RE-RELEASE: Dimensional Eclipse ver. 1.1b
Here's another bug. In the mission Rendezvous, the explosion near Citadel station kills only the player ship(not the other one) every time. Its set to a little too strong.

Working as intended.
Do not fly into the explosion.
(´・ω・`)
=============================================================