Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Test Builds => Topic started by: Zacam on December 13, 2010, 08:39:57 pm

Title: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Zacam on December 13, 2010, 08:39:57 pm
Welcome to Antipodes 8, the Pilot Code refresh brought to us by taylor.

Excerpts from the Internal post from taylor regarding the Pilot Code changes:
  • Converts single-player pilots only.
          Other than settings, multi-player pilots contain no real data to convert over that doesn't also exist in the single-player pilot file.  Stats all come from the server, so what exists in the multi pilot is always getting tossed out anyway.  Attempting to simplify the conversion code as much as possible to avoid issues meant that we can't reliably convert both single and multi pilots over to the new format.
  • Can only convert savefiles for active mod(s).
          The old pilot file format does not contain enough information to satisfy the requirements of the new format.  So in order for this info to be provided so that conversion is possible, it can only successfully convert campaign savefiles that are basically compatible with the current mod list.
  • Conversion only happens once per pilot.
          If a .pl2 is successfully converted then it will also attempt to convert all .cs2 files for that pilot.  But per the above caveat the .cs2 files won't necessarily convert.  However once the .pl2 has be converted into the new format it will not attempt conversion again for that pilot.  This means that any campaign savefiles which were not able to be converted will not be tried again.  There are cumbersome ways around this, but we should probably avoid detailing that to users.
  • Pilot file conversion won't happen on same named pilots.
          If a .plr exists in the new format already which has the same name of any old pilot then the old pilot will not be converted/merged.  Inferno pilots take precedence over regular pilots, so if a regular pilot has the same name as an Inferno pilot only the Inferno pilot will get converted.
  • Older and retail pilots are never converted.
          Older versioned .pl2/.cs2 files and retail .plr/.csg/.css files will not be converted with this new code.  They do not contain enough information to migrate over.  Hopefully someone will volunteer to make a pilot file utility which will allow users to do this manually (hint, hint).

What will happen:
In $FS2\data\players (where $FS2 represents where you have installed FreeSpace 2, preferably in "C:\Games") there is a "single" and a "multi" folder.
Inside each of those (if you have been following our recommendations) there will also be an "inferno" folder.

The code in this build will take any Inferno Pilot over non-Inferno pilot and convert it and place it into the $FS2\data\players folder as a *.plr file.
If that player is engaged in a campaign, it will create a campaign save-file as well (where campaign specific progress is stored, separate of the pilot itself, but still associated to said pilot).
This means that 1 pilot can now safely transition multiple mods/campaigns without breaking progress.

In my case, I loaded FS2 Open with MediaVPs in the FreeSpace 2 Campaign and it converted my default Inferno Single-player Template pilot "New", so I now have a "New.plr" and a "New.FreeSpace2.csg".
In loading up BluePlanet, I get a "New.BP.csg" (assuming that I load Blue Planet with the "New" pilot)

Highly Recommended that you make a copy/archive of your existing data\players\single and \multi folders and/or the files inside of them FIRST before running these builds.

These builds now also do away with the distinction of Inferno vs Non-Inferno builds.
All Inferno Build limits are STANDARD build limits now, removing the necessity to having separate builds.


Windows Builds Here:

No Changelog, as this is just a Sync Update Build.

SSE and SSE2 Compiler Optimized Builds Recommended!

FSO-Win-Ant8_SSE-r7538.7z (http://swc.fs2downloads.com/builds/WIN/Antipodes/FSO-Win-Ant8_SSE-r7538.7z)
MD5: 1903218E5966459D11272FFFFC522349

FSO-Win-Ant8_SSE2-r7538.7z (http://swc.fs2downloads.com/builds/WIN/Antipodes/FSO-Win-Ant8_SSE2-r7538.7z)
MD5: 364A61BA00310547B1EAD249708C631D

Non-Optimized Build:
FSO-Win-Ant8-r7538.7z (http://swc.fs2downloads.com/builds/WIN/Antipodes/FSO-Win-Ant8-r7538.7z)
MD5: 0740E6308F3ED5576985800D2EC4EE0C


OS X Builds Here:

FS2_Open-Ant8_r9301.zip (http://swc.fs2downloads.com/builds/OSX/FS2_Open-Ant8_r9301.zip) (Mirror (http://scp.fsmods.net/builds/OSX/FS2_Open-Ant8_r9301.zip)) (Mirror (http://scp.indiegames.us/builds/OSX/FS2_Open-Ant8_r9301.zip))
MD5: 21fc22b63d88d02615c55deb76db66e1


Linux Builds Here:

***Pending***
MD5:


Container Box for any reported issues;
Reporters name is a link to post directly beginning the reported issue.
Brief summary of the reported issue.
Followed by any Mantis or SVN Commits related to it (where applicable).
Quote
mjn.mixael (http://www.hard-light.net/forums/index.php?topic=73257.msg1505769#msg1505769): Red-Alert Mission bug causing for crashes.
Potentially resolved by using Patches supplied by pyro3d.

rscaper1070 (http://www.hard-light.net/forums/index.php?topic=73257.msg1446174#msg1446174): Changing Campaign in the campaign Selection Screen (or re-entering the Campaign Selection Screen) causes a CTD.
Additionally, when not causing a CTD, will cause a pop-up stating that the selected Campaign cannot be found, even though going to Techroom shows that campaign as active.

taylor (http://www.hard-light.net/forums/index.php?topic=50827.msg1027225#msg1027225): default key-mapping separate of Pilot file data.

Karajorma (http://scp.indiegames.us/mantis/view.php?id=1708): Training messages do not take into account multiple binds for controls
(Fixed in Antipodes SVN Commit 6859 (http://svn.icculus.org/fs2open?view=rev&revision=6859))

Shivan Hunter (http://www.hard-light.net/forums/index.php?topic=73257.msg1446100#msg1446100): Switching between Single and Multi modes (after Pilot Select screen) doesn't work (requires hitting "Convert" instead of "Select" and/or "Accept") (Mantis 2354) (http://scp.indiegames.us/mantis/view.php?id=2354)
(Fixed in Antipodes SVN Commit 6857 (http://svn.icculus.org/fs2open?view=rev&revision=6857))

Trivial Psychic (http://www.hard-light.net/forums/index.php?topic=73257.msg1446140#msg1446140): Converting Pilots already with progress in a campaign has progress reset.

Shivan Hunter (http://www.hard-light.net/forums/index.php?topic=73257.msg1446144#msg1446144): Inverting Y-axis on mouse resets when restarting. Same with Absolute Throttle. (Mantis 2353) (http://scp.indiegames.us/mantis/view.php?id=2353)
(Fixed in Antipodes SVN Commits 6853 (http://svn.icculus.org/fs2open?view=rev&revision=6853) & 6856 (http://svn.icculus.org/fs2open?view=rev&revision=6856))

mjn.mixael (http://www.hard-light.net/forums/index.php?topic=73257.msg1451080#msg1451080): when the game is first loaded, it just loads the default mainhall until the campaign is reselected or continued.
(Now an ANT-8 specific issue, but at least now the main hall change SAVES, needs more testing to validate Commit 7091)

mjn.mixael (http://www.hard-light.net/forums/index.php?topic=73257.msg1451080#msg1451080): Ships display "0 ms" for velocity in Ship Selection screen.
(Fixed in Trunk Commit 6900 (http://svn.icculus.org/fs2open?view=rev&revision=6900) & Antipodes Commit 6901 (http://svn.icculus.org/fs2open?view=rev&revision=6901))

Additionally, assigned to me for Feedback and checking on:
Mantis 481 (http://scp.indiegames.us/mantis/view.php?id=481), Mantis 1588 (http://scp.indiegames.us/mantis/view.php?id=1588), Mantis 1751 (http://scp.indiegames.us/mantis/view.php?id=1751), Mantis 1877 (http://scp.indiegames.us/mantis/view.php?id=1877), Mantis 1944 (http://scp.indiegames.us/mantis/view.php?id=1944)
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Shivan Hunter on December 13, 2010, 08:43:26 pm
w00000000000000000t! Testing. :D
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 13, 2010, 08:44:48 pm
Having used this pilot code for some time I can assure everyone that after the startup hump (I just deleted my old pilots folder) it is lovely.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Kolgena on December 13, 2010, 08:51:06 pm
This has no chance to survive fix already corrupted pilot files right?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Angelus on December 13, 2010, 09:04:44 pm
ah, finally!  :D :yes:

dl nao.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 13, 2010, 09:06:20 pm
This has no chance to survive fix already corrupted pilot files right?

No, in fact I'd just ditch all your pilots.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Kolgena on December 13, 2010, 09:30:26 pm
Head .ani's are now permanently bright, whereas before hitting L was able to toggle them between bright and dim.

(As a side note, whenever they're shown, they still lag up the game. I'm going to guess that this is being worked on already)
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Shivan Hunter on December 13, 2010, 09:42:38 pm
When I have only one pilot, I can't switch between multiplayer and singleplayer versions of the pilot.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: FUBAR-BDHR on December 13, 2010, 09:59:49 pm
You don't need to anymore.  All pilot data multi and single are stored in the same file.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Shivan Hunter on December 13, 2010, 10:02:06 pm
Yes, I do. Click on the big door in the center of the main hall. It does different thing based on whether you're in a multi session or sp session.

It is currently impossible to switch between those two with only one pilot, presumably for the exact reason you said: there's no code that switches from a pilot to itself, which is the only thing I can do.

I solved the problem by creating a pilot called "derp", switching to it and then back to my main, so the issue is low priority.


[EDIT] Actually, it seems that the problem is still there. You can only ever get into single player mode through the initial pilot select screen; selecting a pilot from the barracks will always enter multiplayer mode. In fact, the single player pilot won't ever really be selected (The text never turns white), although the game will acknowledge that it's in single player mode (I can't change the squad logo after clicking "select") until I exit to the main hall.

[EDIT2] Further testing indicates that I am le dumb. It's impossible to switch between single and multiplayer either way from the Barracks- I just hadn't tried going from single to multi yet.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: FUBAR-BDHR on December 13, 2010, 10:48:51 pm
The new code is supposed to store the multi info in the same file.  You should be able to use the same one for both. 
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 13, 2010, 10:50:52 pm
The new code is supposed to store the multi info in the same file.  You should be able to use the same one for both. 

Yeah, but...how do you actually get to multi if you can't switch to multi mode with your pilot?

I sense that's the issue here.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Shivan Hunter on December 13, 2010, 10:53:24 pm
The issue is more "how do I get to single player". Above post edited with additional info.

[EDIT] Edited again. Basically, the barracks does nothing w.r.t single or multi (selecting it in the initial pilot select screen still works).
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Trivial Psychic on December 13, 2010, 11:09:51 pm
So while it did generate the new pilot files and campaign progress files, it seemed to reset them all to the beginning.  Fortunately, my originals are still intact so I could continue playing with an older build, but I can't play with Ant8 until I start a new campaign... unless this gets overcome.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 13, 2010, 11:10:01 pm
If you selected Multi in the Pilot Select screen, you can still switch to Single Player engine mode by going to the barracks, selecting the pilot that you are currently using (in Multi) and hitting "Convert".

This won't actually convert the pilot, but it will switch the engine into accepting Single Player.

Being able to just choose the Single Player Pilot and hitting "Select" and/or "Accept" would be better.

The reason why it previously worked was because the two Pilots (single and multi) were separate entities.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Shivan Hunter on December 13, 2010, 11:25:25 pm
The reason why it previously worked was because the two Pilots (single and multi) were separate entities.

Yeah, I figured the one file was confusing that part of the code. It's not a huge priority since the initial screen works, though. Should I mantis it?

[EDIT] Blargh, another bug to report. I invert the Y axis on my mouse for FS. When I exit the game, then restart, the axis has been reverted to normal. All the other controls (buttons) are unaffected.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Talon 1024 on December 13, 2010, 11:30:15 pm
I started playing through BP Age of Aquarius again, and I got a crash when I committed on Journey of a Thousand Miles Part II.  I can't provide an fs2_open.log right now since I wasn't running a debug build.  Did anyone else get this crash?

BTW, will we be able to change the default keyboard controls with this new pilot code as mentioned in this thread (http://www.hard-light.net/forums/index.php?topic=50827.msg1027103#msg1027103)?

[EDIT]fs2_open.log added.  It appears this new pilot code breaks the BP2 "Betty" scripts as well...

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 13, 2010, 11:34:21 pm
BTW, will we be able to change the default keyboard controls with this new pilot code as mentioned in this thread (http://www.hard-light.net/forums/index.php?topic=50827.msg1027103#msg1027103)?

That and expanded key bindings should now be possible to work on with this code. As well possible checks to allow for those of us using non-traditional US Keyboards to be able to utilize OS mapping (though I suspect Win 7 is broken in regards to handing off Regional data, since nothing recognizes default remapping from my Dvorak layout)
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 12:14:14 am
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 version: 3.6.13.6848
Passed cmdline options:
  -spec_exp 16
  -ogl_spec 32
  -spec_static 1.25
  -spec_point 1.5
  -spec_tube 1.5
  -ambient_factor 120
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 90
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod zoom,blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\3612_Ant-Cache.vp' with a checksum of 0x64d89f2a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\3613_Update.vp' with a checksum of 0x19cf9a3d
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\368glowpts.vp' with a checksum of 0x08962704
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\fs2_primaries.vp' with a checksum of 0xbfadf6e9
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\zoom\' ... 134 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\' ... 182 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-visuals1.vp' ... 494 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\' ... 45 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-visuals1.vp' ... 326 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\' ... 155 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\3612_Ant-Cache.vp' ... 199 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\3613_Update.vp' ... 216 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\368glowpts.vp' ... 28 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\fs2_primaries.vp' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoA_fs2.vp' ... 0 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoB_fs2.vp' ... 0 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\warble_fs2.vp' ... 52 files
Found 36 roots and 18527 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio Input
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 9800 GT/PCI/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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

ASSERTION: "pm->missile_banks != NULL" at object.cpp:783
 Ship GTC Hyperion has 4 secondary banks, but no missile banks could be found.

Freeing all existing models...
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes

Talon - your install is incorrect. Please remove 'zoom' from your mod.ini line and see if that helps. More importantly, I don't believe you should have 368_glowpoints or fs2_primaries.

The Hyperion cruiser has no secondary banks whatsoever, so I suspect these stray VPs are causing your issues.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 14, 2010, 12:17:48 am
And please to only run either 3612_Ant-Cache OR 3613_Update, not both. (Recommendation: 3612_Ant-Cache, since the 13 Update is about to be replaced)

Code: (fs2_open.log) [Select]
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\' ... 182 files
...
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\' ... 45 files
...
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\' ... 155 files

And gods only know what all those loose files are that it found and is loading.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 14, 2010, 01:04:50 am
Head .ani's are now permanently bright, whereas before hitting L was able to toggle them between bright and dim.

(As a side note, whenever they're shown, they still lag up the game. I'm going to guess that this is being worked on already)

I tested in AP7 Final build. Only the border around the head.ani toggled between dim/bright. Same held true with this build. moved reported bug to AP7 Thread.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: rscaper1070 on December 14, 2010, 01:11:56 am
I'm getting a lot of CTD's. Often when I start a mod and I choose it in the Campaign room I get an error that the campaign can not be found. Trying it a second time worked for Fsport and BP but Derelict kept giving me the error noise. Once I get the error the pilot won't work anymore and what ever mod I choose I CTD. I deleted the pilot files, created a new pilot, and was able to start up again, but as soon as I change mods same thing happens. I switched out the 13 update for the 3612_Ant-Cache.

Error log:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13.6848
Passed cmdline options:
  -spec_exp 7.0
  -spec_static 3.0
  -spec_point 8.6
  -spec_tube 5.0
  -ambient_factor 75
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod AI v8 Fsport_mediavps,fsport_mediavps,fsport,mediavps_3612
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\AI v8 Fsport_mediavps\ai.vp' with a checksum of 0x3446cccf
Found root pack 'C:\Games\FreeSpace2\fsport_mediavps\fs1_mainhalls.vp' with a checksum of 0x3209b50e
Found root pack 'C:\Games\FreeSpace2\fsport_mediavps\mv_fsport.vp' with a checksum of 0xb5009f03
Found root pack 'C:\Games\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0xfa6606cf
Found root pack 'C:\Games\FreeSpace2\fsport\fsport3_2.vp' with a checksum of 0xfd80cf91
Found root pack 'C:\Games\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'C:\Games\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x39438fdb
Found root pack 'C:\Games\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0x060994cb
Found root pack 'C:\Games\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0xac31d566
Found root pack 'C:\Games\FreeSpace2\fsport\tango_hi_fs1.vp' with a checksum of 0x44e81e9f
Found root pack 'C:\Games\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\3612_Ant-Cache.vp' with a checksum of 0x64d89f2a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
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\AI v8 Fsport_mediavps\' ... 4 files
Searching root pack 'C:\Games\FreeSpace2\AI v8 Fsport_mediavps\ai.vp' ... 3 files
Searching root 'C:\Games\FreeSpace2\fsport_mediavps\' ... 83 files
Searching root pack 'C:\Games\FreeSpace2\fsport_mediavps\fs1_mainhalls.vp' ... 61 files
Searching root pack 'C:\Games\FreeSpace2\fsport_mediavps\mv_fsport.vp' ... 291 files
Searching root 'C:\Games\FreeSpace2\fsport\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\fsport\fsport-missions.vp' ... 160 files
Searching root pack 'C:\Games\FreeSpace2\fsport\fsport3_2.vp' ... 794 files
Searching root pack 'C:\Games\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1229 files
Searching root pack 'C:\Games\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'C:\Games\FreeSpace2\fsport\tango_fs1.vp' ... 85 files
Searching root pack 'C:\Games\FreeSpace2\fsport\tango_hi_fs1.vp' ... 33 files
Searching root pack 'C:\Games\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 176 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\3612_Ant-Cache.vp' ... 199 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 28 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 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 35 roots and 18695 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1360x768 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 4300/4500 Series    
  OpenGL Version   : 3.3.10188 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  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.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30
... 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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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' ...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-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 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.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 179x146 (43.0% 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 targetview1_2 with size 274x116 (9.4% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 555
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'rscaper.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'rscaper.plr' with version 0...
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...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
CSG => Loading 'rscaper.Derelict.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => ERROR: Invalid data for CSG!
ANI 2_main1-m1.ani with size 342x252 (1.6% wasted)
ANI 2_main1-m2.ani with size 168x205 (19.9% wasted)
ANI 2_main1-d1.ani with size 249x118 (7.8% wasted)
ANI 2_main1-d6.ani with size 172x103 (19.5% wasted)
ANI 2_main1-d3.ani with size 305x119 (7.0% wasted)
ANI 2_main1-d4.ani with size 275x267 (47.9% wasted)
ANI 2_main1-d5.ani with size 221x359 (29.9% wasted)
ANI 2_main1-d2.ani with size 225x121 (5.5% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Wokka!  Error opening file (Derelict.fc2)!
Error parsing 'Derelict.fc2'
Error code = 5.
CSG => Loading 'rscaper.FreeSpace2.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 01:15:59 am
Try deleting your entire pilots directory. Does the error go away?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: rscaper1070 on December 14, 2010, 01:20:16 am
I backed up and deleted all of my former pilots prior to using this build. Sometimes the CTD happens as soon as I choose the pilot other times it's when I choose the campaign.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 14, 2010, 01:29:44 am
rscaper1070's issue is confirmed. testing with Derelict and BP-AoA.

Crash is not dependent on the mods, simply in choosing a different campaign or (after choosing a campaign and getting the message) attempting to re-enter the campaign selection screen.

Unhandled exception at 0x00d57d78 in fs2_open_3_6_13d_SSE2.exe: 0xC0000005: Access violation reading location 0x1031b018.

Break results in "csg.cpp" line 567, in "void pilotfile::csg_read_loadout()" and trips the break in "case Section::Loadout:" (line 1313)

Edit: After deleting the .csg file for BP and derelict that were originally created, it recreated them and now I no longer get the pop-up (after the first selection) upon choosing derelict, I also don't get any more crashes. I can also now switch back and forth between the MODs in the Launcher and choose the other. though, if for example, I load BP, switch to that campaign and exit, then switch mods to Derelict and launch, when I enter the campaign room and select Derelict, it gives me that message, but the mission simulator shows Derelict missions.

Still unable to re-trigger the crash.

Code: (fs2_open.log) [Select]
Wokka!  Error opening file (Derelict.fc2)!
Error parsing 'Derelict.fc2'
Error code = 5.

Wokka!  Error opening file (bp.fc2)!
Error parsing 'bp.fc2'
Error code = 5.

O rly?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Kolgena on December 14, 2010, 01:47:54 am
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 version: 3.6.13.6848
Passed cmdline options:
  -spec_exp 16
  -ogl_spec 32
  -spec_static 1.25
  -spec_point 1.5
  -spec_tube 1.5
  -ambient_factor 120
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 90
  -ballistic_gauge
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod zoom,blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\3612_Ant-Cache.vp' with a checksum of 0x64d89f2a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\3613_Update.vp' with a checksum of 0x19cf9a3d
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\368glowpts.vp' with a checksum of 0x08962704
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\fs2_primaries.vp' with a checksum of 0xbfadf6e9
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack 'C:\Program Files\Games\GOG.com\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\zoom\' ... 134 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\' ... 182 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-visuals1.vp' ... 494 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\' ... 45 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-visuals1.vp' ... 326 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\' ... 155 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\3612_Ant-Cache.vp' ... 199 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\3613_Update.vp' ... 216 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\368glowpts.vp' ... 28 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\fs2_primaries.vp' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files\Games\GOG.com\Freespace2\' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoA_fs2.vp' ... 0 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\tangoB_fs2.vp' ... 0 files
Searching root pack 'C:\Program Files\Games\GOG.com\Freespace2\warble_fs2.vp' ... 52 files
Found 36 roots and 18527 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Generic Hardware on Realtek HD Audio output
  Capture device: Realtek HD Audio Input
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 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    : NVIDIA Corporation
  OpenGL Renderer  : GeForce 9800 GT/PCI/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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

ASSERTION: "pm->missile_banks != NULL" at object.cpp:783
 Ship GTC Hyperion has 4 secondary banks, but no missile banks could be found.

Freeing all existing models...
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes

Talon - your install is incorrect. Please remove 'zoom' from your mod.ini line and see if that helps. More importantly, I don't believe you should have 368_glowpoints or fs2_primaries.

The Hyperion cruiser has no secondary banks whatsoever, so I suspect these stray VPs are causing your issues.

I see that you didn't point out that -mipmap was turned on. Last I heard, that was a broken feature that caused problems. Is that no longer the case?

And I just most definitely confirmed a crash when switching campaign and trying to re-enter campaign room (using WiH as mod).

New info: Now I can't get past the pilot screen. Crashes upon selection.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 14, 2010, 01:59:00 am
CTD Issue: Both BP-AoA and Derelict have an additional "$Flags:" line (~ line 6 above the "+Starting Ships:" line) in the fc2 file. This should NOT be there. At all. Remove that line, and no problem.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Kolgena on December 14, 2010, 02:01:00 am
fc2 file?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 14, 2010, 02:02:09 am
Missions are in *.fs2 files. The campaign data is in a *.fc2 file.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Kolgena on December 14, 2010, 02:06:18 am
Yeah, that did nothing for me.

Extracted bp.fc2, killed the line, stuck it into AoA's data/missions.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Fury on December 14, 2010, 02:11:12 am
I see that you didn't point out that -mipmap was turned on. Last I heard, that was a broken feature that caused problems. Is that no longer the case?
It's not broken, never has been. It does exactly what it says to do. But what it does is not necessarily what you want.

It creates mipmaps to all effects and maps that don't have them during load. This slows down loading and whether an effect or a map has mipmaps or not, should be left to the artist to decide. In worst case scenario you simply increase your memory usage considerably for no real benefit.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 14, 2010, 02:24:45 am
Yeah, that did nothing for me.

Extracted bp.fc2, killed the line, stuck it into AoA's data/missions.

It may not remove the "Selected Campaign cannot be loaded" pop-up, but it will remove the
Code: [Select]
Wokka!  Error opening file (bp.fc2)!
Error parsing 'bp.fc2'
Error code = 5.
from your fs2_open.log file.

Loading BP2, I was able to switch from "FreeSpace 2" to "Blue Planet - Age of Aquarius" (got pop-up, but Techroom confirmed I was in Age of Aquarius) to "Blue Planet - War in Heaven 1" (and it created a .csg file for me) and back to "Blue Planet - Age of Aquarius" (without any pop-up) and back to "FreeSpace 2".

Debug Wokka appears on:
Blue Planet (AoA and WiH), "Just Another Day", "Pandoras Box", "Sync", "The Apocalypse: Vega", "The Procyon Insurgency", "Transcend", "Warzone", "Windmills"

They all have a "$Flags:" line.

"Aeos Afair", "Boomerang", "BlackWater Operations Demo", "Deus Ex Machina", "Homesick", "Twilight" do not have a Wokka.

**Edit: Whatever "$Flags" is, it showed up sometime around 3.5.1 according to the freespace.fc2 file in FSPort.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Kolgena on December 14, 2010, 02:57:08 am
Right. I'll try back in a bit with a debug build. Actually I won't because it's 3:00am and I need sleep.

On a release build, "did nothing for me" meant that I was still crashing to desktop. I don't even get to see any popups.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: rscaper1070 on December 14, 2010, 03:02:43 am
I found that the campaign files included with the mainhalls beta was causing fsport to CDT. I extracted the mainhall files to an interface folder and no more crash. The "get campaign error,delete whatever.csg file, and try again" method seems to work. I still get an error when I choose the mod's campaign that the "campaign can not be found" but I can just click through it and it will play. I also sometimes get an error saying the pilot file doesn't match the mod I'm playing. I've been able to click through these as well and the game starts up. Derelict is still CTD when I choose it's campaign though, I haven't tried the fix yet.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 14, 2010, 03:11:39 am
Interestingly enough:

Pilot file I had in Testing for a while was the one that got "converted". The Campaign files created from that pilot were 8-10 kb. (Said Pilot was used to test many missions, but never actively engaged in any campaigns, but has been through .10, .11, .12 and .13 builds including Antipodes 6 and 7 testing)

Original (3.6.10) Pilot file that I had created for the sole purpose of setting up Dvorak keybindings on (all other pilots were cloned off this one) as a default conversion, same .csg files are now all 12kb in size.

Further, unable to replicate any crashes in Release (Standard/SSE/SSE2) builds and unable to reproduce the one crash I was able to experience. I can somewhat reliably get it to trigger the "Selected Campaign cannot be found" with just the MediaVPs (3.6.12) loaded, but not always and it doesn't cause a crash.

**Edit: found the gode for "$Flags:" seems to control some "alternative" tech database, yet on the AoA release, I still had the AoA techroom entries without it. So, I'm not entirely sure what to do about it. Also, even just deletting the extra blank line (or some other wonkiness) seems to no longer trigger the Wokka in my fs2_open.log)
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 07:25:45 am
I don't believe that patching a large number of released campaigns is a viable solution. This $Flags issue needs to be handled codeside, doesn't it?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: mjn.mixael on December 14, 2010, 08:53:19 am
Crash to desktop before I can select a pilot.

Debug.

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 version: 3.6.13.6848
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 50
  -spec_static 1.7
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 5
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod MediaVPs3612,fs2-single-missions
Building file index...
Found root pack 'E:\FreeSpace2\MediaVPs3612\3612_Ant-Cache.vp' with a checksum of 0x64d89f2a
Found root pack 'E:\FreeSpace2\MediaVPs3612\3613_Update.vp' with a checksum of 0x19cf9a3d
Found root pack 'E:\FreeSpace2\MediaVPs3612\fs2icons.vp' with a checksum of 0xf26b8503
Found root pack 'E:\FreeSpace2\MediaVPs3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'E:\FreeSpace2\MediaVPs3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'E:\FreeSpace2\MediaVPs3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'E:\FreeSpace2\MediaVPs3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'E:\FreeSpace2\MediaVPs3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'E:\FreeSpace2\MediaVPs3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'E:\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'E:\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x88e1e926
Found root pack 'E:\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'E:\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\FreeSpace2\MediaVPs3612\' ... 1 files
Searching root pack 'E:\FreeSpace2\MediaVPs3612\3612_Ant-Cache.vp' ... 199 files
Searching root pack 'E:\FreeSpace2\MediaVPs3612\3613_Update.vp' ... 216 files
Searching root pack 'E:\FreeSpace2\MediaVPs3612\fs2icons.vp' ... 97 files
Searching root pack 'E:\FreeSpace2\MediaVPs3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'E:\FreeSpace2\MediaVPs3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'E:\FreeSpace2\MediaVPs3612\MV_Assets.vp' ... 1527 files
Searching root pack 'E:\FreeSpace2\MediaVPs3612\MV_Effects.vp' ... 1876 files
Searching root pack 'E:\FreeSpace2\MediaVPs3612\MV_Music.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\MediaVPs3612\MV_Root.vp' ... 94 files
Searching root 'E:\FreeSpace2\fs2-single-missions\' ... 16 files
Searching root 'E:\FreeSpace2\' ... 25 files
Searching root pack 'E:\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\multi-mission-pack.vp' ... 108 files
Searching root pack 'E:\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'E:\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\warble_fs2.vp' ... 52 files
Found 24 roots and 14427 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Realtek Digital Input (Realtek
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1440x900 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    : NVIDIA Corporation
  OpenGL Renderer  : Quadro FX 1800/PCI/SSE2
  OpenGL Version   : 3.2.0

  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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)

  Max texture units: 4 (32)
  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.
  Using GLSL for model rendering.
  OpenGL Shader Version: 1.50 NVIDIA via Cg compiler
... 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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-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' ...
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 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-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 netlag1 with size 29x30 (6.3% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
PILOT: Beginning pilot file conversion...
  PL2 => Converting 'E:\FreeSpace2\data\players\single\inferno\MikeBP2.pl2'...
ASSERTION: "len < n" at cfile.cpp:1271
Freeing all existing models...

I'm fairly certain it was a pilot conversion error. I've included a zip of my pilot folder as well.

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Rodo on December 14, 2010, 08:53:23 am
stupid question is stupid:

So does this mean now I can have only one pilot for all my campaigns?
(I don't care If I loose progress, I just wanna get rid of all those frikking pilot files).
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: rscaper1070 on December 14, 2010, 09:52:41 am

Found root pack 'E:\FreeSpace2\MediaVPs3612\3612_Ant-Cache.vp' with a checksum of 0x64d89f2a
Found root pack 'E:\FreeSpace2\MediaVPs3612\3613_Update.vp' with a checksum of 0x19cf9a3d

Zacam advised just using the 3612_Ant-Cache and General Battuta advised to clear out all of the pilot files and start fresh.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: mjn.mixael on December 14, 2010, 09:56:21 am
Anyone else notice that the 3d radar is on regardless of the launcher flag?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Dragon on December 14, 2010, 10:10:53 am
Isn't that caused by a HUD table somewhere?
Also, I've been playing with BP builds (which feature new HUD code) and noticed that every time I restart, absolute throttle axis resets (it sets itself to none instead of Z axis).
I have also experienced configuration resets when switching mods (it reverted to the old configuration), but this doesn't happen anymore.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 10:19:37 am
Glide does not turn off when you restart a mission. I should mantis this.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: T-LoW on December 14, 2010, 10:21:46 am
The game crashes in an instant for me. I surely made some dumb mistake :rolleyes:

Code: [Select]
Assert: len < n
File: cfile.cpp
Line: 1271

ntdll.dll! ZwWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
fs2_open_Ant-8d_SSE2.exe! <no symbol>
kernel32.dll! BaseThreadInitThunk + 14 bytes
ntdll.dll! RtlCreateUserProcess + 140 bytes
ntdll.dll! RtlCreateProcessParameters + 78 bytes
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 10:44:02 am
Remove your pilot files from the pilots folder and put them in a safe place. Try again.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Fury on December 14, 2010, 10:54:36 am
I really would advise NOT to remove pilot files.

Instead, please rename FreeSpace2\data\players\multi and FreeSpace2\data\players\single folders by adding extra character to them, like underscore.

If Antipodes 8 works after that, please zip those two renamed folders up, upload somewhere and then post a link here. Then coders can figure out the exact problems and fix.

Without your pilot files that cause problems, they cannot reliably re-produce the errors and thus necessarily fix them.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 10:56:17 am
Well, same thing.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: T-LoW on December 14, 2010, 11:03:20 am
Renamed them _single and _multi but it still crashes at the loading screen.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 11:09:59 am
Debug log please.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: rscaper1070 on December 14, 2010, 11:13:38 am
Try deleting any files that were created in the players file. ex: something.csg and something.plr  Then start again. If you get an error when you choose a campaign, quit, then delete the something.csg but leave the something.plr and restart. For some reason the second one it builds is the one it wants.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: T-LoW on December 14, 2010, 12:01:27 pm
It's the exact same debug file.

But it creates a plr-file inside the players folder when I start. Deleting did nothing.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 12:02:38 pm
Can you post your debug log, please? It is generated in FreeSpace2/data/ when you run a debug build. The name is fs2_open.log.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: T-LoW on December 14, 2010, 12:10:27 pm
I looked it up... it doesn't generate one :wtf:
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 12:13:31 pm
I looked it up... it doesn't generate one :wtf:

You need to run a debug build. Select the version of Antipodes 8 ending in -d or -debug in your launcher.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: T-LoW on December 14, 2010, 12:15:37 pm
I know. I did so many times. And the only debug-reply I get is the one from the clipboard above. It doesn't create a debug-file after the crash.

It says Assertion error...
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 14, 2010, 12:17:56 pm
I know. I did so many times. And the only debug-reply I get is the one above. It doesn't create a debug-file after the crash.

Uh-oh. All right, thanks for the catch.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Aurora Paradox on December 14, 2010, 02:08:10 pm
Does Antipodes 8 support TTS?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: FUBAR-BDHR on December 14, 2010, 03:11:08 pm
Glide does not turn off when you restart a mission. I should mantis this.

It's been in there for ages.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: mjn.mixael on December 14, 2010, 03:36:37 pm
As per my previous post, here is a log to go with it.

3D Radar is permanently selected. I can't seem to turn it off in any way.

Also, the sound sports a heavy reverb despite only coming out of my two main stereo speakers.

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 14, 2010, 06:06:20 pm
3D Radar is permanently selected. I can't seem to turn it off in any way.

Makes no sense. I even put a "$Load Retail Configuration: No" into a -hdg.tbm and only specified the "+Orb Radar:" and with -orbradar off, it just shows no radar.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Mura on December 14, 2010, 07:25:01 pm
Pre-post EDIT: This happens in ant7 as well ->>I get something with the orb radar too... when i have it on, mvps and radar icons, the radar doesn't detect any ships, and if i have it off, it works ok. Removing the radar icons also works, and in missions that

Ok, i was doing testing while writing this post, i guess it comes from ant 7, but in training missions i don't get a read on the radar if the radar is 3d/orb radar, doesn't matter if radar icons are on or off, flat radar works well, using mediavps_3612 and fury's light testing. In regular missions it appears to work properly.

Also, the first time i used it, it reduced the joystick sensibility to 1, haven't had this issue again even after whiping clean the pilots it made.

post-post-EDIT: I forgot! when i try to delete a pilot, either from starting page or from the barracks th... nvm, i answered my own question, they keep reapearing because i still have the original pilots in their folders! hahaha. :lol:
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: karajorma on December 14, 2010, 08:18:37 pm
Where do you get the ant_cache from? It's not in the first post and it probably should be.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: rscaper1070 on December 14, 2010, 08:34:16 pm
Ant Cache from here. (http://www.hard-light.net/forums/index.php?topic=71842.0)
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: karajorma on December 14, 2010, 09:05:23 pm
Do I need the shaders too?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: rscaper1070 on December 14, 2010, 11:52:04 pm
New problems. I've been playing through Fsport and I go to play today and the game crashes when I choose my pilot. If I delete the csg I lose all my progress and since I've been playing on hard with the AI upgrade this is very upsetting.

Here's the log:
Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace version: 3.6.13.6848
Passed cmdline options:
  -spec_exp 7.0
  -spec_static 3.0
  -spec_point 8.6
  -spec_tube 5.0
  -ambient_factor 75
  -mipmap
  -missile_lighting
  -glow
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -ballistic_gauge
  -dualscanlines
  -orbradar
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Cockpitmod,AI v8 Fsport_mediavps,fsport_mediavps,fsport,mediavps_3612
  -window
Building file index...
Found root pack 'C:\Games\FreeSpace2\AI v8 Fsport_mediavps\ai.vp' with a checksum of 0x3446cccf
Found root pack 'C:\Games\FreeSpace2\fsport_mediavps\mv_fsport.vp' with a checksum of 0xb5009f03
Found root pack 'C:\Games\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0xfa6606cf
Found root pack 'C:\Games\FreeSpace2\fsport\fsport3_2.vp' with a checksum of 0xfd80cf91
Found root pack 'C:\Games\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'C:\Games\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x39438fdb
Found root pack 'C:\Games\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0x060994cb
Found root pack 'C:\Games\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0xac31d566
Found root pack 'C:\Games\FreeSpace2\fsport\tango_hi_fs1.vp' with a checksum of 0x44e81e9f
Found root pack 'C:\Games\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\3612_Ant-Cache.vp' with a checksum of 0x64d89f2a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' with a checksum of 0x31dd7781
Found root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
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\Cockpitmod\' ... 425 files
Searching root 'C:\Games\FreeSpace2\AI v8 Fsport_mediavps\' ... 4 files
Searching root pack 'C:\Games\FreeSpace2\AI v8 Fsport_mediavps\ai.vp' ... 3 files
Searching root 'C:\Games\FreeSpace2\fsport_mediavps\' ... 140 files
Searching root pack 'C:\Games\FreeSpace2\fsport_mediavps\mv_fsport.vp' ... 291 files
Searching root 'C:\Games\FreeSpace2\fsport\' ... 0 files
Searching root pack 'C:\Games\FreeSpace2\fsport\fsport-missions.vp' ... 160 files
Searching root pack 'C:\Games\FreeSpace2\fsport\fsport3_2.vp' ... 794 files
Searching root pack 'C:\Games\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'C:\Games\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1229 files
Searching root pack 'C:\Games\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'C:\Games\FreeSpace2\fsport\tango_fs1.vp' ... 85 files
Searching root pack 'C:\Games\FreeSpace2\fsport\tango_hi_fs1.vp' ... 33 files
Searching root pack 'C:\Games\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'C:\Games\FreeSpace2\mediavps_3612\' ... 176 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\3612_Ant-Cache.vp' ... 199 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_RadarIcons.vp' ... 24 files
Searching root pack 'C:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Games\FreeSpace2\' ... 21 files
Searching root pack 'C:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 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 35 roots and 19109 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (5)
  EFX enabled: NO
  Playback device: Generic Software on Speakers (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1360x768 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 4300/4500 Series   
  OpenGL Version   : 3.3.10188 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  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.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30
... 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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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' ...
Windows reported 16 joysticks, we found 1
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'ai-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'ai-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-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 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'AoACockpits-shp.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 179x146 (43.0% 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 targetview1_2 with size 274x116 (9.4% wasted)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 513
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'rscaper.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'rscaper.plr' with version 0...
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...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
CSG => Loading 'rscaper.freespace.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...

And here's a copy of the bad files in case that could help with the diagnosis:
http://www.mediafire.com/file/lx700x2nx8ucbdi/BADplayers.rar (http://www.mediafire.com/file/lx700x2nx8ucbdi/BADplayers.rar)
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: chief1983 on December 15, 2010, 11:26:48 am
Does Antipodes 8 support TTS?

I don't think these builds have it enabled.  I can make one that does for the next Ant8 test builds if you'd like.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: MatthTheGeek on December 15, 2010, 11:48:11 am
I've been trying this on FS2 MVPs, with Fury's AI, and it just work COMPLETELY fine. No crashes, no warnings, no issues, even pilot conversion worked like a charm. Awesome job peps.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: rscaper1070 on December 15, 2010, 03:26:13 pm
Each time I play I'm having to remap my throttle control. All the other buttons stay mapped it's just the throttle that isn't being saved.

Edit: Just realized this is probably related to the key mapping issue. Please excuse the reporting of a known issue.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Aurora Paradox on December 15, 2010, 03:36:35 pm
Does Antipodes 8 support TTS?

I don't think these builds have it enabled.  I can make one that does for the next Ant8 test builds if you'd like.

That would be greatly appreciated chief.  I find TTS helpful when playing non-voice acted campaigns.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 15, 2010, 09:56:22 pm
K. Made some headway.

Axis/Invert will now save properly. However, still having no luck getting it to read from existing pilots for conversion. (But at least now it SAVES!)
**Edit: Realized I hadn't checked what happens when Cloning a Pilot. Fixed that too.

Working on making Barracks able to switch between Single/Multi now.
**Edit: It is now possible to switch Single/Multi in the Barracks. "Convert" menu button disabled as it is now useless.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Talon 1024 on December 16, 2010, 06:32:28 am
Hmmm ok...  I just started replaying the BP1 campaign, this time with a new pilot instead of a converted one, and Journey of a Thousand Miles Part II works and I'm no longer getting the crash...  However, I took a GTF Myrmidon out in Journey of a Thousand Miles Part I, and apparently I've got a GTF Perseus in Journey of a Thousand Miles Part II.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Buckshee Rounds on December 16, 2010, 10:34:49 am
What's the deal with the conversion thing exactly I'm a little confused? All my pilots are corrupted.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 16, 2010, 10:36:45 am
What's the deal with the conversion thing exactly I'm a little confused? All my pilots are corrupted.

It often doesn't work. Please upload the corrupted pilots for coders to take a look at.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Waistless on December 16, 2010, 12:33:14 pm
Hi there, testing with Antipodes SVN (rev. 6859 ) debug SSE2 build. Im assuming its ok to test the SVN builds? And I'm assuming these asserts matter somewhat.

Using a new pilot file from scratch, if I start with the blueplanet2 mod (war in heaven), straight away go to the campaign menu and select the War in Heaven campaign, start the campaign I get a CTD with two errrors:

Code: [Select]
ASSERTION: "(idx < (int)ship_list.size() && (idx >= 0))" at csg.cpp:133 Campaign file contains an incorrect value for the last flown ship class. No data in ship_list for ship number -1.
Code: [Select]
ASSERTION: "be->type != BM_TYPE_NONE" at bmpman.cpp:1638
Full debug log attached.

Note: Found ant_cache yet after I uploaded log.

EDIT: More info, new pilot for each test case.


[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: chief1983 on December 16, 2010, 01:07:23 pm
Wonder if we could get a standalone pilot converter/verifier.  Might be a nifty tool for this.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 16, 2010, 01:13:27 pm
This is simply going to be a support nightmare if it doesn't get sorted out. If the converter cannot work reliably, I suspect the code will need to create a new pilot folder and look there.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: mjn.mixael on December 16, 2010, 01:18:17 pm
So I just noticed that the 3D radar is actually just on top of the regular radar when I play.. check out the screen. I noticed it because I was seeing duplicate radar blips for any single ship.

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Fury on December 16, 2010, 02:21:06 pm
mjn.mixael's radar bug was caused by a wonky hdg.tbm and was resolved.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: karajorma on December 16, 2010, 05:31:48 pm
Using a new pilot file from scratch, if I start with the blueplanet2 mod (war in heaven), straight away go to the campaign menu and select the War in Heaven campaign, start the campaign I get a CTD with two errrors:

Code: [Select]
ASSERTION: "(idx < (int)ship_list.size() && (idx >= 0))" at csg.cpp:133 Campaign file contains an incorrect value for the last flown ship class. No data in ship_list for ship number -1.

I added that check cause I was having problems with the pilot file not having correct data for last flown ship but I haven't tracked down where the incorrect data is being set. If someone else wants to fix that they're more than welcome to cause it will be a few days before I get to it.

It's pretty easy to cause it. Create a new pilot, then switch campaigns or quit and reload the game.

Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Shivan Hunter on December 18, 2010, 02:05:05 am
CTD

I started a completely new pilot, went into the main campaign (before selecting a campaign), played part of a mission then exited (pressed ESC and went back to the main hall). Sometimes this takes several tries, but then attempting to enter the 'mission simulator' in the tech room CTDs. Possibly because I never went into the campaign select, will test this.

[EDIT] campaign select room has nothing to do with it.

Should I mantis this and my two other issues (Barracks multi/SP switching and Invert Axis resetting)?

[EDIT2] reported in Mantis. I also reported one of my other bugs before I noticed that they were already there. Sorry :P
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: MetalDestroyer on December 18, 2010, 06:37:26 am
Does this version includes all the previous features from olders antipods version ?
Did it include also the Warpin Type Hyperspace ? I've got a weird behavior with the version 7 for the warpin.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: chief1983 on December 18, 2010, 03:42:08 pm
All previous Antipodes features are in trunk now, and this is based off trunk after those merges, so yes, it includes them all.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Admiral LSD on December 19, 2010, 07:38:26 pm
In $FS2\data\players (where $FS2 represents where you have installed FreeSpace 2, preferably in "C:\Games") there is a "single" and a "multi" folder.

I was kind of hoping the opportunity would have been taken to fix this mess (and bring the Windows builds into line with the Linux and OS X ones)...
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 19, 2010, 07:46:15 pm
In $FS2\data\players (where $FS2 represents where you have installed FreeSpace 2, preferably in "C:\Games") there is a "single" and a "multi" folder.

I was kind of hoping the opportunity would have been taken to fix this mess (and bring the Windows builds into line with the Linux and OS X ones)...

Fix what mess?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Admiral LSD on December 19, 2010, 07:48:06 pm
Storing user data in non-user locations.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: General Battuta on December 19, 2010, 07:49:44 pm
Like moving them to Documents or some **** like that?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Admiral LSD on December 19, 2010, 08:07:27 pm
I was thinking %APPDATA% or %LOCALAPPDATA%, but Documents would probably be better as it's easier to direct users to to grab debug logs and whatnot (which is probably why commercial games are increasingly taking that approach).
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Echelon9 on December 19, 2010, 08:33:57 pm
I was thinking %APPDATA% or %LOCALAPPDATA%, but Documents would probably be better as it's easier to direct users to to grab debug logs and whatnot (which is probably why commercial games are increasingly taking that approach).

Note that Mantis 2118 - Move all configuration and logging data on all platforms to %APPDATA% (http://scp.indiegames.us/mantis/view.php?id=2118) already covers this. As well, the Mac location currently used is not correct, so if we're changing the Windows location we should change the Mac one as well in one swoop.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Admiral LSD on December 19, 2010, 09:11:26 pm
Any idea when that one swoop will be though? Even if we ignore Vista, 7 has been out in one form or another for two years and there's been almost no movement on this issue in that time. I realise it's not your mess to begin with, but it's long past crunch time for cleaning it up.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Echelon9 on December 19, 2010, 09:38:24 pm
Any idea when that one swoop will be though? Even if we ignore Vista, 7 has been out in one form or another for two years and there's been almost no movement on this issue in that time. I realise it's not your mess to begin with, but it's long past crunch time for cleaning it up.
I don't know, this is something for the Windows SCP devs to look at, I'm just adding in a change from the Mac side. Although, I agree there are big benefits to doing this.

I believe that by making this change, FS2_Open should run without the user being Administrator, as the program won't be writing to the Program Files directory.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Admiral LSD on December 19, 2010, 10:18:49 pm
Windows Vista/7 already have a system in place to take care of programs writing to protected directories (which helps to partly absolve Microsofts role in creating the mess in the first place), but it's no substitute for devs doing things right from their end not to mention it can result in a little head scratching if you aren't aware of what's going on because the only clue provided is a "Compatibility Files" button on the Explorer toolbar which is both easy to miss and provides almost no info on what it actually does (it's also a pain to recreate virtual stores from scratch, like when you're restoring a computer you've formatted). Moving all this to a non-protected directory would not only clean things up a hell of a lot, but make that directory somewhere readily accessible, like Documents\FS2 Open or something, and, like I mentioned earlier, it becomes easier to direct users to for pulling out debug logs and whatnot.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 20, 2010, 07:44:20 am
While it may be "user" data in terms of storing the Players settings and what have you, it makes sense that it is being stored in the APPLICATION directory as it is the application that needs to use it.

Many programs though (like blender, for instance) do at least prompt for where you would like for user specific application data to be stored, and I don't see a problem with giving FSO that flexibility of usage, but I detest the idea that we should change one static location for another, especially when the other is in and of itself a user controlled variable.

And that still doesn't address the game install location issue of both Vista and 7 having UAC protections on the Program Files (and/or Program Files (x86)) directories which is why it is still a good idea to have FreeSpace 2 installed to somewhere OTHER than either of those folders.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Shivan Hunter on December 20, 2010, 07:50:08 am
Anyone care to elaborate on why /Freespace2/data/ is actually a bad place for fs2_open.log files? Other than that, well, it isn't?
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 20, 2010, 07:57:00 am
Anyone care to elaborate on why /Freespace2/data/ is actually a bad place for fs2_open.log files? Other than that, well, it isn't?

It isn't, really. But the "mess" referred to isn't just about the log file, but also about where the players pilot files are stored and other things.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: chief1983 on December 20, 2010, 10:11:04 am
Once the installer installs an application, it should probably stop writing to its own program folder.  It's been a bad practice for over a decade, and some apps are still designed poorly to do it from the start.  Even Steam writes to its own folder, but I don't ever install those kinds of apps to Program Files anyway.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: mjn.mixael on December 20, 2010, 11:00:26 pm
Hmm, one thing I noticed when switching to FSPort and back is that this doesn't seem to like campaigns that replace other campaigns. FSPort's main campaign is freespace2.fc2. It gave me an error saying that the current campaign save file is incorrect. It still created a new .csg for FSPort and everything worked fine, but the error may cause some confusion down the road. I'm not sure if there is a code fix for this or if we should recommend that MODs no longer replace freespace2.fc2 like that.

I also got various crashes when selecting Vasudan Imperium through FSPort. Here's the log

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 21, 2010, 03:17:09 am
Actually, FSPorts main campaign is freespace.fc2. However, it includes a copy of freespace2.fc2 that advises that you can't (or shouldn't) play the FreeSpace 2 Campaign with FSPort assets loaded.
Title: Re: Antipodes 8 - Pilot, Attend!
Post by: Zacam on December 21, 2010, 03:37:54 am
Changelog Post for ANtipodes 8 Build 6876.
Incorperates Trunk features up to 6875.

Antipodes relevant/related fix commits detailed below.


Code: [Select]
------------------------------------------------------------------------
r6850 | karajorma | 2010-12-15 04:24:20 -0800 (Wed, 15 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/pilotfile/csg.cpp

Might want to check that index is in bounds.
------------------------------------------------------------------------
r6853 | Zacam | 2010-12-15 04:39:52 -0800 (Wed, 15 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/pilotfile/plr.cpp

I honestly have no idea what I have done here, but this should resolve Mantis 2353. (Tested on New pilot and converted)
------------------------------------------------------------------------
r6856 | Zacam | 2010-12-15 21:57:22 -0800 (Wed, 15 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/pilotfile/pilotfile_convert.h
   M /branches/antipodes/code/pilotfile/plr_convert.cpp

Mantis 2353: Doesn't resolve Importing/Converting older players, but now Cloning a pilot will retain Axis/Invert as well as sensitivity and dead zone.
------------------------------------------------------------------------
r6857 | Zacam | 2010-12-15 21:58:50 -0800 (Wed, 15 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/menuui/barracks.cpp
   M /branches/antipodes/code/menuui/playermenu.cpp

Mantis 2354: Barracks can now be used to switch between Single/Multi Gameplay.
------------------------------------------------------------------------
r6859 | Zacam | 2010-12-15 23:15:30 -0800 (Wed, 15 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/controlconfig/controlsconfigcommon.cpp

From Karajorma: Fix for Mantis 1708 "Training messages do not take into account multiple binds for controls"
------------------------------------------------------------------------
r6860 | Zacam | 2010-12-16 15:52:39 -0800 (Thu, 16 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/menuui/playermenu.cpp

Potential fix for reported mainhall issues. Caused by my own commit 6677 and only partly corrected for in 6692. (note: I'm unable to reproduce the reported issues, so it's anybodies guess)
------------------------------------------------------------------------
r6872 | karajorma | 2010-12-20 07:59:16 -0800 (Mon, 20 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/mission/missionparse.cpp

Fix a bug where persistent variables were copied on top non-persistent variables that happened to have the same name.
------------------------------------------------------------------------
r6873 | karajorma | 2010-12-20 08:01:19 -0800 (Mon, 20 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/mission/missioncampaign.cpp

Fix a bug in persistent variable handing which was corrupting pilots.
------------------------------------------------------------------------

Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: ChaosityZ on December 21, 2010, 10:49:02 am
I guess I really like the fact that I can play this game without ever installing anything!  (except the OpenAL piece)
I have the whole folder "FreeSpace2" with all the MediaVPs, campaigns, etc.  on my D: drive.  (about 17GB) 
I also have a complete copy of this folder on my external USB drive. 
I love the fact that everything can be kept inside just one folder, and I never have to "install" the game in order to play it, just copy the folder and done!  This is the same regardless of which OS I am using.  I have copied the folder from WinXP, to Vista, and Windows 7,  and never had to install, or worry about the C:\docs and settings, or C:\program files.

it just works!
 :)
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: General Battuta on December 21, 2010, 10:49:54 am
Agree with that. I like the portability, I don't like the notion of writing to external locations.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: chief1983 on December 21, 2010, 10:52:38 am
Well, maybe we can retain the existing behavior as a portability mode.  I don't necessarily want to eliminate current behavior, but I think we need to move it to trying to behave like a proper application.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: SypheDMar on December 21, 2010, 11:06:38 am
Not a bug report, but something that makes keeping track of the builds harder is that the new Antipodes using SSE2 is just called "fs2_open_3_6_13r_SSE2" without having Antipodes written on it.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: Zacam on December 21, 2010, 12:00:13 pm
Not a bug report, but something that makes keeping track of the builds harder is that the new Antipodes using SSE2 is just called "fs2_open_3_6_13r_SSE2" without having Antipodes written on it.

Post-build over-sight on my part. HOWEVER: The term "Antipodes" still displays in-game on the Pilot Select and in the Mainhall. And unlike the Nightly Builds, the build revision # is posted in the Debug Log.

I may ro-do the package with properly renamed Execs in it though to help cut down the confusion.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: Belisarius on December 21, 2010, 12:04:29 pm
Hey guys

Was testing missions for BP2 WiH. In briefing of a mission I hit ESC to get back to the mainhall, there I got an error message that my pilot's savefile is invalid. Clicked ok and everything seemed to work as it should. Went into the Tech Room and from there to the Simulator where Freespace crashed.

As I reloaded Freespace from the launcher I got to the pilot choice menu and as I selected my test pilot for the BP missions Freespace crashed again. Here are the pilot files of that pilot required for you to see what went wrong.

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: karajorma on December 21, 2010, 08:21:29 pm
Which mission? Which build? There was a quite serious bug in the persistent variable handling that affected the first release of Ant 8.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: General Battuta on December 21, 2010, 08:23:01 pm
It is a BP custom build, but you'd have to ask The_E how recently it was built, and with what. The mission was unreleased.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: karajorma on December 21, 2010, 08:28:38 pm
Fair enough. Won't waste my time testing it then. If it is the variable bug, I think I've fixed it anyway. :)
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: General Battuta on December 21, 2010, 08:57:00 pm
Well I thought if it were a pilot corruption issue the posted pilot file he included might be of some help.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: Talon 1024 on December 21, 2010, 09:32:50 pm
Upon playing through a few of the FS2 training missions, I selected the BP1 campaign and tried to load up the intro cutscene, but the Antipodes8 build CTD'd without any error or warning from FSO.  See fs2_open_111.log for the debug log from this run.

Upon loading up a new pilot that already had the BP1 campaign selected from the beginning, I get this error:

Code: [Select]
Assert: (idx < (int)ship_list.size() && (idx >= 0))
File: csg.cpp
Line: 133
Campaign file contains an incorrect value for the last flown ship class. No data in ship_list for ship number -1.

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! WinAssert + 252 bytes
<no module>! pilotfile::csg_read_info + 714 bytes
<no module>! pilotfile::load_savefile + 988 bytes
<no module>! player_select_close + 297 bytes
<no module>! game_leave_state + 1372 bytes
<no module>! gameseq_set_state + 249 bytes
<no module>! game_process_event + 134 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

Followed by this error if I hit Cancel:
Code: [Select]
Assert: be->type != BM_TYPE_NONE
File: bmpman.cpp
Line: 1638

<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! WinAssert + 208 bytes
<no module>! bm_lock + 614 bytes
<no module>! opengl_create_texture + 377 bytes
<no module>! gr_opengl_tcache_set_internal + 177 bytes
<no module>! gr_opengl_tcache_set + 118 bytes
<no module>! opengl_render_internal + 209 bytes
<no module>! gr_opengl_render + 88 bytes
<no module>! gr_bitmap + 388 bytes
<no module>! gr_opengl_flip + 164 bytes
<no module>! gr_flip + 85 bytes
<no module>! gr_opengl_cleanup + 90 bytes
<no module>! gr_close + 84 bytes
<no module>! doexit + 266 bytes
<no module>! exit + 18 bytes
<no module>! WinAssert + 451 bytes
<no module>! pilotfile::csg_read_info + 714 bytes
<no module>! pilotfile::load_savefile + 988 bytes
<no module>! player_select_close + 297 bytes
<no module>! game_leave_state + 1372 bytes
<no module>! gameseq_set_state + 249 bytes
<no module>! game_process_event + 134 bytes
<no module>! gameseq_process_events + 152 bytes
<no module>! game_main + 782 bytes
<no module>! WinMain + 330 bytes
<no module>! __tmainCRTStartup + 358 bytes
<no module>! WinMainCRTStartup + 15 bytes
<no module>! RegisterWaitForInputIdle + 73 bytes

See fs2_open_333.log for the debug log from this run.

EDIT: Before you ask, I did update to the latest Antipodes build, and I cleaned out the special players folder that I made specifically for Antipodes 8.

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: karajorma on December 22, 2010, 04:33:29 am
I've mentioned that one before. The assertion is correct. The Last Flown ship isn't being set correctly when selecting a new campaign. I believe a fix may already be in Antipodes for it.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/21/2010 - r6876)
Post by: Zacam on December 22, 2010, 07:07:04 am
That fix was in this build. But as The E stated in IRC, -1 is a valid range for the index, so a fixed fix is being built right now.

With Icculus being down, I'll post the data The E provided here:
Code: (csg.cpp diff) [Select]
Index: code/pilotfile/csg.cpp
===================================================================
--- code/pilotfile/csg.cpp (revision 6876)
+++ code/pilotfile/csg.cpp (working copy)
@@ -130,14 +130,12 @@
  idx = cfread_int(cfp);
 
  // check the idx is within bounds
- Assertion ((idx < (int)ship_list.size() && (idx >= 0)), "Campaign file contains an incorrect value for the last flown ship class. No data in ship_list for ship number %d.", idx);
- p->last_ship_flown_si_index = ship_list[idx].index;
+ Assertion ((idx < (int)ship_list.size()), "Campaign file contains an incorrect value for the last flown ship class. No data in ship_list for ship number %d.", idx);
+ if (idx != -1) {
+ p->last_ship_flown_si_index = ship_list[idx].index;
+ } else {
+ p->last_ship_flown_si_index = -1;
+ }
 
- if (p->last_ship_flown_si_index < 0) {
- // really shouldn't happen if things are ok, so just fail if we get here
- m_data_invalid = true;
- }
-
  // progression state
  Campaign.prev_mission = cfread_int(cfp);
  Campaign.next_mission = cfread_int(cfp);

**Edit: First post updated. Build Revision 6877 now uploaded. Exec names are not name _Ant-8_ (like the first package was).
Includes the above posted code, but otherwise still based on the same Antipodes/Trunk revision.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: Hellzed on December 22, 2010, 11:31:59 am
I tried to play Aristeia with the new build, but it seems the game only allows me to fly a Kentauroi, which has hardly enough firepower to get through it... Is this a known issue (related to global variables issue),  something already fixed in the last build ?

You probably noticed it already, icculus.org is up again !

EDIT : The Yangtze is missing in Delenda Est when playing with this build...
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: Droid803 on December 22, 2010, 11:52:20 pm
 :wtf:
It accidentally an entire ship?!
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: Hellzed on December 23, 2010, 07:41:49 am
I don't know exactlywhat happens, but there's definitely something wrong with Arieteia and Delenda est in the latest builds... But I can't compare since I have no antipodes 7 build.
It's much harder : it seems whether I kill (or not) Corona SSM wing, the SSM strike happens, the Yangtze is supposed to emerge from subspace at the same time as the Indus, but it does not. Tell me if i'm wrong with these informations. Isn't something messed up with variables ?

What ship am I supposed to fly in Aristeia ? Kentauroi (the only one Ant8 allows me) or something tougher and/or Tev (IIRC, with previous builds I could fly, among others, a Nyx) ?

Can anyone play Delenda Est or Aristeia and confirm what I experience ?
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: General Battuta on December 23, 2010, 08:14:52 am
That is very alarming. Somebody should check this out. I assume you're playing in campaign mode and not via the techroom?
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: Hellzed on December 23, 2010, 09:13:38 am
I played it with both techroom and campaign modes (since i delted my pilot file to compare the situation with new/old pilots and at the moment I didn't play the campaign to this point with my new pilot), the same bugs seem to happen. And this problem did not appear with older builds, in tech room or campaign mode.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: CommanderDJ on December 23, 2010, 09:52:19 am
Hey guys, run into a minor issue. This only happens with the latest builds posted. Basically in the secondaries part of the HUD, when no secondaries are equipped, a small transparent bar appears (transparent as in you can see stars, ships, etc through it). So far I've only encountered this in the first FS2 training mission. fs2_open.log and image posted. Take a look at the image to see what I mean.

EDIT: Hellzed, I tried Aristeia with the new build and I can fly ships other than the Kentauroi. Can't confirm the other stuff though, I only started the mission to test the Kentauroi thing and then quit.

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: Hellzed on December 23, 2010, 10:18:44 am
It seems I solved the issue : I was using the cockpit mod. After I removed it, no problems with fighters choice.

When is the Yangtze supposed to come out of subspace in Delenda Est ?
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: General Battuta on December 23, 2010, 10:21:40 am
When the Indus approaches the Legionary and Leander. The dialogue should make it pretty clear.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: Hellzed on December 23, 2010, 11:07:18 am
My bad. (I re read the briefing, I had never noticed it, I'm often too busy playing this mission).
There's something wrong with cockpit mod, the SSM strike warning appears too late when using cockpit mod, I can't use the "All ships" communication option, and perhaps some other little bugs.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: Zacam on December 23, 2010, 12:28:20 pm
Hey guys, run into a minor issue. This only happens with the latest builds posted. Basically in the secondaries part of the HUD, when no secondaries are equipped, a small transparent bar appears (transparent as in you can see stars, ships, etc through it). So far I've only encountered this in the first FS2 training mission. fs2_open.log and image posted. Take a look at the image to see what I mean.

Already reported in the Antipodes 7 thread, we're aware of the issue.

Any other oddities would be great to hear about though.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: CommanderDJ on December 23, 2010, 07:08:10 pm
Already reported in the Antipodes 7 thread, we're aware of the issue.

Any other oddities would be great to hear about though.

Oh, okay. I hadn't been keeping up with the Ant7 thread. I'll do further testing over the next few days and report back.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: mjn.mixael on December 25, 2010, 03:06:16 pm
Somethin funny is going on in the pilot screen when it comes to selecting a squad logo. The "right arrow" is activated when the mouse is too far left and I can't seem to activate the "left arrow" button at all. Screen attached.

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: The E on December 25, 2010, 03:08:13 pm
Known bug. Is already corrected in current antipodes SVN.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: mjn.mixael on December 25, 2010, 03:45:48 pm
Here's another. All the ships in ship selection say that their Max Velocity is 0.

Also, the mainhall issue still seems present. (that when the game is first loaded, it just loads the default mainhall until the campaign is reselected or continued.)

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: Zacam on December 26, 2010, 04:36:06 pm
Changelog Post for Antipodes Build r6889

Code: [Select]
------------------------------------------------------------------------
r6879 | The_E | 2010-12-22 06:48:44 -0800 (Wed, 22 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/ai/aibig.cpp
   M /branches/antipodes/code/ai/aicode.cpp
   M /branches/antipodes/code/ai/aiturret.cpp
   M /branches/antipodes/code/asteroid/asteroid.cpp
   M /branches/antipodes/code/debris/debris.cpp
   M /branches/antipodes/code/fred2/fredrender.cpp
   M /branches/antipodes/code/hud/hudtarget.cpp
   M /branches/antipodes/code/model/model.h
   M /branches/antipodes/code/model/modelcollide.cpp
   M /branches/antipodes/code/model/modelread.cpp
   M /branches/antipodes/code/object/collideshipship.cpp
   M /branches/antipodes/code/object/collideshipweapon.cpp
   M /branches/antipodes/code/object/objcollide.cpp
   M /branches/antipodes/code/object/object.cpp
   M /branches/antipodes/code/ship/ship.cpp
   M /branches/antipodes/code/ship/ship.h
   M /branches/antipodes/code/ship/shipfx.cpp
   M /branches/antipodes/code/weapon/beam.cpp

Swifty's go-swift stuff. Makes collision detection slightly less insane.
------------------------------------------------------------------------
r6881 | Zacam | 2010-12-24 01:35:09 -0800 (Fri, 24 Dec 2010) | 4 lines
Changed paths:
   M /branches/antipodes/code/Makefile.am
   M /branches/antipodes/code/fred2/fredstubs.cpp
   M /branches/antipodes/code/network/multi.cpp
   M /branches/antipodes/code/network/multi.h
   M /branches/antipodes/code/network/multi_obj.cpp
   M /branches/antipodes/code/network/multi_obj.h
   D /branches/antipodes/code/network/multi_oo.cpp
   D /branches/antipodes/code/network/multi_oo.h
   M /branches/antipodes/code/network/multi_options.cpp
   M /branches/antipodes/code/network/multi_xfer.cpp
   M /branches/antipodes/code/network/multilag.cpp
   M /branches/antipodes/code/network/multiui.cpp
   M /branches/antipodes/code/network/multiutil.h
   D /branches/antipodes/code/network/psnet.cpp
   D /branches/antipodes/code/network/psnet.h
   M /branches/antipodes/code/network/psnet2.cpp
   M /branches/antipodes/code/playerman/playercontrol.cpp
   M /branches/antipodes/code/ship/ship.h
   M /branches/antipodes/projects/MSVC_2005/code.vcproj
   M /branches/antipodes/projects/MSVC_2008/code.vcproj
   M /branches/antipodes/projects/MSVC_2010/code.vcxproj
   M /branches/antipodes/projects/MSVC_2010/code.vcxproj.filters
   M /branches/antipodes/projects/MSVC_6/code.dsp
   M /branches/antipodes/projects/Xcode/FS2_Open.xcodeproj/project.pbxproj
   M /branches/antipodes/projects/codeblocks/code/code.cbp

MSVC LNK4221 Resolution.
multi_oo.cpp/.h and psnet.cpp/.h are not being used and have been removed.
Headers updated to point to multi_obj or psnet2 as appropriate.
Multi.cpp #ifdef PSNET2 made default. vecmat.h added to multi_obj.h.
------------------------------------------------------------------------
r6882 | Zacam | 2010-12-24 01:37:58 -0800 (Fri, 24 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/parse/sexp.cpp

Trunk 6880 - Fix for Mantis 2356.
------------------------------------------------------------------------
r6883 | Zacam | 2010-12-25 04:10:32 -0800 (Sat, 25 Dec 2010) | 2 lines
Changed paths:
   M /branches/antipodes/code/menuui/barracks.cpp

Just noticed that I sorta messed up the Prev/Next Squad Logo buttons locations trying to disable the "Convert" button.
Thanks to The_E, this has now been fixed, and a "Disabled!" message will now show.

------------------------------------------------------------------------
r6885 | Zacam | 2010-12-25 05:16:37 -0800 (Sat, 25 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/model/modelread.cpp

Fix: MSVC signed/unsigned mismatch.
------------------------------------------------------------------------
r6887 | Zacam | 2010-12-25 07:18:47 -0800 (Sat, 25 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/ship/ship.cpp

From Trunk: Fix for Mantis 2350 (Sound assignments get lost/become bogus when changing ship class)
------------------------------------------------------------------------
r6889 | Zacam | 2010-12-26 11:45:49 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/model/modelread.cpp

Revert 6885. Not a good thing to do apparently.
------------------------------------------------------------------------

Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/22/2010 - r6877)
Post by: Kolgena on December 26, 2010, 09:07:01 pm
As of r6889, the message window sill has its portrait stuck in bright mode. (L still toggles bright/dim for the head.ani frame, but the actual window/head is the thing that's stuck)
Edit: I just recalled that this is a problem with Ant7, shouldn't be here. Sorry.

Also, I am able to jump out even with a destroyed NAV subsystem.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Post by: Zacam on December 27, 2010, 04:52:30 pm
Ships reporting "0 ms" Max Velocity has been fixed in Trunk and Antipodes (issue spanned both) as of Commits 6900 and 6901 respectively.

Main Hall selection/loading is fixed in Trunk as of Commit 6903, still broken in Antipodes at this time.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Post by: Droid803 on December 28, 2010, 12:51:22 am
Main Hall selection/loading is fixed in Trunk as of Commit 6903.

Yes! Yes! YES!
Any chance of a nightly with it?
/me puppy eyes.

Also, I am able to jump out even with a destroyed NAV subsystem.

Retail behaviour.
To make it the other way, change the flag in ai_profiles.tbl.
The fact that NAV did something was a bug IIRC.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Post by: General Battuta on December 28, 2010, 08:27:06 am
droiders is koh-rect
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Post by: Kolgena on December 28, 2010, 10:58:35 am
When loading a mod for the first time (presumably when the pilot campaign file is generated), accessing mission simulator in tech room without ever visiting the ready room prior will cause a fatal crash.

K, this is really weird. I went back to try and generate a debug spew and was unable to reproduce the crash. I switched back to the release build, and was able to reproduce the crash.

Here's what I did:
1. Load up some existing campaign. I used Freespace 2. The current mod is WiH.
2. Exit the game, delete the .csg for bp2-pt1.
3. Restart the game.
4. Enter campaign room, switch campaign to BP WiH.
5. Enter tech room, mission simulator.
6. Watch as the game freezes.

Anyways, heres the spew even though there's no problem with the debug build.

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 version: 3.6.13.6889
Passed cmdline options:
  -spec_exp 16
  -fov 0.60
  -ogl_spec 85
  -spec_static 2.1
  -spec_point 0.6
  -spec_tube 0.3
  -ambient_factor 115
  -env
  -mipmap
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -no_emissive_light
  -normal
  -post_process
  -bloom_intensity 85
  -cache_bitmaps
  -no_vsync
  -orbradar
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod blueplanet2,blueplanet,mediavps_3612
Building file index...
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-adv-visuals.vp' with a checksum of 0x2fa0cebd
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-audio1.vp' with a checksum of 0x60465ead
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-core.vp' with a checksum of 0x24b50f90
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-visuals1.vp' with a checksum of 0x5d4c1bfb
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-visuals2.vp' with a checksum of 0x8fea63ef
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-adv-visuals.vp' with a checksum of 0x1541da12
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-audio1.vp' with a checksum of 0xcc452f9d
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-audio2.vp' with a checksum of 0x060bee91
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-core.vp' with a checksum of 0xe2219ccf
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-visuals1.vp' with a checksum of 0x7e75407b
Found root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-visuals2.vp' with a checksum of 0x44c7e8dd
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files (x86)\Freespace\blueplanet2\' ... 78 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-adv-visuals.vp' ... 23 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-audio1.vp' ... 154 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-core.vp' ... 61 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-visuals1.vp' ... 494 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet2\bp2-visuals2.vp' ... 1976 files
Searching root 'C:\Program Files (x86)\Freespace\blueplanet\' ... 2 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-adv-visuals.vp' ... 403 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-audio1.vp' ... 41 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-audio2.vp' ... 685 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-core.vp' ... 46 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-visuals1.vp' ... 326 files
Searching root pack 'C:\Program Files (x86)\Freespace\blueplanet\bp-visuals2.vp' ... 1488 files
Searching root 'C:\Program Files (x86)\Freespace\mediavps_3612\' ... 19 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.3612.vp' ... 315 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.3612.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Program Files (x86)\Freespace\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'C:\Program Files (x86)\Freespace\' ... 5 files
Searching root pack 'C:\Program Files (x86)\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files (x86)\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files (x86)\Freespace\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files (x86)\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files (x86)\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files (x86)\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files (x86)\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files (x86)\Freespace\warble_fs2.vp' ... 52 files
Found 36 roots and 20014 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Speaker/HP (Realtek High Definition Audio)
  Capture device: Microphone (Realtek High Defini
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : ATI Mobility Radeon HD 3650
  OpenGL Version   : 3.3.10148 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 8192x8192
  Max render buffer size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30
... 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 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-tcard-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-stupid-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-csc-sct.tbm' ...
TBM  =>  Starting parse of 'bp2-betty-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
TBM  =>  Starting parse of 'bp-sdf.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'bp-mus.tbm' ...
TBM  =>  Starting parse of 'bp2-mus.tbm' ...
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'bp-mfl.tbm' ...
TBM  =>  Starting parse of 'bp2-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'bp2-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'bp-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (explo3.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (HFlakExp.eff) with 48 frames at 22 fps.
BMPMAN: Found EFF (exp06b.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (bomb_flare.eff) with 69 frames at 20 fps.
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-wep.tbm' ...
TBM  =>  Starting parse of 'bp-aip.tbm' ...
TBM  =>  Starting parse of 'bp2-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-obt.tbm' ...
TBM  =>  Starting parse of 'mv_core-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'bp-shp.tbm' ...
TBM  =>  Starting parse of 'bp2-shp.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)
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'bp-str.tbm' ...
TBM  =>  Starting parse of 'bp2-str.tbm' ...
loading animated cursor "cursor"
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 576
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'Kolgena.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Kolgena.plr' with version 0...
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...
Someone passed an extension to bm_load for file 'hammer1.pcx'
PLR => Loading complete!
CSG => Loading 'Kolgena.FreeSpace2.csg' with version 0...
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 => 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
Frame  0 too long!!: frametime = 0.258 (0.258)
Got event GS_EVENT_CAMPAIGN_ROOM (54) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Kolgena.FreeSpace2.csg' with version 0...
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 => Loading complete!
CSG => Unable to open 'Kolgena.bp2-p1.csg' for reading!
CSG => Saving 'Kolgena.bp2-p1.csg' with version 0...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_CAMPAIGN_ROOM (42)
PLR => Saving 'Kolgena.plr' with version 0...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
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
Got event GS_EVENT_TECH_MENU (11) in state GS_STATE_MAIN_MENU (1)
Techroom successfully initialized, now changing tab...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Frame  0 too long!!: frametime = 0.579 (0.579)
Frame  0 too long!!: frametime = 0.254 (0.254)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
CSG => Loading 'Kolgena.bp2-p1.csg' with version 0...
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 => Loading complete!
Frame  0 too long!!: frametime = 1.190 (1.190)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_SIMULATOR_ROOM (20)
PLR => Saving 'Kolgena.plr' with version 0...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
PLR => Saving 'Kolgena.plr' with version 0...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
Freeing all existing models...
... Log closed, Tue Dec 28 11:20:02 2010

Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Post by: chief1983 on December 29, 2010, 12:54:27 am
Here's a file with some pilots that are giving me grief with the latest (6908) code.

First, only 'Chief' converts.
Second, after selecting Chief, fixing some binds, and playing a single mission (no campaign progress seems to have converted, although the pilot that converted might not have had any), then returning to the main hall, it gives me an error about the chosen campaign not being valid, even though upon inspection, it is.  This is 100% reproducable.

[attachment deleted by admin]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/25/2010 - r6889)
Post by: Zacam on December 30, 2010, 02:08:00 pm
Changelog Post for Antipodes Build r6912

Code: [Select]
------------------------------------------------------------------------
r6899 | Zacam | 2010-12-27 05:01:43 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:

Trunk Sync - r6898
------------------------------------------------------------------------
r6901 | Zacam | 2010-12-27 07:28:04 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/missionui/missionshipchoice.cpp

Fixes reports of Retail data showing "0 ms" for ships Velocity in Ship Selection Screen. When multiplying an INT by a FLOAT, setting the fl2i() on the float is a good idea.
------------------------------------------------------------------------
r6904 | Zacam | 2010-12-27 14:54:50 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/menuui/playermenu.cpp

Fixes the index for Player Main Hall. Still not saving (or being read) by CSG properly despite tripping breakpoints set on the cfread/cfwrite on the flags for main_hall.
------------------------------------------------------------------------
r6906 | Zacam | 2010-12-27 20:49:27 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/missionui/missionshipchoice.cpp

Thanks to Goober5000, this is the correct way to be doing this.
------------------------------------------------------------------------
r6911 | Zacam | 2010-12-29 10:39:43 -0800 (Wen, 29 Dec 2010) | 1 line
Changed paths:

Trunk Sync - r6910
------------------------------------------------------------------------
r6912 | Zacam | 2010-12-30 05:01:43 -0800 (Thu, 29 Dec 2010) | 1 line
Changed paths:
   M /branches/antipodes/code/controlconfig/controlsconfig.h 
   M /branches/antipodes/code/controlconfig/controlsconfigcommon.cpp 
   M /branches/antipodes/code/io/keycontrol.cpp 
   M /branches/antipodes/code/ship/ship.cpp 
   M /branches/antipodes/code/ship/ship.h

Dynamic Primary Linking, from chief1983.
------------------------------------------------------------------------


Quote
Code: (Trunk Sync - r6898) [Select]
------------------------------------------------------------------------
r6890 | Swifty | 2010-12-26 21:41:52 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/hud/hudtarget.cpp

Fixes the weapons list gauge bug where a blank space would render when no secondaries are loaded.
------------------------------------------------------------------------
r6891 | Swifty | 2010-12-26 21:52:33 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/freespace2/freespace.cpp
   M /code/ship/ship.cpp
   M /code/ship/ship.h

Limit the setup of cockpit displays to only the player ship.
------------------------------------------------------------------------
r6892 | Echelon9 | 2010-12-26 22:47:03 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/object/object.h

Fix a comment typo
------------------------------------------------------------------------
r6893 | Smifty | 2010-12-26 23:36:49 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/parse/lua.cpp

Get Lua ray tests to use model_instances for collision detection. Fixes the failed assertion associated with this.
------------------------------------------------------------------------
r6894 | Echelon9 | 2010-12-26 23:48:31 -0800 (Sun, 26 Dec 2010) | 1 line
Changed paths:
   M /code/model/modelread.cpp

This check can go back in, the real cause was fixed in r6893. Good work Assert()
------------------------------------------------------------------------
r6895 | Echelon9 | 2010-12-27 00:00:31 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/asteroid/asteroid.cpp
   M /code/debris/debris.cpp
   M /code/model/model.h
   M /code/model/modelread.cpp
   M /code/object/collideshipship.cpp

Fix: Mantis 2351 - Animated subsystems not counted as rotating allowing max to be exceeded
------------------------------------------------------------------------
r6896 | Echelon9 | 2010-12-27 00:18:39 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/mission/missionbriefcommon.cpp

Correct 2 comment typos
------------------------------------------------------------------------
r6897 | Echelon9 | 2010-12-27 00:26:04 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/model/model.h

Fix a small typo in Diaspora feature's comment
------------------------------------------------------------------------
r6898 | Swifty | 2010-12-27 01:28:17 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/ship/ship.cpp

Clear the active display list when this ship is beleeted.
------------------------------------------------------------------------



Code: (Trunk Sync - r6910) [Select]
------------------------------------------------------------------------
r6902 | Sushi | 2010-12-27 08:17:54 -0800 (Mon, 27 Dec 2010) | 1 line
Changed paths:
   M /code/cmdline/cmdline.cpp
   M /code/cmdline/cmdline.h
   M /code/io/mouse.cpp

Add -disable_di_mouse command-line option to force the game to use Windows mouse input instead of DirectInput. For some people, this results in more reliable mouse input.
------------------------------------------------------------------------
r6909 | Echelon9 | 2010-12-28 23:45:10 -0800 (Tue, 28 Dec 2010) | 1 line
Changed paths:
   M /projects/Xcode/FS2_Open.xcodeproj/project.pbxproj

Remove from Xcode project file two non-existant source code files
------------------------------------------------------------------------
r6910 | chief1983 | 2010-12-29 10:18:44 -0800 (Wen, 29 Dec 2010) | 1 line
Changed paths:
   M /code/io/mouse.cpp

Fix the DirectInput commit r6902 breaking compiling on nix
------------------------------------------------------------------------

Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Post by: Shivan Hunter on January 11, 2011, 10:25:25 pm
So I created a new pilot (with this new build), reset some controls in Options, and went to the tech room/mission simulator, at which point FSO crashed. Presumably the pilot is corrupted now because I can't even go into the ready room now, I get another CTD. I didn't test that to start with.

 :doubt:
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Post by: Fury on January 11, 2011, 11:44:08 pm
Yes, these new pilot files are very prone to corrupt themselves. Just yesterday I had to delete my csg files perhaps five times because otherwise FSO would just CTD either at pilot selection, ready room, in tech room, or when loading a mission. Sometimes even after quitting a mission.

At least you don't lose all your settings if you just delete csg files, but you lose any campaign progress. Csg files are in \FreeSpace2\data\players. Lucky for me I don't play campaigns, not through ready room anyway.

In addition to these new pilot files being extremely crash happy, it also causes another annoyance to me. Whenever FSO CTD's, audio is stuck in loop. And because of the pilot files, these CTD's happen a lot. I had to disable sound in FSO so that I don't have to reboot my PC all the damned time. Audio getting stuck in loop in CTD is rather new issue to FSO, I just don't know which Antipodes started doing this.

I haven't been using Antipodes 8 though, but builds compiled by The E which are basically Antipodes 8 + trunk + some BP extras.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Post by: mjn.mixael on January 11, 2011, 11:45:55 pm
I'm getting the pilot CTDs, just not the audio loop, so that could be one of the BP builds. Cause I'm just on Ant8.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Post by: Fury on January 11, 2011, 11:51:45 pm
I really doubt it, those patches The E has added have nothing to do with audio. Sound gets stuck in loop even if FSO CTD's in pilot selection, no need to even get into a mission. It is far more likely to be sound card specific issue with the new audio code. I use Asus Xonar DX2. I've tried both Creative's OpenAL and OpenAL Soft and both have same issue.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Post by: Buckshee Rounds on January 12, 2011, 03:53:02 am
At least you don't lose all your settings if you just delete csg files, but you lose any campaign progress. Csg files are in \FreeSpace2\data\players. Lucky for me I don't play campaigns, not through ready room anyway.

Using Ant 8 all my pilots got corrupted, going from Commander down to Ensign, showing as 0 shots fired, no campaign progress etc. All isn't lost though: reverting to Ant 7 somehow made everything all right again. Even campaign progress seemed to go back to normal, I tested multiple pilots. I'd recommened a revert build if you want to play camapaigns again, just until the kinks on this are worked out.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Post by: Fury on January 12, 2011, 04:05:42 am
Going back to previous Antipodes just means that you're using old pilot files again. If you didn't have old pilot files, then going back to previous Antipodes would mean that the pilot selection screen shows up empty. What puzzles me though that you claim you could continue campaign again where you left, I don't think new pilot file code saves anything to old pilot files, let alone campaign progression. Could it be that you just continued where you left BEFORE switching to Antipodes 8?

I know that if you have old pilot file and start using a build with new pilot file code, such as Antipodes 8 and then try to remove this old pilot file from pilot selection screen, it doesn't really delete it. It disappears from pilot selection screen but pops back after restarting game. And sure enough, all old pilot files are still there as if nothing had happened. So it only removed the new pilot files FSO had created.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Post by: Buckshee Rounds on January 12, 2011, 06:54:15 am
That's exactly what I meant, what you said there. I had old pilots that I was using before Ant 8 and they all reverted to 0 progression, but upon reverting to Ant 7 they went back to being fine. In other words yeah it was campaign progression before Ant 8. Oh I'm sure that the new pilot file code won't save to old pilots, I just wasn't aware of it when I first used this. I like being able to admire the full medal chest on old pilots. :)
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Post by: Shivan Hunter on January 12, 2011, 10:49:13 am
Yes, I presume the campaign progress files (for instance Shivan Hunter.Transcend.csg) are separate and not deleted/updated when converting the pilot.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 12/30/2010 - r6912)
Post by: chief1983 on January 12, 2011, 10:51:22 am
If data doesn't make it over to the new pilot file during the conversion, that's not corruption.  That's just a broken pilot converter.  That converter hasn't been tested as much as other parts of the pilot code, so I'm not surprised it's not working flawlessly yet.

Just to clarify, when you run an Ant8 build, it converts your old player files to a new file, not modifying the original file (or it should not anyway).  That's why using a non-Ant8 build should still work fine, and not have noticed any changes made by the Ant8 builds.

If after the conversion, whatever made it over still has other problems after using just an Antipodes 8 build, like things still won't save, or settings disappear, or the game crashes because of the new pilot file, then yeah, that's probably corruption.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 01/15/2011 - r6946)
Post by: Zacam on January 15, 2011, 04:39:41 pm

No Antipodes specific bug-fixes this time around yet, but now updated to match to Trunk 6945 since 6912 was getting a little long of tooth.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 01/15/2011 - r6946)
Post by: Talon 1024 on January 16, 2011, 12:12:46 am
I'm still getting the same bug that I was a while back with the GTC Duke having four secondary banks.  I have no idea what is causing it, but I've corrected my modified setup like General Battuta asked me to a while ago when I first experienced this bug, and that didn't help.

I do have a feeling that it's something to do with the persistent variables, like Karajorma pointed out (http://www.hard-light.net/forums/index.php?topic=73758.0) a while ago.

[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 01/15/2011 - r6946)
Post by: General Battuta on January 16, 2011, 12:16:14 am
Buuuh that's weird. What's up with the normal and .3612.vp versions of your MVP files? Is it supposed to be like that?
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 01/15/2011 - r6946)
Post by: Talon 1024 on January 16, 2011, 12:24:26 am
It is supposed to be like that.  See reply #1 in the 3.6.12 MediaVPs release thread.  It's an update to the 3.6.12 MediaVPs.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 01/15/2011 - r6946)
Post by: General Battuta on January 16, 2011, 12:24:52 am
Good to know. I got nothin'.  :(
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 01/15/2011 - r6946)
Post by: Parias on January 18, 2011, 03:03:42 am
Heh. Co-incidentally I just started a fresh Blue Planet: AoA playthrough and I think I'm hitting exactly the same problem as Talon:

Code: [Select]
(...etc)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time =  22.417
ASSERTION: "pm->missile_banks != NULL" at object.cpp:783
 Ship GTC Hyperion has 4 secondary banks, but no missile banks could be found.

Full log attached. I was actually doing a playthrough of AoA with the stock 3.6.12 "Final" build earlier today when I hit an unrelated crash a bit later on in the campaign. I figured my pilot file was hosed since it got the point where I couldn't even select him from the barracks (game would crash immediately) so I just blew him away completely, decided to grab this A8 r6946 build on a whim to check it out, and was rolling along in AoA nicely until I hit the Red Alert mission for the GTC Duke "Ross 128" segment and now I can't advance. Only bringing it up here since Talon made mention of exactly the same symptom too, so either we both have the same underlying configuration problem or something's buggered.

[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 01/15/2011 - r6946)
Post by: karajorma on January 22, 2011, 05:09:09 am
I do have a feeling that it's something to do with the persistent variables, like Karajorma pointed out (http://www.hard-light.net/forums/index.php?topic=73758.0) a while ago.[/color]

I don't think it is. I fixed that bug.

This is some kind of red alert bug. The whole red alert system really needs to be refactored to prevent bugs like this one.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 01/15/2011 - r6946)
Post by: The E on March 25, 2011, 06:55:27 am
Okay, let's bring a bit of life back into this. Here's a build based off of the current antipodes revision (7090). It has a bunch of error checking and fault recovery added to it that should reduce crashyness. Please test this.

http://blueplanet.fsmods.net/E/fs2_open_3_6_13d_SSE2_Antipodes.7z
http://blueplanet.fsmods.net/E/fs2_open_3_6_13d_Antipodes.7z
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 03/25/2011 - r7090)
Post by: SypheDMar on March 28, 2011, 06:52:36 pm
After testing build with no mod and WiH  back to campaign switch to mediavps, it seems to work as intended. Noticed that it defaults to multiplayer instead of single. No crashed occurred and campaigns seem to remember where it last left off. Didn't do extensive testing nor did I test multi, but I did go to the multi screen and nothing bad happened there, either.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 03/25/2011 - r7090)
Post by: Zacam on April 06, 2011, 04:01:21 pm
Changelog Post for Antipodes Build r7108

Commit gaps can be safely assumed as Trunk sync's or code sync's against trunk. Listed here are changes specifically to the code base for the new Pilot code or related issues pertaining to it.

Code: [Select]
------------------------------------------------------------------------
r7018 | The_E | 2011-02-18 07:22:28 -0800 (Mon, 18 Feb 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/bmpman/bmpman.cpp
   M /branches/antipodes/code/graphics/gropengltexture.cpp
   M /branches/antipodes/code/playerman/managepilot.cpp

Fix for bug encountered in BP, From now on "0" is no longer a valid handle for bmpman slots
------------------------------------------------------------------------
r7033 | The_E | 2011-02-26 00:53:09 -0800 (Mon, 26 Feb 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/fred2/campaigntreewnd.cpp
   M /branches/antipodes/code/fred2/fredview.cpp
   M /branches/antipodes/code/fred2/messageeditordlg.cpp
   M /branches/antipodes/code/fred2/missionsave.cpp
   M /branches/antipodes/code/misison/missionparse.cpp

This will allow for longer sexps.
------------------------------------------------------------------------
r7034 | The_E | 2011-02-27 12:06:44 -0800 (Mon, 27 Feb 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/pilotfile/csg.cpp

Adding a few CLAMPs and log warnings to ensure validity
------------------------------------------------------------------------
r7062 | The_E | 2011-03-13 01:07:43 -0800 (Mon, 13 Mar 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/bmpman/bmpman.cpp

A few changes to bm_get_next_handle().
------------------------------------------------------------------------
r7076 | The_E | 2011-03-18 13:24:07 -0800 (Wen, 18 Mar 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/bmpman/bmpman.cpp

Fix for bug noted by Zacam. Note to self: read the code before toying with forces you don't understand.
------------------------------------------------------------------------
r7083 | The_E | 2011-03-20 11:00:18 -0800 (Thu, 20 Mar 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/pilotfile/csg.cpp

More guarding against reading invalid values.
------------------------------------------------------------------------
r7091 | The_E | 2011-03-26 06:29:35 -0800 (Thu, 26 Mar 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/misison/missioncampaign.cpp
   M /branches/antipodes/code/playerman/managepilot.cpp
   M /branches/antipodes/code/playerman/managepilot.h

Minor patch to address issue with custom mainhalls not loading for fresh pilots. I hate this one.
------------------------------------------------------------------------
r7094 | Zacam | 2011-03-29 06:54:07 -0800 (Thu, 29 Mar 2011) | 4 lines
Changed paths:
   M /branches/antipodes/code/Makefile.am
   M /branches/antipodes/code/bmpman/bmpman.cpp

Reported by rsaxvc:
<limits.h> in bmpman (Probably due to MAX_INT being used)
Pull the "demo" dir out of the makefile
http://www.hard-light.net/forums/index.php?topic=75332.0
------------------------------------------------------------------------
r7098 | Zacam | 2011-03-29 12:49:05 -0800 (Thu, 29 Mar 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/bmpman/bmpman.cpp

Removing platform #ifdef from the limits.h include as un-necessary.
------------------------------------------------------------------------

Title: Re: Antipodes 8 - Pilot, Attend! (Updated 03/25/2011 - r7090)
Post by: General Battuta on April 06, 2011, 04:08:36 pm
SEXP LENGTH BOOST GET

 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7 ;7those are eyebrows of excitement
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 04/06/2011 - r7108)
Post by: mjn.mixael on May 02, 2011, 09:39:46 pm
The latest Ant8 build I have won't load the next mission if its an 'Incoming Transmission' (continued) mission. I was playing with FSU testing, but also tried on Port/mediavps3.2 which I know worked before. Here's a log.

http://pastebin.com/4QGxADRN (http://pastebin.com/4QGxADRN)

This was with Port 3.2 (pretty sure the important part is the same)

http://pastebin.com/e9FFCmtm (http://pastebin.com/e9FFCmtm)
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 04/06/2011 - r7108)
Post by: Pyro3d on May 18, 2011, 06:50:18 pm
I was able to fix that problem in the attached .diff, mjn.mixael. Is there any reason that the red alert code is saving ship statuses from all (?) previous red alert missions?


[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 04/06/2011 - r7108)
Post by: Zacam on May 19, 2011, 07:42:05 am

Your diff (comment attributed to you) was committed to the Antipodes Branch on r7191.

Sadly, I just could not get the reported situation to manifest at all. We'll have some more testing done of course.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 04/06/2011 - r7108)
Post by: chief1983 on May 19, 2011, 10:06:03 am
I was wondering about the first part of that diff, as it didn't seem to relate to the second part.  Were those two different bug fixes or something?
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 04/06/2011 - r7108)
Post by: Pyro3d on May 20, 2011, 12:08:08 am
The first part of the diff was the fix to mjn.mixael's (and my) problem.

The second part was fixing a assertion that I found upon running the fixed build. It looks like it occurred when a ship object had old data loaded into before the function got to the new data, causing an assertion in the change_ship_class() function to fail when one of the subsystem hitpoints exceeded the expected maximum hitpoints of the subsystem (I hope that makes sense.) As said in the comment, nuking old red alert data before loading new data was probably not the best solution to it, but it did clear out the old data and prevented the assertion from asserting itself.

EDIT:
Added fix for mantis 2425

[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 04/06/2011 - r7108)
Post by: SypheDMar on May 27, 2011, 03:52:53 pm
This is probably really annoying given that it's a campaign-specific bug, but it might affect others too.

Using this build (didn't try latest nightlies because testing is extremely hard), when I tried to order a Pegasus wing to disarm a Fenris cruiser, they fail to disarm correctly for minutes, so I ignored the cruiser. This happened on Windmills. When I tried it with 3.6.12, it disaled the cruiser within seconds.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 04/06/2011 - r7108)
Post by: chief1983 on May 27, 2011, 04:01:49 pm
Well nightlies and this are completely different.  The new pilot code has specifically had a few campaign-related bugs I think.  But knowing if it happens in trunk would be critical to fixing it.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 04/06/2011 - r7108)
Post by: Zacam on May 28, 2011, 01:23:05 am

I'll test that before I upload updated builds. Right now I'm trying to resolve some issues that affect both Antipodes and Trunk before providing updated builds for Antipodes.

Updates -are- on the way though, and it will include both of pyro3d's patches.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 04/06/2011 - r7108)
Post by: Zacam on June 01, 2011, 06:00:29 pm
Changelog Post for Antipodes Build r7225

Commit gaps can be safely assumed as Trunk sync's or code sync's against trunk.
Listed here are changes specifically to the code base for the new Pilot code or related issues pertaining to it.

Code: [Select]
------------------------------------------------------------------------
r7118 | The_E | 2011-04-13 07:51:40 -0800 (Wed, 13 Apr 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/menuui/playermenu.cpp

Okay, this one needs to be done properly at some point. For now, let us just assume that using Single-player mode by default is the right thing to do.
------------------------------------------------------------------------
r7129 | The_E | 2011-04-16 02:19:51 -0800 (Sat, 16 Apr 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/menuui/playermenu.cpp

Fix issue with the tips popup popping up _every goddamn time, EVEN THOUGH I TOLD YOU NOT TO!_
------------------------------------------------------------------------
r7130 | The_E | 2011-04-16 02:45:42 -0800 (Sat, 16 Apr 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/ai/aicode.cpp

Adding some braces that were missing for some reason.
------------------------------------------------------------------------
r7131 | The_E | 2011-04-16 02:46:56 -0800 (Sat, 16 Apr 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/ai/aicode.cpp

Actually, let's make it an Assertion.
------------------------------------------------------------------------
r7134 | The_E | 2011-04-17 11:12:28 -0800 (Sun, 17 Apr 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/mission/missioncampaign.cpp

This assertion is bogus.
------------------------------------------------------------------------
r7191 | Zacam | 2011-05-19 03:48:32 -0800 (Thu, 19 May 2011) | 2 lines
Changed paths:
   M /branches/antipodes/code/missionui/redalert.cpp

AP Red-Alert bug patch from Pyro3d
http://www.hard-light.net/forums/index.php?topic=73257.msg1511794#msg1511794
------------------------------------------------------------------------
r7193 | The_E | 2011-05-19 04:27:13 -0800 (Thu, 19 May 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/pilotfile/csg.cpp

Comment out a few warnings that are unnecessarily alarming.
------------------------------------------------------------------------
r7194 | Zacam | 2011-05-19 04:34:48 -0800 (Thu, 19 May 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/gamesequence/gamesequence.cpp

Let's try "GS_EVENT_END_CAMPAIGN (59)" instead of "GS_EVENT_EMD_CAMPAIGN (59)"
------------------------------------------------------------------------
r7206 | Zacam | 2011-05-24 08:14:58 -0800 (Tue, 24 May 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/graphics/gropenglpostprocessing.cpp
   M /branches/antipodes/code/graphics/gropenglshader.cpp

Removing some unreachable returns.
------------------------------------------------------------------------
r7207 | Zacam | 2011-05-24 08:26:25 -0800 (Tue, 24 May 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/freespace2/freespace.cpp

Quick check for pyro3d's Mantis 2425 Patch.
------------------------------------------------------------------------

Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/01/2011 - r7225)
Post by: mjn.mixael on June 12, 2011, 12:05:19 am
Still getting a continuing mission bug... The game crashes on 'GAME_POST_LEVEL_INIT()'

Here's the log and pilot files.

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 version: 3.6.13.7225
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 80
  -spec_static 1.7
  -spec_point 1.0
  -spec_tube 1.5
  -ambient_factor 155
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -post_process
  -bloom_intensity 40
  -fxaa
  -fxaa_preset 1
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod FSPort-MediaVPs,fsport,mediavps
  -disable_di_mouse
Building file index...
Found root pack 'E:\FreeSpace2\FSPort-MediaVPs\mv_fsport.vp' with a checksum of 0xade9fb2e
Found root pack 'E:\FreeSpace2\fsport\a_logo_fix.vp' with a checksum of 0x84e5c4a3
Found root pack 'E:\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0x090e8c8c
Found root pack 'E:\FreeSpace2\fsport\fsport3_3.vp' with a checksum of 0xd4b5f023
Found root pack 'E:\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'E:\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x32057a70
Found root pack 'E:\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0x01bed3c2
Found root pack 'E:\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0x3813a1ba
Found root pack 'E:\FreeSpace2\fsport\tango_hi1_fs1.vp' with a checksum of 0xdafaa088
Found root pack 'E:\FreeSpace2\fsport\tango_hi2_fs1.vp' with a checksum of 0x5dc643cb
Found root pack 'E:\FreeSpace2\fsport\tango_hi3_fs1.vp' with a checksum of 0x574465ef
Found root pack 'E:\FreeSpace2\fsport\tango_hi4_fs1.vp' with a checksum of 0x929bae3b
Found root pack 'E:\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'E:\FreeSpace2\mediavps\00Testing.vp' with a checksum of 0xc018a4b8
Found root pack 'E:\FreeSpace2\mediavps\MV_A-Glows.vp' with a checksum of 0xc63fbd06
Found root pack 'E:\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0xbdb8e17a
Found root pack 'E:\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xdf9bc432
Found root pack 'E:\FreeSpace2\mediavps\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'E:\FreeSpace2\mediavps\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'E:\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0x523ed3eb
Found root pack 'E:\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x5118d025
Found root pack 'E:\FreeSpace2\mediavps\MV_RadarIcons.vp' with a checksum of 0x8c887ae9
Found root pack 'E:\FreeSpace2\mediavps\MV_Root.vp' with a checksum of 0x45ebcf08
Found root pack 'E:\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'E:\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x88e1e926
Found root pack 'E:\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'E:\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\FreeSpace2\FSPort-MediaVPs\' ... 56 files
Searching root pack 'E:\FreeSpace2\FSPort-MediaVPs\mv_fsport.vp' ... 465 files
Searching root 'E:\FreeSpace2\fsport\' ... 28 files
Searching root pack 'E:\FreeSpace2\fsport\a_logo_fix.vp' ... 30 files
Searching root pack 'E:\FreeSpace2\fsport\fsport-missions.vp' ... 207 files
Searching root pack 'E:\FreeSpace2\fsport\fsport3_3.vp' ... 864 files
Searching root pack 'E:\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1229 files
Searching root pack 'E:\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'E:\FreeSpace2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'E:\FreeSpace2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'E:\FreeSpace2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'E:\FreeSpace2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'E:\FreeSpace2\fsport\tango_hi4_fs1.vp' ... 29 files
Searching root pack 'E:\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'E:\FreeSpace2\mediavps\' ... 5 files
Searching root pack 'E:\FreeSpace2\mediavps\00Testing.vp' ... 5619 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_A-Glows.vp' ... 1641 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Advanced.vp' ... 1496 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Assets.vp' ... 1754 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Effects.vp' ... 1857 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_RadarIcons.vp' ... 24 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Root.vp' ... 298 files
Searching root 'E:\FreeSpace2\' ... 283 files
Searching root pack 'E:\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\multi-mission-pack.vp' ... 108 files
Searching root pack 'E:\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'E:\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\warble_fs2.vp' ... 52 files
Found 39 roots and 25236 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

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

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Speakers (Realtek High Definition Audio) via DirectSound
  Capture device: Realtek Digital Input (Realtek
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1440x900 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    : NVIDIA Corporation
  OpenGL Renderer  : Quadro FX 1800/PCI/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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

  Compiling shader: main-v.sdr (null-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lb-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (b-f.sdr)
  Compiling shader: main-v.sdr (b-v.sdr), main-f.sdr (bg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lbs-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lbse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lbsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lbsne-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfb-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbg-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbgs-f.sdr)
  Compiling shader: main-v.sdr (lf-v.sdr), main-f.sdr (lfbs-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbgse-f.sdr)
  Compiling shader: main-v.sdr (lfe-v.sdr), main-f.sdr (lfbse-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbgsn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbn-f.sdr)
  Compiling shader: main-v.sdr (lfn-v.sdr), main-f.sdr (lfbsn-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbgsne-f.sdr)
  Compiling shader: main-v.sdr (lfne-v.sdr), main-f.sdr (lfbsne-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (null-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lg-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (lgs-f.sdr)
  Compiling shader: main-v.sdr (l-v.sdr), main-f.sdr (ls-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lgse-f.sdr)
  Compiling shader: main-v.sdr (le-v.sdr), main-f.sdr (lse-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lgsn-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (ln-f.sdr)
  Compiling shader: main-v.sdr (ln-v.sdr), main-f.sdr (lsn-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lgsne-f.sdr)
  Compiling shader: main-v.sdr (lne-v.sdr), main-f.sdr (lsne-f.sdr)

  Compiling post-processing shader 1 ...
  Compiling post-processing shader 2 ...
  Compiling post-processing shader 3 ...
  Compiling post-processing shader 4 ...
  Compiling post-processing shader 5 ...

  Max texture units: 4 (32)
  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: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30 NVIDIA via Cg compiler
... 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 'mouse-sct.tbm' ...
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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' ...
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 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'noeffect-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-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 (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 (noeffect.eff) with 1 frames at 1 fps.
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'nukespew-wep.tbm' ...
TBM  =>  Starting parse of 'mekhu-wep.tbm' ...
TBM  =>  Starting parse of 'fs2_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1-beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'mv_root-aip.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-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 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'Frankencadia-shp.tbm' ...
TBM  =>  Starting parse of 'explosions-shp.tbm' ...
TBM  =>  Starting parse of 'artemistest-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-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_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
ANI 2_toparc2_fs1 with size 31x34 (46.9% wasted)
ANI 2_toparc3_fs1 with size 30x34 (46.9% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
ANI 2_lockspin_fs1 with size 51x51 (20.3% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI 2_rightarc1_fs1 with size 79x139 (45.7% wasted)
ANI 2_rightarc4_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc5_fs1 with size 43x43 (32.8% wasted)
ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 587
TrackIR Init Failed - 1
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Verifying 'Mike.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'MikeBTA.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'MikeTEST.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 18x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Mike.plr' with version 0...
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...
Someone passed an extension to bm_load for file 'GTA.pcx'
PLR => Loading complete!
CSG => Loading 'Mike.freespace.csg' with version 0...
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 => Loading complete!
ANI 2_main2-m3.ani with size 264x141 (44.9% wasted)
ANI 2_main2-m1.ani with size 171x192 (25.0% wasted)
ANI 2_main2-m2.ani with size 275x184 (28.1% wasted)
ANI 2_main2-d1.ani with size 208x98 (23.4% wasted)
ANI 2_main2-d6.ani with size 112x99 (22.7% wasted)
ANI 2_main2-d3.ani with size 347x329 (35.7% wasted)
ANI 2_main2-d4.ani with size 104x101 (21.1% wasted)
ANI 2_main2-d5.ani with size 176x115 (10.2% wasted)
ANI 2_main2-d2.ani with size 211x195 (23.8% wasted)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
CSG => Loading 'Mike.freespace.csg' with version 0...
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 => Loading complete!
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
ANI 2_Loading with size 824x43 (32.8% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
BMPMAN: Found EFF (particleexp01.eff) with 10 frames at 8 fps.
BMPMAN: Found EFF (particlesmoke01.eff) with 54 frames at 30 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: 0xbf802ad0, IBX checksum: 0xe7aa5a55 -- "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.
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: 'sm3-05a.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron Galactic Terran Alliance
Someone passed an extension to bm_load for file 'GTA.pcx'
Someone passed an extension to bm_load for file 'gta.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0x699fba4b, IBX checksum: 0x358621d1 -- "subspacenode.pof"
Starting mission message count : 177
Ending mission message count : 193
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x8f5f3d48 -- "fighter01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xc5eced1d, IBX checksum: 0x713dda25 -- "fighter06.pof"
Loading model 'Medusa.pof'
Potential problem found: Unrecognized subsystem type 'Flapbtmport', believed to be in ship Medusa.pof
Potential problem found: Unrecognized subsystem type 'Flapbtmstarboard', believed to be in ship Medusa.pof
Potential problem found: Unrecognized subsystem type 'Flaptopport', believed to be in ship Medusa.pof
Potential problem found: Unrecognized subsystem type 'Flaptopstarboard', believed to be in ship Medusa.pof
IBX: Found a good IBX to read for 'Medusa.pof'.
IBX-DEBUG => POF checksum: 0x271b7aaf, IBX checksum: 0x169b5d42 -- "Medusa.pof"
Loading model 'cruiser03x.pof'
IBX: Found a good IBX to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum: 0x80451365, IBX checksum: 0x73747fea -- "cruiser03x.pof"
Allocating space for at least 14 new ship subsystems ...  a total of 200 is now available (14 in-use).
Loading model 'transport01.pof'
IBX: Found a good IBX to read for 'transport01.pof'.
IBX-DEBUG => POF checksum: 0xed426be2, IBX checksum: 0xc5e47d78 -- "transport01.pof"
Loading model 'science01.pof'
Unknown special object type $reactor while reading model science01.pof
IBX: Found a good IBX to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xb5e70139, IBX checksum: 0x979d6181 -- "science01.pof"
Submodel 'science01d-solar1' is detail level 3 of 'science01a-solar1'
Submodel 'science01c-solar1' is detail level 2 of 'science01a-solar1'
Submodel 'science01b-solar1' is detail level 1 of 'science01a-solar1'
Submodel 'science01c-solar1-destroyed' is detail level 2 of 'science01a-solar1-destroyed'
Submodel 'science01b-solar1-destroyed' is detail level 1 of 'science01a-solar1-destroyed'
Loading model 'bomber03.pof'
IBX: Found a good IBX to read for 'bomber03.pof'.
IBX-DEBUG => POF checksum: 0xbbc3cda1, IBX checksum: 0x7ffefa79 -- "bomber03.pof"
Submodel 'bomber03b-hull' is detail level 1 of 'bomber03a-hull'
Submodel 'bomber03c-hull' is detail level 2 of 'bomber03a-hull'
Submodel 'bomber03d-hull' is detail level 3 of 'bomber03a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'capital02.pof'
Potential problem found: Unrecognized subsystem type 'reactor 4', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 5', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 3', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 2', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'reactor 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital02.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital02.pof
Unknown special object type $baddaboom01-01 while reading model capital02.pof
Unknown special object type $baddaboom02-01 while reading model capital02.pof
IBX: Found a good IBX to read for 'capital02.pof'.
IBX-DEBUG => POF checksum: 0xd50a4925, IBX checksum: 0xb8859552 -- "capital02.pof"
Loading model 'fighter10.pof'
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0x2b38ad95, IBX checksum: 0x6baaf1aa -- "fighter10.pof"
Submodel 'fighter10c-hull' is detail level 2 of 'fighter10a-hull'
Submodel 'fighter10b-hull' is detail level 1 of 'fighter10a-hull'
Submodel 'fighter10d-hull' is detail level 3 of 'fighter10a-hull'
Loading model 'fighter12.pof'
IBX: Found a good IBX to read for 'fighter12.pof'.
IBX-DEBUG => POF checksum: 0xbcb9d3be, IBX checksum: 0x2463eaea -- "fighter12.pof"
Submodel 'shivoreb-hull' is detail level 1 of 'shivorea-hull'
Submodel 'shivorec-hull' is detail level 2 of 'shivorea-hull'
Submodel 'shivored-hull' is detail level 3 of 'shivorea-hull'
OpenGL: Created 512x512 FBO!
Loading model 'starfield.pof'
Model starfield.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 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0xd179f0ac -- "starfield.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)

[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/01/2011 - r7225)
Post by: The E on June 12, 2011, 07:35:03 am
Hrmm.

Looks like a residual red-alert bug. God I hate those.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/01/2011 - r7225)
Post by: Pyro3d on June 19, 2011, 03:19:13 am
So, after playing FSPort a bit I noticed I a rather interesting bug: during the last level (Kill Lucifer, not Earth+Credits), Delta would not have any Harbinger bombs. After some investigating, I figured out that the weapons (and probably subsystems, but I didn't look into that) were getting appended to the list of weapons to save, and the list itself was not being cleared after each ship (Making it so, if ship A had weapon X, and ship B had weapon Y, ship B would have weapons X and Y saved, and thus end up with weapon X in the next level. (At least, I think that's how it works). Ship A (Or, Alpha 1) would be immune, as it would go first.). So that's what this patch does; it simply clears out the vectors in 'ras' after it is copied into 'Red_alert_wingman_status'.

This may or may not be related to mjn.mixael's bug, as his occurred during/after loading of the data, and this patch affects how it is saved (ie. I can't really test it.).

I can't really attest to the quality of the patch, or if it's implemented the best way. I originally did this by adding a member function to the struct 'red_alert_ship_status' to clear out the vectors, but later opted for a simpler solution. If there's anything I did wrong, weird, or something like that, I'd really like the feedback.

[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/01/2011 - r7225)
Post by: The E on June 19, 2011, 08:23:41 am
Committed to antipodes in revision 7260. Thank you very, very much for this, you are now officially a hero.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/01/2011 - r7225)
Post by: Zacam on June 19, 2011, 01:36:12 pm

Indeed. I'll in fact be posting builds shortly with that fix in place so we can have a wider testing base on it.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/01/2011 - r7225)
Post by: chief1983 on June 19, 2011, 04:15:06 pm
I was going to do OS X builds Friday but didn't upload, I'll just rebuild those tomorrow and get those up too.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/01/2011 - r7225)
Post by: Pyro3d on June 20, 2011, 12:14:05 am
Well, I feel a bit embarrassed by this. That patch I uploaded is flawed, the removal code is located in the wrong place. I guess I misplaced it when converting over from the member function solution and didn't check it over again.  :nervous:
Where it is right now is actually correct, but for some reason the code doesn't do anything. I think the problem is that the flag 'red-alert-carry' isn't implemented.
So here's a patch to the patch that adds it to the right place.

EDIT: Made fix better so I can sleep without it bugging me (really just cosmetic stuff that I'm being all OCD about)


[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/01/2011 - r7225)
Post by: Zacam on June 20, 2011, 06:03:16 pm
Changelog Post for Antipodes Build r7264

Commit gaps can be safely assumed as Trunk sync's or code sync's against trunk.
Listed here are changes specifically to the code base for the new Pilot code or related issues pertaining to it.

Code: [Select]
------------------------------------------------------------------------
r7239 | The_E | 2011-06-12 05:53:55 -0800 (Sun, 12 Jun 2011) | 2 lines
Changed paths:
   M /branches/antipodes/code/missionui/redalert.cpp

Adding a few bits of sanity checking here.
This doesn't address the underlying problem, which is somewhere in the red-alert storage code.
------------------------------------------------------------------------
r7250 | Zacam | 2011-06-16 08:18:01 -0800 (Thu, 16 Jun 2011) | 1 line
Changed paths:
   M /branches/antipodes/projects/MSVC_2008/Freespace2.vcproj
   M /branches/antipodes/projects/MSVC_2008/code.vcproj
   M /branches/antipodes/projects/MSVC_2008/libpng.vcproj
   M /branches/antipodes/projects/MSVC_2008/zlib.vcproj

Update to some Additional Options under MSVC 2008 for Release Builds to enable "/MP" that are present in the rest of the vcproj files.
------------------------------------------------------------------------
r7258 | Zacam | 2011-06-18 14:48:12 -0800 (Sat, 18 Jun 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/cfile/cfilesystem.cpp

Trunk 7257: "Fix compiler warnings re: signed/unsigned mismatch" by The E
------------------------------------------------------------------------
r7260 | The_E | 2011-06-19 06:22:03 -0800 (Sun, 19 Jun 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/missionui/redalert.cpp

Patch for buggy red alert data saving from Pyro3D
------------------------------------------------------------------------
r7264 | Zacam | 2011-06-20 06:18:16 -0800 (Mon, 20 Jun 2011) | 1 line
Changed paths:
   M /branches/antipodes/code/missionui/redalert.cpp

Update to r7260 from pyro3d
------------------------------------------------------------------------


Almost forgot!  :drevil: The new builds also have updates to libpng and zlib libraries. Now, many of you will ask "So, what does that change?" and the idea is: Nothing at all.

But it is something to keep an eye out for if you notice any odd behaviour with anything using PNG files please PM me with it at once
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: Talon 1024 on June 20, 2011, 08:01:15 pm
All right! Blue Planet: Age of Aquarius is no longer crashing on Journey of a Thousand Miles II/III.  Pyro3d, like E said, you really are a hero.

EDIT: BTW should I post my fs2_open.log from my playthrough?
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: Zacam on June 21, 2011, 09:11:48 am

Normally I'd say "only if you ran into any problems", but I can't see as how it would hurt any, so sure, why not.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: Zacam on August 13, 2011, 10:20:16 pm

I'm feeling really lazy right now (and I'm coming down with something to boot) so this is a simplified update.
Antipodes, sync'd to Trunk, + Soft Particles (to play with). Since Soft Particles is involved, this isn't an "Official" main post update.

The shaders in the provided 7z are the same as the built in. They are provided here as over-rides to use in existing MediaVP installs (which already have shader files in them, so the built in ones won't load, so use the ones provided here to get the intended results).


2011-08-13_Shaders.7z (http://swc.fs2downloads.com/builds/WIN/Antipodes/2011-08-13_Shaders.7z) Get the later one a few posts below!
MD5: 0A9D20457DB616D92927F49502CB11FD

FSO-Win-Ant8_SSE2-r7464.7z (http://swc.fs2downloads.com/builds/WIN/Antipodes/FSO-Win-Ant8_SSE2-r7464.7z)
MD5: 2910A3DEA812941BF2662F453DABB3BC

FSO-Win-Ant8_SSE-r7464.7z (http://swc.fs2downloads.com/builds/WIN/Antipodes/FSO-Win-Ant8_SSE-r7464.7z)
MD5: 76D93ED8774E7B4066833C4207FD1FF6
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: BlasterNT on August 14, 2011, 09:33:47 am
Did a quick test with that build, and soft particles doesn't work-anything that would be rendered with soft particles, such as main thruster flares or any explosions simply doesn't show up. 

I'm not using my own computer though, and this one has a really sucky ATI card, so not sure if that is why. 

Did a few more tests, and this only happens when I use mediavps, or a mod that uses mediavps. 


[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: The E on August 14, 2011, 09:42:46 am
If you have any external fxaa shaders, please remove them.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: BlasterNT on August 14, 2011, 09:57:54 am
What do you mean by external?  As in the shaders you provided above?
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: Zacam on August 14, 2011, 10:11:47 am

Actually, the ones -I- provided above. Any external FXAA sdr files that are in the loading path.

Also, I happened to notice that the soft SDR files might be out of date, compared to what was created internally, so remove those as well.

In fact, let me make this even easier, ditch the previous package in favor for this one:
(and make sure that any fxaa*.sdr and soft*.sdr files are nowhere in your load path)


2011-08-14_Shaders.7z (http://swc.fs2downloads.com/builds/WIN/Antipodes/2011-08-14_Shaders.7z)
MD5: 24807BCE5152BBA30014A9B9152F8DA1
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: BlasterNT on August 14, 2011, 10:55:36 am
Oh, oops, similar badges lead to skimming error, sorry. 

Anyways, everything works fine now.  Thanks.  Does getting rid of the soft particle and fxaa shader mean those effects are disabled? 
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: The E on August 14, 2011, 11:01:06 am
No, it just means that the engine uses the built-in default shaders for those.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: mjn.mixael on August 17, 2011, 11:53:18 am
Noticed with this build that thruster points don't disappear on warpout. Instead the thruster points continue going out past the warp animation.... This is with soft particles on.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 06/20/2011 - r7264)
Post by: The E on August 17, 2011, 11:53:59 am
Yeah, that's a bug in the soft particle code.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Zacam on August 27, 2011, 10:12:02 am

OP Updated with Trunk Sync r7537.

No changelog as this is just a maintenance/sync update.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Rvn on September 06, 2011, 02:17:57 am
What happend? I can't download anything. :confused:
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: chief1983 on September 06, 2011, 09:32:26 am
DNS expired, it should be getting paid for again today, but I don't know if there's any delay for it to actually activate and propagate again.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Echelon9 on September 11, 2011, 04:11:24 am
I ran PVS-Studio against r7698 of Antipodes, which following Zacam's syncs should just contain the delta for the new pilot code. I've pulled out those reports which are unique to the new pilot code.

Manner of reading the reports can be found here (http://www.hard-light.net/forums/index.php?topic=78044.0).

Potential issues picked up, along with file and line references are:
Code: [Select]
False 2 14578 V506 Pointer to local variable 't_plr' is stored outside the scope of this variable. Such a pointer will become invalid. code plr.cpp 997 False
False 1 9412 V568 It's odd that the argument of sizeof() operator is the '(ushort) sc->m_okKills [idx]' expression. code multimsgs.cpp 6478 False
False 1 9415 V568 It's odd that the argument of sizeof() operator is the '(ushort) sc->kills [idx]' expression. code multimsgs.cpp 6486 False
False 2 14579 V802 On 32-bit platform, structure size can be reduced from 28 to 24 bytes by rearranging the fields according to their sizes in decreasing order. code plr_convert.cpp 16 False
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: chief1983 on September 11, 2011, 08:42:19 pm
Crashing pilot file (http://swc.fs2downloads.com/files/crashing_pilots.7z)

The converter is asserting in debug when converting this pilot, I can't figure out why but maybe someone else can, if it crashes for them too.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: niffiwan on September 17, 2011, 11:57:10 pm
I've just logged a mantis issue (http://scp.indiegames.us/mantis/view.php?id=2503) for a hard to reproduce bug, possibly in the red alert code. 

Could someone please take a look at this patch & advise if this is a good idea or not?  It doesn't fix the issue, but I'm hoping it will help us track down what is causing the issue because so far, it's got me stumped.

Thanks

Code: [Select]
Index: code/missionui/redalert.cpp
===================================================================
--- code/missionui/redalert.cpp (revision 7733)
+++ code/missionui/redalert.cpp (working copy)
@@ -618,6 +618,8 @@
  red_alert_store_subsys_status(&ras, shipp);
 
  Red_alert_wingman_status.push_back( ras );
+ // niffiwan: trying to track down red alert bug creating HUGE pilot files
+ Assert( (Red_alert_wingman_status.size() <= MAX_SHIPS) );
  }
 
  // store exited ships that did not die
@@ -640,6 +642,8 @@
  red_alert_store_subsys_status(&ras, NULL);
 
  Red_alert_wingman_status.push_back( ras );
+ // niffiwan: trying to track down red alert bug creating HUGE pilot files
+ Assert( (Red_alert_wingman_status.size() <= MAX_SHIPS) );
  }
  }

[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Echelon9 on September 18, 2011, 12:19:58 am
Could someone please take a look at this patch & advise if this is a good idea or not?  It doesn't fix the issue, but I'm hoping it will help us track down what is causing the issue because so far, it's got me stumped.

Patch looks fine as a means to tracking down what's going on, and catching a nonsensical value. I've committed it to Antipodes branch.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Echelon9 on September 18, 2011, 02:30:14 am
A proposed fix for a PVS-Studio report in the Antipodes branch. As it's within the core Windows debugging section I'm putting here for review by the more experienced Windows-based SCP'ers

Issue
Code: [Select]
V512 A call of the 'memset' function will lead to underflow of the buffer '&stackFrame'.  code  mspdb_callstack.cpp  189
Proposed Fix
Code: [Select]
Index: code/globalincs/mspdb_callstack.cpp
===================================================================
--- code/globalincs/mspdb_callstack.cpp (revision 7759)
+++ code/globalincs/mspdb_callstack.cpp (working copy)
@@ -186,7 +186,7 @@
 
  /* Initialise the stackframe */
  STACKFRAME64 stackFrame;
- memset( &stackFrame, 0, sizeof( STACKFRAME ) );
+ memset( &stackFrame, 0, sizeof( STACKFRAME64 ) );
  stackFrame.AddrPC.Mode = AddrModeFlat;
  stackFrame.AddrFrame.Mode = AddrModeFlat;
  stackFrame.AddrStack.Mode = AddrModeFlat;

[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: mjn.mixael on September 19, 2011, 10:52:14 pm
Got another pilot file corrupted. Debug build dies parsing the red alert section of the campaign file. I've included the base player and campaign file here.

Code: [Select]
FreeSpace 2 Open version: 3.6.13
Passed cmdline options:
  -spec_exp 5.5
  -ogl_spec 30
  -spec_static 0.4
  -spec_point 0.3
  -spec_tube 0.2
  -ambient_factor 47.5
  -env
  -mipmap
  -missile_lighting
  -glow
  -spec
  -no_emissive_light
  -normal
  -3dshockwave
  -soft_particles
  -post_process
  -bloom_intensity 42
  -fxaa_preset 2
  -fb_explosions
  -dualscanlines
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod fsport-mediavps,FSPort-STR,fsport,mediavps
  -disable_di_mouse
Building file index...
Found root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_bastion1.vp' with a checksum of 0xd3ec4ed9
Found root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_bastion2.vp' with a checksum of 0x49cb5471
Found root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_core.vp' with a checksum of 0x811c2584
Found root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_galatea.vp' with a checksum of 0x7263ae91
Found root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_krios.vp' with a checksum of 0xc46dc806
Found root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_soyakaze.vp' with a checksum of 0x888eb475
Found root pack 'E:\FreeSpace2\fsport-mediavps\fs1_select_shp.vp' with a checksum of 0xae6032fe
Found root pack 'E:\FreeSpace2\fsport-mediavps\fs1_select_wep.vp' with a checksum of 0xd0be01f9
Found root pack 'E:\FreeSpace2\fsport-mediavps\mv_fsport.vp' with a checksum of 0x34c30edf
Found root pack 'E:\FreeSpace2\FSPort-STR\fsport-str-voice.vp' with a checksum of 0xe72dc0dc
Found root pack 'E:\FreeSpace2\FSPort-STR\fsport-str.vp' with a checksum of 0xb50870b8
Found root pack 'E:\FreeSpace2\fsport\a_logo_fix.vp' with a checksum of 0x287e1d7a
Found root pack 'E:\FreeSpace2\fsport\fsport-missions.vp' with a checksum of 0x73018100
Found root pack 'E:\FreeSpace2\fsport\fsport3_3.vp' with a checksum of 0x4d97be5e
Found root pack 'E:\FreeSpace2\fsport\odeon_fs1.vp' with a checksum of 0x6b0eb146
Found root pack 'E:\FreeSpace2\fsport\sparky_hi_fs1.vp' with a checksum of 0x09e704a7
Found root pack 'E:\FreeSpace2\fsport\stu_fs1.vp' with a checksum of 0xa75a86ce
Found root pack 'E:\FreeSpace2\fsport\tango_fs1.vp' with a checksum of 0x82c24ecf
Found root pack 'E:\FreeSpace2\fsport\tango_hi1_fs1.vp' with a checksum of 0xb35366d1
Found root pack 'E:\FreeSpace2\fsport\tango_hi2_fs1.vp' with a checksum of 0x646bbc00
Found root pack 'E:\FreeSpace2\fsport\tango_hi3_fs1.vp' with a checksum of 0x35c0f825
Found root pack 'E:\FreeSpace2\fsport\tango_hi4_fs1.vp' with a checksum of 0xe03da761
Found root pack 'E:\FreeSpace2\fsport\tango_hi5_fs1.vp' with a checksum of 0xe01788b3
Found root pack 'E:\FreeSpace2\fsport\warble_fs1.vp' with a checksum of 0x0b608285
Found root pack 'E:\FreeSpace2\mediavps\00Testing.vp' with a checksum of 0x9804f82b
Found root pack 'E:\FreeSpace2\mediavps\MV_A-Glows.vp' with a checksum of 0xc63fbd06
Found root pack 'E:\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x55a96e8f
Found root pack 'E:\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0x32fe68ec
Found root pack 'E:\FreeSpace2\mediavps\MV_CB_ANI_1.vp' with a checksum of 0x9c948078
Found root pack 'E:\FreeSpace2\mediavps\MV_CB_ANI_2.vp' with a checksum of 0xd1e3fc51
Found root pack 'E:\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0x26b7e033
Found root pack 'E:\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0x5118d025
Found root pack 'E:\FreeSpace2\mediavps\MV_RadarIcons.vp' with a checksum of 0x8c887ae9
Found root pack 'E:\FreeSpace2\mediavps\MV_Root.vp' with a checksum of 0x9d6bb31f
Found root pack 'E:\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'E:\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x88e1e926
Found root pack 'E:\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'E:\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'E:\FreeSpace2\fsport-mediavps\' ... 67 files
Searching root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_bastion1.vp' ... 4829 files
Searching root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_bastion2.vp' ... 6905 files
Searching root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_core.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_galatea.vp' ... 817 files
Searching root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_krios.vp' ... 204 files
Searching root pack 'E:\FreeSpace2\fsport-mediavps\fs1_mh_soyakaze.vp' ... 202 files
Searching root pack 'E:\FreeSpace2\fsport-mediavps\fs1_select_shp.vp' ... 2671 files
Searching root pack 'E:\FreeSpace2\fsport-mediavps\fs1_select_wep.vp' ... 4876 files
Searching root pack 'E:\FreeSpace2\fsport-mediavps\mv_fsport.vp' ... 493 files
Searching root 'E:\FreeSpace2\FSPort-STR\' ... 2 files
Searching root pack 'E:\FreeSpace2\FSPort-STR\fsport-str-voice.vp' ... 943 files
Searching root pack 'E:\FreeSpace2\FSPort-STR\fsport-str.vp' ... 63 files
Searching root 'E:\FreeSpace2\fsport\' ... 27 files
Searching root pack 'E:\FreeSpace2\fsport\a_logo_fix.vp' ... 29 files
Searching root pack 'E:\FreeSpace2\fsport\fsport-missions.vp' ... 211 files
Searching root pack 'E:\FreeSpace2\fsport\fsport3_3.vp' ... 864 files
Searching root pack 'E:\FreeSpace2\fsport\odeon_fs1.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\fsport\sparky_hi_fs1.vp' ... 1230 files
Searching root pack 'E:\FreeSpace2\fsport\stu_fs1.vp' ... 1539 files
Searching root pack 'E:\FreeSpace2\fsport\tango_fs1.vp' ... 92 files
Searching root pack 'E:\FreeSpace2\fsport\tango_hi1_fs1.vp' ... 9 files
Searching root pack 'E:\FreeSpace2\fsport\tango_hi2_fs1.vp' ... 26 files
Searching root pack 'E:\FreeSpace2\fsport\tango_hi3_fs1.vp' ... 28 files
Searching root pack 'E:\FreeSpace2\fsport\tango_hi4_fs1.vp' ... 13 files
Searching root pack 'E:\FreeSpace2\fsport\tango_hi5_fs1.vp' ... 16 files
Searching root pack 'E:\FreeSpace2\fsport\warble_fs1.vp' ... 111 files
Searching root 'E:\FreeSpace2\mediavps\' ... 8 files
Searching root pack 'E:\FreeSpace2\mediavps\00Testing.vp' ... 5669 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_A-Glows.vp' ... 1641 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Advanced.vp' ... 1496 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Assets.vp' ... 1757 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_CB_ANI_2.vp' ... 52 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Effects.vp' ... 2043 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Music.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_RadarIcons.vp' ... 24 files
Searching root pack 'E:\FreeSpace2\mediavps\MV_Root.vp' ... 300 files
Searching root 'E:\FreeSpace2\' ... 313 files
Searching root pack 'E:\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\multi-mission-pack.vp' ... 108 files
Searching root pack 'E:\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'E:\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\FreeSpace2\warble_fs2.vp' ... 52 files
Found 51 roots and 47074 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Available Playback Devices:
    Speakers (Realtek High Definition Audio) via DirectSound  *preferred*
    DirectSound Default
    Realtek Digital Output(RCA) (Realtek High Definition Audio) via DirectSound
    Realtek Digital Output (Realtek High Definition Audio) via DirectSound
    WaveOut Default
    Speakers (Realtek High Definiti via WaveOut
    Realtek Digital Output(RCA) (Re via WaveOut
    Realtek Digital Output (Realtek via WaveOut
    No Output
    Generic Software on Speakers (Realtek High Definition Audio)
    Generic Software on Realtek Digital Output(RCA) (Realtek High Definition Audio)
    Generic Software on Realtek Digital Output (Realtek High Definition Audio)

  Available Capture Devices:
    Realtek Digital Input (Realtek   *default*
    Realtek Digital Input (Realtek  via WaveIn

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

  Sample rate: 44100 (44100)
  EFX enabled: NO
  Playback device: Speakers (Realtek High Definition Audio) via DirectSound
  Capture device: Realtek Digital Input (Realtek
... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1440x900 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    : NVIDIA Corporation
  OpenGL Renderer  : Quadro FX 1800/PCI/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_NV_vertex_program3".
  Found special extension function "wglSwapIntervalEXT".

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

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

  Max texture units: 4 (32)
  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: YES
  Using bilinear texture filter.
  Using GLSL for model rendering.
  OpenGL Shader Version: 3.30 NVIDIA via Cg compiler
... 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 'mouse-sct.tbm' ...
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-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' ...
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 'mv_effects-mfl.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'fsport-aip.tbm' ...
TBM  =>  Starting parse of 'str-aip.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-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 (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
ANI Avenger_Impact with size 80x80 (37.5% wasted)
ANI Leech_Impact with size 80x80 (37.5% wasted)
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 'mekhu-wep.tbm' ...
TBM  =>  Starting parse of 'fs2_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'railguncycle-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_tech-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_primaries-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_missiles-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_effects-wep.tbm' ...
TBM  =>  Starting parse of 'fs1_beampierce-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-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 'shivans-shp.tbm' ...
TBM  =>  Starting parse of 'shaitan-shp.tbm' ...
TBM  =>  Starting parse of 'scorpion-shp.tbm' ...
TBM  =>  Starting parse of 'poseidon-shp.tbm' ...
TBM  =>  Starting parse of 'Frankencadia-shp.tbm' ...
TBM  =>  Starting parse of 'colossus-shp.tbm' ...
TBM  =>  Starting parse of 'charybdis-shp.tbm' ...
TBM  =>  Starting parse of 'artemistest-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-turretangles-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-resetmodels-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-abtrails-shp.tbm' ...
TBM  =>  Starting parse of 'str-hulks-shp.tbm' ...
TBM  =>  Starting parse of 'radar-hulks-shp.tbm' ...
TBM  =>  Starting parse of 'HTLHades-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_trails-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_shockwave-shp.tbm' ...
TBM  =>  Starting parse of 'fs1_models-shp.tbm' ...
TBM  =>  Starting parse of 'fsport-reticle-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_root-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_fs1 with size 85x96 (25.0% wasted)
ANI 2_reticle1_fs1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc_fs1 with size 77x139 (45.7% wasted)
ANI 2_toparc1_fs1 with size 251x59 (7.8% wasted)
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ANI 2_lead1_fs1 with size 40x40 (37.5% wasted)
ANI 2_lock1_fs1 with size 46x46 (28.1% wasted)
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ANI 2_rightarc6_fs1 with size 43x43 (32.8% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'str-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 18x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 671
TrackIR Init Failed - 1
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
SOUND => Loading 'main_amb.wav'
SOUND ==> Converting sound from ADPCM to PCM
SOUND ==> Coverted sound from ADPCM to PCM successfully
PLR => Verifying 'DEBUG.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Mike.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'MikeBTA.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'MikeJAD.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'MikeTEST.plr' with version 0...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 18x24 (25.0% wasted)
SOUND => Loading 'user_o.wav'
SOUND => Loading 'commit.wav'
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'Mike.plr' with version 0...
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...
Someone passed an extension to bm_load for file 'GTI.pcx'
PLR => Loading complete!
CSG => Loading 'Mike.str.csg' with version 0...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...

[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: niffiwan on September 20, 2011, 04:49:53 am
Thanks for sending the pilot files.

Would you be able to add a comment to the mantis issue (http://scp.indiegames.us/mantis/view.php?id=2503) to describe what you were doing when the problem occurred?
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: mjn.mixael on September 20, 2011, 10:08:33 am
Done'd
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Echelon9 on September 24, 2011, 09:26:08 pm
A means of fixing two of the PVS-Studio issues that were found in Antipodes is proposed below. On further inspection, this section of offending code is actually in trunk as well, just protected by the INF_BUILD setting.

Could those who know the multiplayer code, and in particular the methods used to size the network packets please review? This is important as I've changed the type from unsigned short (ushort) to integer (int). It looks like this was missed when the scoring.h structure elements were changed, as seen by the commented out lines.

Code: [Select]
False 1 9412 V568 It's odd that the argument of sizeof() operator is the '(ushort) sc->m_okKills [idx]' expression. code multimsgs.cpp 6478 False
False 1 9415 V568 It's odd that the argument of sizeof() operator is the '(ushort) sc->kills [idx]' expression. code multimsgs.cpp 6486 False

Code: [Select]
Index: code/network/multimsgs.cpp
===================================================================
--- code/network/multimsgs.cpp (revision 7797)
+++ code/network/multimsgs.cpp (working copy)
@@ -6475,7 +6475,7 @@
  ADD_SHORT(offset);
  for (idx=offset; idx<MAX_SHIP_CLASSES && idx<offset+MAX_SHIPS_PER_PACKET; idx++)
  {
- ADD_USHORT((ushort)sc->m_okKills[idx]);
+ ADD_INT(sc->m_okKills[idx]);
  }
  break;
 
@@ -6483,7 +6483,7 @@
  ADD_SHORT(offset);
  for (idx=offset; idx<MAX_SHIP_CLASSES && idx<offset+MAX_SHIPS_PER_PACKET; idx++)
  {
- ADD_USHORT((ushort)sc->kills[idx]);
+ ADD_INT(sc->kills[idx]);
  }
  break;
  }
@@ -6541,8 +6541,8 @@
  GET_SHORT(si_offset);
  for (idx = si_offset; idx<MAX_SHIP_CLASSES && idx<si_offset+MAX_SHIPS_PER_PACKET; idx++)
  {
- GET_USHORT(u_tmp);
- sc->kills[idx] = u_tmp;
+ GET_INT(i_tmp);
+ sc->kills[idx] = i_tmp;
  }
  break;
 
@@ -6550,8 +6550,8 @@
  GET_SHORT(si_offset);
  for (idx = si_offset; idx<MAX_SHIP_CLASSES && idx<si_offset+MAX_SHIPS_PER_PACKET; idx++)
  {
- GET_USHORT(u_tmp);
- sc->m_okKills[idx] = u_tmp;
+ GET_INT(i_tmp);
+ sc->m_okKills[idx] = i_tmp;
  }
  break;
 
Index: code/stats/scoring.h
===================================================================
--- code/stats/scoring.h (revision 7797)
+++ code/stats/scoring.h (working copy)
@@ -104,7 +104,6 @@
  int m_score;
  //ushort m_kills[MAX_SHIP_CLASSES];     // this will represent all kills in the mission (bonehead or not)
  int m_kills[MAX_SHIP_CLASSES]; //DTP max
- //ushort m_okKills[MAX_SHIP_CLASSES];   // this will be only the "valid" kills the player made
  int m_okKills[MAX_SHIP_CLASSES]; //DTP max
  int m_kill_count; // total kills for this mission
  int m_kill_count_ok;             // total (non-friendly) kills for this mission
@@ -119,7 +118,6 @@
  int m_player_deaths; // player deaths for the mission (really only useful for multiplayer)
 
  // kills by player for multiplayer dogfight
- //ushort m_dogfight_kills[MAX_PLAYERS];
  int m_dogfight_kills[MAX_PLAYERS];//DTP max
 
 } scoring_struct;

[attachment deleted by ninja]
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: karajorma on September 25, 2011, 09:50:33 pm
Could those who know the multiplayer code, and in particular the methods used to size the network packets please review?

Basically that means me! :p

I'm out of town at the moment and won't be back home until Wednesday. If you see me on IRC then, remind me.


EDIT : Checked it out, you're fine with regards to actually breaking the max packet length. One of the other other cases added 3 ints to the packet so changing from a ushort to 3 ints would be fine. The problem you're going to face is that this change does break compatibility for this particular packet. Which means that anyone playing antipodes 8 builds against with anything including this change will result in strange data for the kill counts.

For this reason changes like this usually get stored up and applied all at once. Although if no one actually uses antipodes for multiplayer there's no reason not to add them in now.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Echelon9 on October 02, 2011, 11:30:11 pm
Could those who know the multiplayer code, and in particular the methods used to size the network packets please review?

Basically that means me! :p

I'm out of town at the moment and won't be back home until Wednesday. If you see me on IRC then, remind me.


EDIT : Checked it out, you're fine with regards to actually breaking the max packet length. One of the other other cases added 3 ints to the packet so changing from a ushort to 3 ints would be fine. The problem you're going to face is that this change does break compatibility for this particular packet. Which means that anyone playing antipodes 8 builds against with anything including this change will result in strange data for the kill counts.

For this reason changes like this usually get stored up and applied all at once. Although if no one actually uses antipodes for multiplayer there's no reason not to add them in now.

I've committed the fix to Antipodes branch, with a succinct comment in the SVN log to note that this will break multiplayer compatibility between SVN revisions.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: pecenipicek on October 02, 2011, 11:39:56 pm
EDIT : Checked it out, you're fine with regards to actually breaking the max packet length. One of the other other cases added 3 ints to the packet so changing from a ushort to 3 ints would be fine. The problem you're going to face is that this change does break compatibility for this particular packet. Which means that anyone playing antipodes 8 builds against with anything including this change will result in strange data for the kill counts.
We're using Antipodes builds for TAP work, but we're generally always pushing for the whole team to have the most recent builds in anyhow, so i dont think that doing this kind of stuff would break anything drastically.



if we do encounter anything very much out of the ordinary, i'll mantis it.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Echelon9 on October 02, 2011, 11:51:18 pm
We're using Antipodes builds for TAP work, but we're generally always pushing for the whole team to have the most recent builds in anyhow, so i dont think that doing this kind of stuff would break anything drastically.

if we do encounter anything very much out of the ordinary, i'll mantis it.
Thanks.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: niffiwan on November 16, 2011, 08:18:00 pm
Crashing pilot file (http://swc.fs2downloads.com/files/crashing_pilots.7z)

The converter is asserting in debug when converting this pilot, I can't figure out why but maybe someone else can, if it crashes for them too.

I've just committed three patches that deal with various pilot conversion issues:

8002 (http://svn.icculus.org/fs2open?limit_changes=100&view=rev&revision=8002): Fixes an issue with converting the pilot file from this internal thread (http://www.hard-light.net/forums/index.php?topic=78781.msg1558629#msg1558629), I also fixed a number of similar errors in calling cfread_string_len, there's a few more of these in trunk that I still need to get rid of.

8003 (http://svn.icculus.org/fs2open?limit_changes=100&view=rev&revision=8003): Fixes an issue with converting the pl2 file from chief1983 (above)

8004 (http://svn.icculus.org/fs2open?limit_changes=100&view=rev&revision=8004): Fixes an issue with converting the Windmills.cs2 file from chief1983 (above)

I've tested these changes with the two pilot files already mentioned, plus a couple of test pilots of my own, further testing from anyone is appreciated!
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Zacam on November 19, 2011, 01:09:57 pm

Awesome work there niffiwan. Thank you.

I still need to retest the conversion of Retail pilots to guard against people starting on the GOG version and then switching to the FSO version once I can confirm whether or not a problem actually exists.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: niffiwan on November 19, 2011, 09:16:17 pm
Thanks Zacam.

I've found some more issues with the pilot conversions that I still need to take care of, at least one of the problems (viewed cutscenes get lost) is due to some of the changes I made (I think the cutscene data is being eaten by the read stats code).  So perhaps hold off on testing anything for now.

Most of this work so far has been about getting ready to tackle the retail to new-pilot-code conversion issue as I'm pretty sure at the moment it won't even attempt to convert from retail - you need to go retail to current-pilot-code (inferno or "standard"), then convert to the new-pilot-code format.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Zacam on November 21, 2011, 03:15:31 pm
...
I think the cutscene data is being eaten by the read stats code
...

If I'm not mistaken, pre-removal of the INF_BUILD had a define for stats based on whether or not it was an INF Build. You might want to take a look at pre-INF_BUILD removal to see if that structure for the stats makes any better sense for the pilot. I think we just went with removing the non-INF_BUILD version, but maybe that's a case we need to keep depending on the differences.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: mjn.mixael on February 07, 2012, 11:40:38 pm
This video (http://www.youtube.com/watch?v=UD6vZFjQdFc) showcases an annoying issue. In this case I just finished the campaign 'Z-Galatea A'. I had switched to  'Z-Bastion A' to load that mainhall for testing. Then I wanted to switch back to 'Z-Galatea A' however the game wouldn't let me. Probably because the campaign was completed. So I then click to restart the campaign and then Accept. FSO still denied my clicks on Accept. Finally I just pressed 'Escape' which returned me to the mainhall, obviously with 'Z-Galatea A' loaded anyway. Why does FSO deny the Accept button in this case? It really shouldn't.

If the campaign is completed when you try to load it, it should tell you to restart the campaign OR just load it and let the Ready Room tell you to restart the campaign.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Skarab on February 08, 2012, 03:27:35 am
IMO, I'd like it if it just let you play the mission regardless of prior completion, perhaps with a prompt saying something to the effect of "You have already completed this mission.  Would you like to play it again?"
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Dragon on March 09, 2013, 04:16:32 pm
Now that the new pilot code is in trunk, shouldn't this be un-sticked? Also, what's gonna be in Antipodes 9?
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: chief1983 on March 09, 2013, 07:30:00 pm
We'll unsticky this and announce that when it's ready probably.  I'm guessing SDL stuff or lighting code.
Title: Re: Antipodes 8 - Pilot, Attend! (Updated 08/27/2011 - r7538)
Post by: Echelon9 on April 13, 2013, 10:02:13 pm
AddressSanitizer found a heap overflow in the player conversion to Inferno, within the RedAlert section.

Mantis 2844: AddressSanitizer: heap-buffer-overflow in pilotfile_convert::csg_import_red_alert csg_convert.cpp:438  (http://scp.indiegames.us/mantis/view.php?id=2844)

Resolution patch is already attached, so ready for code review.