Hard Light Productions Forums

Community Projects => The FreeSpace Campaign Restoration Project => Topic started by: Aurora Paradox on October 06, 2011, 11:45:54 am

Title: RELEASE: Warzone 2.3.3
Post by: Aurora Paradox on October 06, 2011, 11:45:54 am
The FSCRP is proud to announce the next release of the Warzone campaign.  We were hoping to make this our final release of Warzone but that was not meant to be.  The FSCRP is currently experiencing a shortage of testers so we are asking for the help and support of the community for the final testing stage of this campaign.

A great deal has changed since the last beta release.  We have fixed a myriad of bugs and other oddities but most importantly we have finished the voice acting. The FSCRP would like to express its thanks to all those who contributed to the voice acting effort.  In addition, I would like to personally thank Tinman and fightermedic for getting the voice acting ready for prime.

This release of Warzone is almost like the release candidate version of the campaign.  We have fixed all the bugs that we know of and the campaign is stable.  What we need from the community is simple.  We are looking to put the final coat of polish on this campaign.  Our goal is to eliminate all spelling and grammar errors, make sure the text and the voice acting match up, and ensure that we that we didn't miss any bugs.

Good Hunting Pilots.

Credits:

Original Campaign Creator: IceFire
Original 2.2 version: Admiral Nelson
Versions 2.3.0 through 2.3.2: Mobius
Testing: Macfie, Mobius, SF-Junky, Aurora Paradox, fightermedic
Support: MP-Ryan


Download from Mediafire (http://www.mediafire.com/?gu071ttajondf56)


Recommended Build: We recommend that you use the latest stable build available.


(http://media.moddb.com/images/members/1/310/309249/FSCRP_Warzone_Daskha.jpg)
(http://media.moddb.com/images/groups/1/2/1771/FSCRP_Warzone_05.jpg)
Title: Re: RELEASE: Warzone VA Beta
Post by: Cyborg17 on October 06, 2011, 12:00:14 pm
Will get on it as soon as I get home from class tonight.
Title: Re: RELEASE: Warzone VA Beta
Post by: Mongoose on October 06, 2011, 01:50:03 pm
Ooh, this is getting started today. :)
Title: Re: RELEASE: Warzone VA Beta
Post by: swamper123 on October 06, 2011, 04:21:51 pm
Will play it ASAP.
Title: Re: RELEASE: Warzone VA Beta
Post by: mmm99 on October 07, 2011, 05:28:31 am
just finnished playing campain and would like to say... Congrats! solid campaign and I like the concept alot.

No grammacal errors I could see, the voice acting all added up and no errors.

Again good job.
Title: Re: RELEASE: Warzone VA Beta
Post by: bigchunk1 on October 07, 2011, 12:15:59 pm
Just curious, but why are you all calling this a beta?

Edit: Just played the first mission. Voice acting is very good especially the GTCv Odin.
Title: Re: RELEASE: Warzone VA Beta
Post by: Deadly in a Shadow on October 07, 2011, 12:38:42 pm
I liked the original Warzone in the way it was. Now I like it even more.
Title: Re: RELEASE: Warzone VA Beta
Post by: Cyborg17 on October 08, 2011, 12:41:52 am
Hey my computer stopped working when I tried upgrading it Thursday night.  I'll try it assoon as I can.
Title: Re: RELEASE: Warzone VA Beta
Post by: duff on October 08, 2011, 05:47:37 pm
I'm through with the 4th mission now. It's fun playing and i like the VA.  :yes:
I'll report back if i find anything to be corrected.
Title: Re: RELEASE: Warzone VA Beta
Post by: Alex Heartnet on October 08, 2011, 08:19:12 pm
Crash bug!

The mission 'Contention of Power' crashes to desktop at the beginning right when the shivan convoy jumps in when using the release build.  It magically works in the debug build, however.

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: 3.6.12
Passed cmdline options:
  -spec_exp 15
  -ogl_spec 20
  -spec_static 1.5
  -spec_point 1.2
  -spec_tube 1.5
  -ambient_factor 35
  -env
  -missile_lighting
  -glow
  -nomotiondebris
  -spec
  -normal
  -3dshockwave
  -cache_bitmaps
  -rearm_timer
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -snd_preload
  -mod Warzone VA Beta,mediavps_3612
  -window
Building file index...
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' with a checksum of 0x59649c21
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' with a checksum of 0x9c510aa0
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' with a checksum of 0x7c9d7e74
Found root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'C:\Games\Freespace 2\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Games\Freespace 2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Games\Freespace 2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Games\Freespace 2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Games\Freespace 2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Games\Freespace 2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Games\Freespace 2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Games\Freespace 2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Games\Freespace 2\Warzone VA Beta\' ... 781 files
Searching root 'C:\Games\Freespace 2\mediavps_3612\' ... 1 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.3612.vp' ... 228 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Assets.vp' ... 1905 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.3612.vp' ... 2 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Effects.vp' ... 1892 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.3612.vp' ... 13 files
Searching root pack 'C:\Games\Freespace 2\mediavps_3612\MV_Root.vp' ... 358 files
Searching root 'C:\Games\Freespace 2\' ... 17 files
Searching root pack 'C:\Games\Freespace 2\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Games\Freespace 2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Games\Freespace 2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Games\Freespace 2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Games\Freespace 2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Games\Freespace 2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Games\Freespace 2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Games\Freespace 2\warble_fs2.vp' ... 52 files
Searching root 'd:\' ... 0 files
Found 21 roots and 13865 files.
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software on Realtek HD Audio output' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Initializing OpenGL graphics device at 1024x768 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 8800 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".

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

  Max texture units: 4 (32)
  Max elements vertices: 1048576
  Max elements indices: 1048576
  Max texture size: 8192x8192
  Can use compressed textures: YES
  Texture compression available: YES
  Using trilinear texture filter.
  Using GLSL for model rendering.
  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 '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' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
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' ...
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_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-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 'Warzone-shp.tbm' ...
TBM  =>  Starting parse of 'mv_core-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
TBM  =>  Starting parse of 'Warzone-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Flaming debris script loaded!
MediaVPs: Explosions script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 411
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file '125vasudan.pcx'
ANI 2_vHall_misc1.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc2.ani with size 565x154 (39.8% wasted)
ANI 2_vHall_misc3.ani with size 361x405 (20.9% wasted)
ANI 2_vHall_misc4.ani with size 86x364 (28.9% wasted)
ANI 2_vhall_exit.ani with size 159x105 (18.0% wasted)
ANI 2_vhall_barracks.ani with size 251x264 (48.4% wasted)
ANI 2_vhall_ready.ani with size 266x414 (19.1% wasted)
ANI 2_vhall_tech.ani with size 143x430 (16.0% wasted)
ANI 2_vhall_options.ani with size 303x334 (34.8% wasted)
ANI 2_vhall_campaign.ani with size 366x206 (19.5% wasted)
Frame  0 too long!!: frametime = 0.343 (0.343)
Got event GS_EVENT_NEW_CAMPAIGN (26) in state GS_STATE_MAIN_MENU (1)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_MAIN_MENU (1)
=================== STARTING LEVEL LOAD ==================
Reassigning player to squadron 125th
Someone passed an extension to bm_load for file '125vasudan.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 15 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/TSB to read for 'warp.pof'.
IBX-DEBUG => POF checksum: 0xbf802ad0, IBX checksum: 0x3888b26c -- "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'
IBX: Found a good IBX/TSB to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 0xa85bec39, IBX checksum: 0xbf8649d9 -- "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.)
SHOCKWAVE =>  Default model load: SUCCEEDED!!
MISSION LOAD: 'WarzoneE3M1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 125th
Someone passed an extension to bm_load for file '125vasudan.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0x6604cdd3, IBX checksum: 0x4c2cfebf -- "subspacenode.pof"
Starting mission message count : 205
Ending mission message count : 227
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'bomber2v-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2v-02.pof'.
IBX-DEBUG => POF checksum: 0xf8211b62, IBX checksum: 0xf106c333 -- "bomber2v-02.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Loading model 'fighter2v-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-02.pof'.
IBX-DEBUG => POF checksum: 0x963873d5, IBX checksum: 0x108da92e -- "fighter2v-02.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x42a70a35, IBX checksum: 0xf4a22615 -- "cruiser2V-01.pof"
Submodel 'vcruiserb' is detail level 1 of 'vcruisera'
Submodel 'vcruiserc' is detail level 2 of 'vcruisera'
Submodel 'vcruiserd' is detail level 3 of 'vcruisera'
Loading model 'fighter2v-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-03.pof'.
IBX-DEBUG => POF checksum: 0x053492f1, IBX checksum: 0xb6649701 -- "fighter2v-03.pof"
Loading model 'fighter09.pof'
IBX: Found a good IBX/TSB to read for 'fighter09.pof'.
IBX-DEBUG => POF checksum: 0x510e9183, IBX checksum: 0xedc9af00 -- "fighter09.pof"
Loading model 'cruiser2s-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2s-01.pof'.
IBX-DEBUG => POF checksum: 0x96a2dce5, IBX checksum: 0x68cccb53 -- "cruiser2s-01.pof"
BMPMAN: Found EFF (cruistiles2-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles4-glow.eff) with 50 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Potential problem found: Unrecognized subsystem type 'reactor', believed to be in ship cruiser2s-01.pof
Submodel 'cruiser2s-01b' is detail level 1 of 'cruiser2s-01a'
Submodel 'cruiser2s-01c' is detail level 2 of 'cruiser2s-01a'
Submodel 'cruiser2s-01d' is detail level 3 of 'cruiser2s-01a'
Loading model 'cruiser03x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum: 0x80451365, IBX checksum: 0xd739e6ea -- "cruiser03x.pof"
Loading model 'fighter2s-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-02.pof'.
IBX-DEBUG => POF checksum: 0xb49c4402, IBX checksum: 0xbd94ea5a -- "fighter2s-02.pof"
BMPMAN: Found EFF (fighter2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'corvette2v-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2v-01.pof'.
IBX-DEBUG => POF checksum: 0x39381b84, IBX checksum: 0x94bd9fff -- "corvette2v-01.pof"
Loading model 'capital04.pof'
IBX: Found a good IBX/TSB to read for 'capital04.pof'.
IBX-DEBUG => POF checksum: 0xdd0af35a, IBX checksum: 0xd3f4404b -- "capital04.pof"
BMPMAN: Found EFF (capital04-02-glow.eff) with 37 frames at 15 fps.
BMPMAN: Found EFF (capital04-03-glow.eff) with 37 frames at 20 fps.
Potential problem found: Unrecognized subsystem type 'fighterbay 1', believed to be in ship capital04.pof
Potential problem found: Unrecognized subsystem type 'fighterbay 2', believed to be in ship capital04.pof
Submodel 'capital04b' is detail level 1 of 'capital04a'
Submodel 'capital04c' is detail level 2 of 'capital04a'
Submodel 'capital04d' is detail level 3 of 'capital04a'
Submodel 'turret03b-base' is detail level 1 of 'turret03a-base'
Submodel 'turret07b-base' is detail level 1 of 'turret07a-base'
Loading model 'fighter2s-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-03.pof'.
IBX-DEBUG => POF checksum: 0x26d0ea87, IBX checksum: 0xdf758ddf -- "fighter2s-03.pof"
BMPMAN: Found EFF (fighter2s-03-glow.eff) with 40 frames at 26 fps.
Submodel 'fighter-b' is detail level 1 of 'fighter-a'
Submodel 'fighter-c' is detail level 2 of 'fighter-a'
Submodel 'fighter-d' is detail level 3 of 'fighter-a'
Loading model 'fighter10.pof'
IBX: Found a good IBX/TSB to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0x2b38ad95, IBX checksum: 0xffaaad5c -- "fighter10.pof"
BMPMAN: Found EFF (fighter10-01-glow.eff) with 37 frames at 25 fps.
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 'fighter2s-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2s-01.pof'.
IBX-DEBUG => POF checksum: 0x13f78ccd, IBX checksum: 0x3d2311c7 -- "fighter2s-01.pof"
BMPMAN: Found EFF (fighter2s-01-glow.eff) with 37 frames at 25 fps.
Submodel 'hull-d' is detail level 3 of 'hull-a'
Submodel 'hull-b' is detail level 1 of 'hull-a'
Submodel 'hull-c' is detail level 2 of 'hull-a'
Loading model 'fighter11.pof'
IBX: Found a good IBX/TSB to read for 'fighter11.pof'.
IBX-DEBUG => POF checksum: 0x4809458e, IBX checksum: 0xe92e2c8b -- "fighter11.pof"
BMPMAN: Found EFF (fighter11-01-glow.eff) with 37 frames at 25 fps.
Submodel 'shiver11b-hull' is detail level 1 of 'shiver11a-hull'
Submodel 'shiver11c-hull' is detail level 2 of 'shiver11a-hull'
Submodel 'shiver11d-hull' is detail level 3 of 'shiver11a-hull'
Loading model 'freighter06.pof'
IBX: Found a good IBX/TSB to read for 'freighter06.pof'.
IBX-DEBUG => POF checksum: 0x8e2776b4, IBX checksum: 0x88815345 -- "freighter06.pof"
BMPMAN: Found EFF (freighter06-01-glow.eff) with 37 frames at 15 fps.
Submodel 'freighter06b-hull' is detail level 1 of 'freighter06a-hull'
Submodel 'freighter06c-hull' is detail level 2 of 'freighter06a-hull'
Submodel 'freighter06d-hull' is detail level 3 of 'freighter06a-hull'
Loading model 'cargo05.pof'
IBX: Found a good IBX/TSB to read for 'cargo05.pof'.
IBX-DEBUG => POF checksum: 0xc12d8b7b, IBX checksum: 0x8af13598 -- "cargo05.pof"
Submodel 'cargo01b' is detail level 1 of 'cargo01a'
Submodel 'cargo01c' is detail level 2 of 'cargo01a'
Submodel 'cargo01d' is detail level 3 of 'cargo01a'
Loading model 'freighter07.pof'
IBX: Found a good IBX/TSB to read for 'freighter07.pof'.
IBX-DEBUG => POF checksum: 0x5825bbea, IBX checksum: 0xc907e1d5 -- "freighter07.pof"
BMPMAN: Found EFF (freighter07-01-glow.eff) with 37 frames at 15 fps.
BMPMAN: Found EFF (freighter07-02-glow.eff) with 37 frames at 20 fps.
Submodel 'freighter07c-body' is detail level 2 of 'freighter07a-body'
Submodel 'freighter07d-body' is detail level 3 of 'freighter07a-body'
Submodel 'freighter07b-body' is detail level 1 of 'freighter07a-body'
Submodel 'b-turret02' is detail level 1 of 'a-turret02'
Submodel 'b-turret04' is detail level 1 of 'a-turret04'
Submodel 'b-turret03' is detail level 1 of 'a-turret03'
Submodel 'b-turret01' is detail level 1 of 'a-turret01'
Submodel 'b-turret01-destroyed' is detail level 1 of 'a-turret01-destroyed'
Submodel 'b-turret02-destroyed' is detail level 1 of 'a-turret02-destroyed'
Submodel 'b-turret03-destroyed' is detail level 1 of 'a-turret03-destroyed'
Submodel 'b-turret04-destroyed' is detail level 1 of 'a-turret04-destroyed'
Loading model 'cargo06.pof'
IBX: Found a good IBX/TSB to read for 'cargo06.pof'.
IBX-DEBUG => POF checksum: 0x2ca9e578, IBX checksum: 0xec5db953 -- "cargo06.pof"
Submodel 'cargo06b-body' is detail level 1 of 'cargo06a-body'
Submodel 'cargo06c-body' is detail level 2 of 'cargo06a-body'
Submodel 'cargo06d-body' is detail level 3 of 'cargo06a-body'
Loading model 'transport03.pof'
IBX: Found a good IBX/TSB to read for 'transport03.pof'.
IBX-DEBUG => POF checksum: 0x46d290ce, IBX checksum: 0xe910719e -- "transport03.pof"
BMPMAN: Found EFF (transport03-01-glow.eff) with 37 frames at 15 fps.
Submodel 'transport03b-hull' is detail level 1 of 'transport03a-hull'
Submodel 'transport03c-hull' is detail level 2 of 'transport03a-hull'
Submodel 'transport03d-hull' is detail level 3 of 'transport03a-hull'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Submodel 'thruster02b' is detail level 1 of 'thruster02a'
Submodel 'thruster02c' is detail level 2 of 'thruster02a'
Submodel 'turret01b' is detail level 1 of 'turret01a'
Submodel 'turret02b' is detail level 1 of 'turret02a'
Submodel 'turret03b' is detail level 1 of 'turret03a'
Submodel 'turret01b-destroyed' is detail level 1 of 'turret01a-destroyed'
Submodel 'turret02b-destroyed' is detail level 1 of 'turret02a-destroyed'
Submodel 'turret03b-destroyed' is detail level 1 of 'turret03a-destroyed'
Loading model 'cruiser03.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xf9cc8638, IBX checksum: 0x6130880b -- "cruiser03.pof"
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0xdd50d54b, IBX checksum: 0xa335bbb4 -- "fighter2v-01.pof"
Allocating space for at least 5 new ship subsystems ...  a total of 200 is now available (5 in-use).
OpenGL: Created 512x512 FBO!
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI 2_toparc1 with size 252x60 (6.3% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (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 damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% 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 netlag1 with size 29x30 (6.3% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI time1 with size 47x23 (28.1% wasted)
Loading model 'starfield.pof'
IBX: Found a good IBX/TSB to read for 'starfield.pof'.
IBX-DEBUG => POF checksum: 0x51900597, IBX checksum: 0x69570284 -- "starfield.pof"
Model starfield.pof has a null moment of inertia!  (This is only a problem if the model is a ship.)
=================== STARTING LEVEL DATA LOAD ==================
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Submodel 'bodyb' is detail level 1 of 'bodya'
Submodel 'bodyc' is detail level 2 of 'bodya'
Submodel 'bodyd' is detail level 3 of 'bodya'
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0xbca18023, IBX checksum: 0x1ea4886c -- "support2v-01.pof"
Submodel 'hercb' is detail level 1 of 'herca'
Submodel 'hercc' is detail level 2 of 'herca'
Submodel 'hercd' is detail level 3 of 'herca'
Allocating space for at least 410 new ship subsystems ...  a total of 600 is now available (40 in-use).
About to page in ships!
ANI shield-f09 with size 112x93 (27.3% wasted)
ANI shieldfv-01 with size 112x93 (27.3% wasted)
ANI shieldfv-02 with size 112x93 (27.3% wasted)
ANI shieldbv-02 with size 112x93 (27.3% wasted)
ANI shieldbv-01 with size 112x93 (27.3% wasted)
ANI shield-f10 with size 112x93 (27.3% wasted)
ANI shield-f11 with size 112x93 (27.3% wasted)
ANI shieldfs-01 with size 112x93 (27.3% wasted)
ANI shieldfs-02 with size 112x93 (27.3% wasted)
ANI shieldfs-03 with size 112x93 (27.3% wasted)
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Prometheus_AniBitmap.eff) with 12 frames at 5 fps.
BMPMAN: Found EFF (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% wasted)
ANI Lamprey_Particle with size 92x86 (32.8% wasted)
BMPMAN: Found EFF (Alouqua_AniBitmap.eff) with 6 frames at 20 fps.
BMPMAN: Found EFF (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x8701ba27, IBX checksum: 0x43fcc9bb -- "Blip.pof"
Submodel 'blipb' is detail level 1 of 'blipa'
Submodel 'blipc' is detail level 2 of 'blipa'
Submodel 'blipd' is detail level 3 of 'blipa'
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x821bc51b, IBX checksum: 0x957ed0d8 -- "rockeye.pof"
Submodel 'rockeye-b' is detail level 1 of 'rockeye-a'
Submodel 'rockeye-c' is detail level 2 of 'rockeye-a'
Submodel 'thruster01b' is detail level 1 of 'thruster01a'
Submodel 'thruster01c' is detail level 2 of 'thruster01a'
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x4fcb12af, IBX checksum: 0xf2c2dadd -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x2c76000e, IBX checksum: 0x0af34c8d -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x11edee12, IBX checksum: 0x6082d46a -- "bombardier.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x19e682bb, IBX checksum: 0x7ca80db9 -- "crossbow.pof"
No subsystems found for model "crossbow.pof".
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x7c28aa13, IBX checksum: 0xd4a071fb -- "trebuchet.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x484195d2, IBX checksum: 0x35d0ce51 -- "piranha.pof"
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 30 fps.
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0xc03ac47f, IBX checksum: 0xb6f923bc -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xdd26cdd3, IBX checksum: 0xee3b1252 -- "infyrno.pof"
Submodel 'realhornet-b' is detail level 1 of 'realhornet-a'
Submodel 'realhornet-c' is detail level 2 of 'realhornet-a'
BMPMAN: Found EFF (missilespew04.eff) with 20 frames at 30 fps.
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0x99bae2a2, IBX checksum: 0xb96f0de7 -- "belial.pof"
BMPMAN: Found EFF (missilespew02.eff) with 20 frames at 30 fps.
Loading model 'helios.pof'
IBX: Found a good IBX/TSB to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX/TSB to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x9be783df, IBX checksum: 0x0b6ac2d3 -- "EMPulse2.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x562739c3, IBX checksum: 0x9097924b -- "cmeasure01.pof"
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0x4a2c27f4, IBX checksum: 0x6b5d944a -- "S_Rockeye.pof"
BMPMAN: Found EFF (smissile1-glow.eff) with 20 frames at 20 fps.
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xb2f69e71, IBX checksum: 0xea5091b5 -- "S_Hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0x76d846b5, IBX checksum: 0xd81a1b06 -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x9a344f4d, IBX checksum: 0xeca65540 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x4b5c01e9, IBX checksum: 0x50623251 -- "ShivanCluster.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x066a989a, IBX checksum: 0x40f5c0fb -- "hornet.pof"
Loading model 'mx-50.pof'
IBX: Found a good IBX/TSB to read for 'mx-50.pof'.
IBX-DEBUG => POF checksum: 0x25d2520e, IBX checksum: 0xb4c1376d -- "mx-50.pof"
DDS ERROR: Couldn't open 'wep-mx50-shine.dds' -- DDS was in an unsupported/unknown format
Loading model 'debris01.pof'
IBX: Found a good IBX/TSB to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX/TSB to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
BMPMAN: Found EFF (explode1.eff) with 43 frames at 25 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% wasted)
ANI Lamprey_Impact.ani with size 80x80 (37.5% wasted)
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
ANI 2_lock1.ani with size 56x53 (17.2% wasted)
ANI 2_lead1.ani with size 26x26 (18.8% wasted)
ANI 2_energy2.ani with size 86x96 (25.0% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI 2_toparc1.ani with size 252x60 (6.3% wasted)
ANI 2_toparc2.ani with size 35x24 (25.0% wasted)
ANI 2_toparc3.ani with size 41x29 (9.4% wasted)
ANI 2_leftarc.ani with size 103x252 (1.6% wasted)
ANI 2_rightarc1.ani with size 103x252 (1.6% wasted)
ANI 2_reticle1.ani with size 40x24 (25.0% wasted)
ANI targhit1.ani with size 31x21 (34.4% wasted)
ANI energy1.ani with size 12x41 (35.9% wasted)
ANI targetview1.ani with size 137x156 (39.1% wasted)
ANI targetview2.ani with size 4x96 (25.0% wasted)
ANI targetview3.ani with size 7x20 (37.5% wasted)
ANI damage1.ani with size 148x25 (21.9% wasted)
ANI support1.ani with size 108x24 (25.0% wasted)
ANI objective1.ani with size 149x21 (34.4% wasted)
ANI wingman1.ani with size 71x53 (17.2% wasted)
ANI wingman2.ani with size 35x53 (17.2% wasted)
ANI wingman3.ani with size 14x53 (17.2% wasted)
ANI netlag1.ani with size 29x30 (6.3% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI shield-f09.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shieldfv-02.ani with size 112x93 (27.3% wasted)
ANI shieldbv-02.ani with size 112x93 (27.3% wasted)
ANI shieldbv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f10.ani with size 112x93 (27.3% wasted)
ANI shield-f11.ani with size 112x93 (27.3% wasted)
ANI shieldfs-01.ani with size 112x93 (27.3% wasted)
ANI shieldfs-02.ani with size 112x93 (27.3% wasted)
ANI shieldfs-03.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
ANI Lamprey_Particle.ani with size 92x86 (32.8% wasted)
User bitmap 'TMP366x206+16'
User bitmap 'TMP303x334+16'
User bitmap 'TMP143x430+16'
User bitmap 'TMP266x414+16'
User bitmap 'TMP251x264+16'
User bitmap 'TMP159x105+16'
User bitmap 'TMP86x364+16'
User bitmap 'TMP361x405+16'
User bitmap 'TMP565x154+16'
User bitmap 'TMP565x154+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2538/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 700,  Estimated count = 425
================================================
MediaVPs: Flaming debris script ACTIVE!
SCRIPTING: Starting flashy deaths script loading

Class: gtf ulysses
FRM: 1
FE: 1

Class: gtf hercules
FRM: 1
FE: 1

Class: gtf hercules mark ii
FRM: 1
FE: 1

Class: gtf ares
FRM: 1
FE: 1

Class: gtf erinyes
FRM: 1
FE: 1

Class: gtf loki
FRM: 1
FE: 1

Class: gtf pegasus
FRM: 1
FE: 1

Class: gtf perseus
FRM: 1
FE: 1

Class: gtf myrmidon
FRM: 1
FE: 1

Class: sf mara (terrans)
FRM: 1
FE: 1

Class: gtb artemis
FRM: 1
FE: 1

Class: gtb artemis d.h.
FRM: 1
FE: 1

Class: gtb medusa
FRM: 1
FE: 1

Class: gtb ursa
FRM: 1
FE: 1

Class: gtb zeus
FRM: 1
FE: 1

Class: gtb boanerges
FRM: 1
FE: 1

Class: gtdr amazon
FRM: 1
FE: 1

Class: gtdr amazon advanced
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: gts hygeia
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gtfr triton
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: tc-tri
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: gtfr poseidon
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: tc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tsc 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: tac 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: ttc 1
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

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

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

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

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

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

Class: gta charybdis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

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

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

Class: gtd orion#2 (bastion)
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.7
BEDu: 10000
BEDM: 2.5

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

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

Class: gtva colossus
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

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

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

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

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

Class: gtt elysium
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

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

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

Class: knossos
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.8
BEDu: 12000
BEDM: 2.5

Class: gtsg watchdog
FRM: 1
FE: 1

Class: gtsg cerberus
FRM: 1
FE: 1

Class: gtsg alastor
FRM: 1
FE: 1

Class: gtep hermes
FRM: 1
FE: 1

Class: tc-meson bomb
FRM: 4
FE: 6
BE: 0.8
BEDu: 10000
BEDM: 10

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

Class: gtsg mjolnir#home
DRM: 0.25
DE: 2
DM: 1
FRM: 2
FE: 6
BE: 0.6
BEDu: 8000
BEDM: 2.5

Class: gvf seth
FRM: 1
FE: 1

Class: gvf horus
FRM: 1
FE: 1

Class: gvf thoth
FRM: 1
FE: 1

Class: gvf serapis
FRM: 1
FE: 1

Class: gvf tauret
FRM: 1
FE: 1

Class: gvb sekhmet
FRM: 1
FE: 1

Class: gvb osiris
FRM: 1
FE: 1

Class: gvb bakha
FRM: 1
FE: 1

Class: gvf ptah
FRM: 1
FE: 1

Class: gvs nephthys
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvt isis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: pvfr ma'at
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: gvfr bes
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: vac 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: vac 4
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: gvfr satis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

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

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

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

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

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

Class: gvsg ankh
FRM: 1
FE: 1

Class: gvsg edjo
FRM: 1
FE: 1

Class: gvep ra
FRM: 1
FE: 1

Class: gva setekh
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.5
BEDu: 6000
BEDM: 2.5

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

Class: sf dragon
FRM: 1
FE: 1

Class: sf basilisk
FRM: 1
FE: 1

Class: sf manticore
FRM: 1
FE: 1

Class: sf aeshma
FRM: 1
FE: 1

Class: sf mara
FRM: 1
FE: 1

Class: sf astaroth
FRM: 1
FE: 1

Class: sb nephilim
FRM: 1
FE: 1

Class: sb taurvi
FRM: 1
FE: 1

Class: sb nahema
FRM: 1
FE: 1

Class: sb seraphim
FRM: 1
FE: 1

Class: st azrael
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sfr dis
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 3
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.4
BEDu: 4000
BEDM: 2.5

Class: sfr mephisto
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6

Class: sc 5
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

Class: sfr asmodeus
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.45
BEDu: 5000
BEDM: 2.5

Class: sac 2
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 1

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

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

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

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

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

Class: ssg trident
FRM: 1
FE: 1

Class: ssg belial
FRM: 1
FE: 1

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

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

Class: sj sathanas
DRM: 0.25
DE: 2
DM: 1
FRM: 5
FE: 6
BE: 0.75
BEDu: 11000
BEDM: 2.5

Class: shivan comm node
DRM: 0.25
DE: 2
DM: 1
FRM: 1
FE: 6
BE: 0.65
BEDu: 9000
BEDM: 2.5

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

Class: lred
BEI: 0.2
BEDu: 600
BEDi: 300

Class: bfred
BEI: 0.2
BEDu: 2100
BEDi: 1050

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

Class: lterslash
BEI: 0.2
BEDu: 150
BEDi: 75

Class: bfgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

Class: lrbgreen
BEI: 0.2
BEDu: 1900
BEDi: 950

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

Class: sgreen
BEI: 0.2
BEDu: 210
BEDi: 105

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

Class: bvas
BEI: 0.2
BEDu: 1100
BEDi: 550

Class: vslash
BEI: 0.2
BEDu: 750
BEDi: 375

Class: green beam
BEI: 0.2
BEDu: 200
BEDi: 100

Class: mjolnirbeam
BEI: 0.2
BEDu: 750
BEDi: 375

Class: mjolnirbeam#home
BEI: 0.2
BEDu: 400
BEDi: 200

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

Class: cyclops#short
FR: 100
FE: 6
BEI: 0.6
BEDu: 2000
BEDi: 1000

Class: rebel bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: helios
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: unknown bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 1500
BEDi: 750

Class: unknown megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 3200
BEDi: 1600

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

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

Class: shivan weak bomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 400
BEDi: 200

Class: shivan megabomb
FR: 100
FE: 6
BEI: 0.6
BEDu: 6800
BEDi: 3400

Class: fusion mortar
FR: 20
FE: 6
BEI: 0.2
BEDu: 80
BEDi: 40

Class: vasudan flux cannon
FR: 20
FE: 6
BEI: 0.4
BEDu: 500
BEDi: 250
Received post for event GS_EVENT_START_BRIEFING during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_START_GAME (52)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
Loading model 'bomber06.pof'
IBX: Found a good IBX/TSB to read for 'bomber06.pof'.
IBX-DEBUG => POF checksum: 0xbcfa62e1, IBX checksum: 0x6a3fa596 -- "bomber06.pof"
Submodel 'bomber06b-hull' is detail level 1 of 'bomber06a-hull'
Submodel 'bomber06c-hull' is detail level 2 of 'bomber06a-hull'
Submodel 'bomber06d-hull' is detail level 3 of 'bomber06a-hull'
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconflail with size 56x24 (25.0% wasted)
ANI iconPromS with size 56x24 (25.0% wasted)
ANI iconNewton with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconLich with size 56x24 (25.0% wasted)
Loading model 'tempest_tech.pof'
IBX: Found a good IBX/TSB to read for 'tempest_tech.pof'.
IBX-DEBUG => POF checksum: 0x457ab425, IBX checksum: 0x7183bf7e -- "tempest_tech.pof"
Loading model 'newhornet_tech.pof'
IBX: Found a good IBX/TSB to read for 'newhornet_tech.pof'.
IBX-DEBUG => POF checksum: 0xe97f1fa7, IBX checksum: 0x785e23c6 -- "newhornet_tech.pof"
Loading model 'crossbow_tech.pof'
IBX: Found a good IBX/TSB to read for 'crossbow_tech.pof'.
IBX-DEBUG => POF checksum: 0x3c2d3c20, IBX checksum: 0x3ba92db3 -- "crossbow_tech.pof"
Loading model 'trebuchet_tech.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet_tech.pof'.
IBX-DEBUG => POF checksum: 0xdf1a4879, IBX checksum: 0xdffb98e3 -- "trebuchet_tech.pof"
Loading model 'piranha_tech.pof'
IBX: Found a good IBX/TSB to read for 'piranha_tech.pof'.
IBX-DEBUG => POF checksum: 0x4334dee5, IBX checksum: 0xfa7523a6 -- "piranha_tech.pof"
Loading model 'stilettoII_tech.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII_tech.pof'.
IBX-DEBUG => POF checksum: 0xf50214c4, IBX checksum: 0x0bb6314c -- "stilettoII_tech.pof"
Loading model 'helios_tech.pof'
IBX: Found a good IBX/TSB to read for 'helios_tech.pof'.
IBX-DEBUG => POF checksum: 0x551ec88b, IBX checksum: 0x018a4544 -- "helios_tech.pof"
Loading model 'empulse2_tech.pof'
IBX: Found a good IBX/TSB to read for 'empulse2_tech.pof'.
IBX-DEBUG => POF checksum: 0x55e483b3, IBX checksum: 0xde0bbd46 -- "empulse2_tech.pof"
ANI iconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode with size 90x90 (29.7% wasted)
ANI Fadeiconnode.ani with size 90x90 (29.7% wasted)
ANI iconv-cap with size 97x28 (12.5% wasted)
ANI Fadeiconv-Cap with size 97x28 (12.5% wasted)
ANI Fadeiconv-Cap.ani with size 97x28 (12.5% wasted)
ANI iconhighlight04 with size 148x148 (42.2% wasted)
ANI iconhighlight04.ani with size 148x148 (42.2% wasted)
ANI iconv-bomberW with size 71x82 (35.9% wasted)
ANI Fadeiconv-BomberW with size 71x82 (35.9% wasted)
ANI Fadeiconv-BomberW.ani with size 71x82 (35.9% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI iconhighlight06 with size 186x186 (27.3% wasted)
ANI iconhighlight06.ani with size 186x186 (27.3% wasted)
ANI icons-cruiserW with size 143x54 (15.6% wasted)
ANI Fadeicons-cruiserW with size 143x54 (15.6% wasted)
ANI Fadeicons-cruiserW.ani with size 143x54 (15.6% wasted)
Frame  0 too long!!: frametime = 26.480 (26.480)
ANI iconnode.ani with size 90x90 (29.7% wasted)
ANI iconv-cap.ani with size 97x28 (12.5% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time =  35.576
1648 frames executed in  30.775 seconds,  53.550 frames per second.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Sat Oct 08 20:15:39 2011
Title: Re: RELEASE: Warzone VA Beta
Post by: duff on October 09, 2011, 06:26:01 am
Crash bug!

The mission 'Contention of Power' crashes to desktop at the beginning right when the shivan convoy jumps in when using the release build.  It magically works in the debug build, however.
I can confirm this.

*edit: found something else:
Code: [Select]
Model 'vidar.pof' has 1 slots in dock point 'primary dock'; models must have exactly 2 slots per dock point.
<no module>! KiFastSystemCallRet
<no module>! WaitForSingleObject + 18 bytes
<no module>! SCP_DumpStack + 354 bytes
<no module>! Warning + 430 bytes
<no module>! read_model_file + 12582 bytes
<no module>! model_load + 754 bytes
<no module>! ship_create + 321 bytes
<no module>! parse_create_object_sub + 77 bytes
<no module>! parse_create_object + 193 bytes
<no module>! mission_parse_maybe_create_parse_object + 390 bytes
<no module>! post_process_ships_wings + 93 bytes
<no module>! post_process_mission + 49 bytes
<no module>! parse_mission + 1531 bytes
<no module>! parse_main + 449 bytes
<no module>! mission_load + 215 bytes
<no module>! game_start_mission + 198 bytes
<no module>! game_enter_state + 482 bytes
<no module>! gameseq_set_state + 310 bytes
<no module>! game_process_event + 242 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

I don't know if it's on purpose, but there are still some sound files missing:
Spoiler:
Warlock after Kirosi is destroyed

Title: Re: RELEASE: Warzone VA Beta
Post by: fightermedic on October 09, 2011, 07:01:50 am
yes i had this bug too, but considered it a local problem on my own pc
obviously, it is not
please use a recent nightly build for this campaign, the bug is fixed there
Title: Re: RELEASE: Warzone VA Beta
Post by: Aurora Paradox on October 09, 2011, 06:17:33 pm
Just curious, but why are you all calling this a beta?

Edit: Just played the first mission. Voice acting is very good especially the GTCv Odin.

We want to ensure that we didn't miss any bugs during our internal testing.

NOTE: I've just updated the first post with a recommendation to use the latest nightly build. 
Title: Re: RELEASE: Warzone VA Beta
Post by: Alex Heartnet on October 09, 2011, 08:01:39 pm
Not so much a bug as a bit of feedback on something that could easily be fixed.

It struck me as a bit odd that not every missile type was available during the final mission.  Critical engagements like that one is the time to make use of every advantage you have, and from just looking at the mission briefing gave me the impression that the Stiletto II or Trebuchet would be handy to use.  Alas, neither missile was available for me to use...
Spoiler:
Where the Trebuchet would really come in handy is if you manage to one-shot the 'Crystal' subsystem of the Comm Mode with a well-placed Trebuchet, timing it just right to get past the rotating blades. But it's not like the player's 8 Kayser cannons can't do the same thing anyway...
Major
Spoiler:
And what does a 'Terran-Shivan hybrid' look like anyway?  That was the second thing going through my mind when I reached that point in the plot (the first was 'AAHHHHH!!!')
Overall though, I enjoyed the campaign.
Title: Re: RELEASE: Warzone VA Beta
Post by: Mongoose on October 09, 2011, 11:03:17 pm
Okay, so I didn't get to it the other day, but I went through the first few missions tonight until a random crash stopped me.  (Time for an updated nightly, I guess.)  It's great to finally hear all the voicework finally in place; it really helps bring this classic to life. I did have to stop myself from giggling at the fact that I'm apparently playing a bald black guy, though. :p I didn't go out of my way to test any mission failures, but most of what I did see so far was working properly; other than a few very minor grammar/voice-match issues in briefing text, along with one or two directives that didn't properly get marked completed, it's looking good.  One thing I did notice is that the Shivan bombers in the first few missions didn't seem to be firing much in the way of bombs...I'm not sure if this was intended behavior in the missions, or if it's a bug in whatever nightly I was using.

There was one VA-related note that jumped out at me, though.  There was a certain line from mission 4 that I remember recording but wasn't used in-mission; it reads, "Two Rakshasa class cruisers entering the area! Kindly show them your weapons, pilots!"  The mission text has it being said by Command, but it sounds like the GTCv Equinox's actor reading the line.  If anyone else still has access to the old Sagitta Project forum we used to coordinate the VA work, it looks like the line was originally attributed to the Equinox, but was changed to Command in Tinman's post.  It seems to make more sense in-context for Command to say the line, so I wonder if the voice file should be switched.  (Plus I like the little emote thing I did with it. :p)  I don't think there's a head .ani associated with the line, either.
Title: Re: RELEASE: Warzone VA Beta
Post by: IceFire on October 10, 2011, 10:21:37 pm
I'm honoured that Warzone warrants this level of attention. Thanks guys! I hope the beta test goes well. I'll have to check it out.
Title: Re: RELEASE: Warzone VA Beta
Post by: Aurora Paradox on October 12, 2011, 04:59:39 pm
I'm honoured that Warzone warrants this level of attention. Thanks guys! I hope the beta test goes well. I'll have to check it out.

I've always been a fan of the Cold Element series which Warzone is a part of.  It is a good campaign and in my mind is certainly worthy of the attention it has received.
Title: Re: RELEASE: Warzone VA Beta
Post by: bigchunk1 on October 22, 2011, 02:44:23 am
Well I was finally able to finish this:
Spoiler:
I have not played this campaign prior to the remake so I don't know everything that was changed over what has not, besides of course the voice acting.
The voice acting was brilliant, all the characters had stark contrast to one another, I find the struggle between admiral and admiral cole iconic. Especially when admiral russik said to admiral cole: "you graduated second in your class' oww! what a slam! I think darkblade was the briefing officer towards the end, you're my hero! Seems Mongoose did what he does best, Terran Command. I only regret that I missed out on the auditions, it sounded like you all had a lot of fun putting it together!

I found the phrase 'Recon in force' quite comical. "we don't know what's out there so we are going to risk everything we've got to find out." haha Not a criticism really, I found the whole thing quite enjoyable.

I like how you all added some bomber missions! The campaign overall was decent and played well, but being able to fly a number of decent missions as a bomber was a nice change from the typical campaign that has you fly intercept and space superiority all the time. Also the variety of bombers and the balance of the missions really drove player involvement for me. Well done.

The shivans are a hive mind?! really?! That's so Zerg. Kind of like the shivans to remain unexplained, but the idea of a power hungry madman being able to control the most powerful alien fleet known to humankind is quite a scary plot device.

The beginning was kind of slow for me, as it was hard to see at first if anything unique was being offered over more missions where you fight shivans. The voice acting and competent FREDing held my thin interest until things really got good.

Overall, the plot required you to stick with it, but the ending was quite rewarding. Gameplay wise it felt like solid volition made goodness. Thanks for releasing this.

Oh what becomes of the Odin? Is that some kind of mystery?
Title: Re: RELEASE: Warzone VA Beta
Post by: QuantumDelta on October 25, 2011, 05:25:07 am
I can't remember where Warzone falls in the Cold Element series, but I think the Odin is in some other campaigns too.

http://www.youtube.com/playlist?list=PLCFD2F31D1FEEF914

A small tribute, not often I finish a campaign in 3 days for the first time while frapsing it (which drastically increases the time it takes go play it), shows how much I enjoyed Warzone :)
Title: Re: RELEASE: Warzone VA Beta
Post by: swamper123 on October 27, 2011, 08:22:33 pm
I keep losing at the first mission, any hint to do it right? :rolleyes:
Title: Re: RELEASE: Warzone VA Beta
Post by: Aurora Paradox on October 27, 2011, 09:51:06 pm
I keep losing at the first mission, any hint to do it right? :rolleyes:

You could try lowering the difficulty level.  I've never had any trouble with that mission but we all have our own play styles.  Go after the Shivan strike craft as soon as they appear.  Take the default load-out.  The tempest missiles will make short work of the bombers.  You should have time to rearm during the mission if you do it quickly.

That's all I can think of at the moment.
Title: Re: RELEASE: Warzone VA Beta
Post by: QuantumDelta on October 29, 2011, 05:00:08 am
I keep losing at the first mission, any hint to do it right? :rolleyes:
My youtube link has a full playthrough of the entire campaign on insane, so.... hint enough? :P
Title: Re: RELEASE: Warzone VA Beta
Post by: swamper123 on October 29, 2011, 11:34:21 pm
I keep losing at the first mission, any hint to do it right? :rolleyes:
My youtube link has a full playthrough of the entire campaign on insane, so.... hint enough? :P
I have you in my subscription list, I will see it again to figure out how to win it, thanks :)
Title: Re: RELEASE: Warzone VA Beta
Post by: QuantumDelta on October 30, 2011, 08:16:35 am
Also, it might not be on insane, I think I may have had a chilled out 'hard' playthrough on this one oO
Title: Re: RELEASE: Warzone VA Beta
Post by: CaptJosh on October 30, 2011, 11:03:42 am
Odd. I just got an error during loading the mission after the one where that Knossos in Regulus shows up. It said that the Warlock has no fighter bay. Anyone else run into this? Or is it just that I'm using a build that's too old?
Title: Re: RELEASE: Warzone VA Beta
Post by: Aurora Paradox on October 30, 2011, 11:17:25 am
Odd. I just got an error during loading the mission after the one where that Knossos in Regulus shows up. It said that the Warlock has no fighter bay. Anyone else run into this? Or is it just that I'm using a build that's too old?

What build are you using?
Title: Re: RELEASE: Warzone VA Beta
Post by: CaptJosh on October 30, 2011, 11:44:19 am
A self compiled SSE2 build that I made on September 25th.
Title: Re: RELEASE: Warzone VA Beta
Post by: Aurora Paradox on October 30, 2011, 11:52:01 am
A self compiled SSE2 build that I made on September 25th.

Try grabbing one of the latest nightly builds and see if that fixes the problem. 
Title: Re: RELEASE: Warzone VA Beta
Post by: CaptJosh on October 30, 2011, 12:02:49 pm
I don't know that it would help. I captured the error this time

Code: [Select]
Ship does not have a fighter bay.

In sexpression: ( when
   ( has-arrived-delay 0 "Warlock" )
   ( set-support-ship
      "Docking Bay"
      "Warlock"
      "Docking Bay"
      "Warlock"
      "<any support ship class>"
      -1
   )
)
(Error appears to be: Warlock)
ntdll.dll! NtWaitForSingleObject + 21 bytes
kernel32.dll! WaitForSingleObjectEx + 67 bytes
kernel32.dll! WaitForSingleObject + 18 bytes
fs2_open_3_6_13r_INF_SSE2-20110925.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20110925.exe! <no symbol>
fs2_open_3_6_13r_INF_SSE2-20110925.exe! <no symbol>

It seems to indicate an issue with the model used for the Warlock.
Title: Re: RELEASE: Warzone VA Beta
Post by: Aurora Paradox on October 30, 2011, 01:51:59 pm
Odd that didn't come up in internal or external testing.  I played through that mission recently using nightly build r7893 and everything worked normally.  To my knowledge the Warlock is using the standard Hecate model.  There is only one custom model in the campaign which you won't encounter for awhile.

I'd still say try the latest nightly build.  You don't have anything to lose. 
Title: Re: RELEASE: Warzone VA Beta
Post by: CaptJosh on October 30, 2011, 04:24:01 pm
I'm not sure why it came up in the build I compiled myself on 90/25/2011, but I updated my source pull, recompiled, and the issue went away.
Title: Re: RELEASE: Warzone VA Beta
Post by: Aurora Paradox on October 30, 2011, 05:49:34 pm
I'm not sure why it came up in the build I compiled myself on 90/25/2011, but I updated my source pull, recompiled, and the issue went away.

Glad to hear you were able to fix your problem.  Please let us know if you come across any additional issues.
Title: Re: RELEASE: Warzone VA Beta
Post by: CaptJosh on October 30, 2011, 07:53:51 pm
Well, I did notice that one of the voice actors seemed to have issues pronouncing "Boanerges", "Catharsis", and a few other words. I can play back through and take notes if you like.
Title: Re: RELEASE: Warzone VA Beta
Post by: fightermedic on November 01, 2011, 05:08:38 pm
changing the voice acting is not a possibility i'm afraid
Title: Re: RELEASE: Warzone VA Beta
Post by: CaptJosh on November 01, 2011, 10:50:53 pm
That's going to grate on some folks' nerves, then. But if it cannot be changed, well, c'est la vie.
Title: Re: RELEASE: Warzone VA Beta
Post by: Ace on November 02, 2011, 03:44:14 am
Well I was finally able to finish this:
Spoiler:
I have not played this campaign prior to the remake so I don't know everything that was changed over what has not, besides of course the voice acting.
The voice acting was brilliant, all the characters had stark contrast to one another, I find the struggle between admiral and admiral cole iconic. Especially when admiral russik said to admiral cole: "you graduated second in your class' oww! what a slam! I think darkblade was the briefing officer towards the end, you're my hero! Seems Mongoose did what he does best, Terran Command. I only regret that I missed out on the auditions, it sounded like you all had a lot of fun putting it together!

I found the phrase 'Recon in force' quite comical. "we don't know what's out there so we are going to risk everything we've got to find out." haha Not a criticism really, I found the whole thing quite enjoyable.

I like how you all added some bomber missions! The campaign overall was decent and played well, but being able to fly a number of decent missions as a bomber was a nice change from the typical campaign that has you fly intercept and space superiority all the time. Also the variety of bombers and the balance of the missions really drove player involvement for me. Well done.

The shivans are a hive mind?! really?! That's so Zerg. Kind of like the shivans to remain unexplained, but the idea of a power hungry madman being able to control the most powerful alien fleet known to humankind is quite a scary plot device.

The beginning was kind of slow for me, as it was hard to see at first if anything unique was being offered over more missions where you fight shivans. The voice acting and competent FREDing held my thin interest until things really got good.

Overall, the plot required you to stick with it, but the ending was quite rewarding. Gameplay wise it felt like solid volition made goodness. Thanks for releasing this.

Oh what becomes of the Odin? Is that some kind of mystery?

Well
Spoiler:
Russik's plan was based on the idea that the Shivans had a hive-mind. All that it actually means is that when the plan is implemented let's just say blowback would be an understatement.
Title: Re: RELEASE: Warzone VA Beta
Post by: rscaper1070 on November 09, 2011, 02:47:42 pm
I'm not sure if this is a problem with Warzone or the 3.6.14 RC build. On the mission "Stacking the Deck" if I get killed and then quick start communications behave as if they are damaged. I have to exit the game completely to get it back to normal.
Title: Re: RELEASE: Warzone VA Beta
Post by: fightermedic on November 09, 2011, 02:59:43 pm
I'm not sure if this is a problem with Warzone or the 3.6.14 RC build. On the mission "Stacking the Deck" if I get killed and then quick start communications behave as if they are damaged. I have to exit the game completely to get it back to normal.

my first bet would be on the rc build, after all the sound code has been changed...
never heard of anything like this before
i will have a look though whether i can reproduce it, thanks for the report
Title: Re: RELEASE: Warzone VA Beta
Post by: fierceeffect on December 01, 2011, 09:18:38 am
Hey how do I install these nightly builds...
I have the launcher installed with the mod in the right place but I'm not sure what to do with nightly builds
Title: Re: RELEASE: Warzone VA Beta
Post by: rscaper1070 on December 01, 2011, 11:35:43 am
After you download the build unzip it into your Freespace 2 folder. Then just hit the browse button at the top right hand side of the launcher and choose the build. There will be two, one with a r- for release and a d- for debug. For playing the game you want the release build.
Title: Re: RELEASE: Warzone VA Beta
Post by: est1895 on December 18, 2011, 08:43:07 pm
How long  has it been that Warzone VA has been in a Beta?  :banghead: What is your ETA?   ;7
Title: Re: RELEASE: Warzone VA Beta
Post by: Mongoose on December 18, 2011, 08:45:06 pm
Crap...I was playing through this to see if I could spot anything besides what I already mentioned.  I should probably get back to that.
Title: Re: RELEASE: Warzone 2.3.3
Post by: MachManX on October 14, 2013, 10:46:43 pm
AHHHHH! There was a Warzone 1.01...and then THIS!  I got stuck in the 1.0 version on Mission 7, which was unwinnable no matter what I did.  And then I find out it was a bug in the mission, fixed in 1.01 :(
Title: Re: RELEASE: Warzone 2.3.3
Post by: Goober5000 on October 01, 2018, 08:48:04 pm
:bump:

Someone has pointed out that the current version of Warzone needs its planet images fixed.  Whoever converted them to DDS didn't handle the transparency properly, and as a result there are large green areas around the planets.

I'll fix the versions in Knossos and the FSO Installer, but someone else will need to fix the version uploaded to MediaFire in the first post.

EDIT: Or upload the new version afresh, as the case may be -- the link in the OP is dead.  Anyway, I have uploaded fixed versions to both Knossos and the FSO Installer.
Title: Re: RELEASE: Warzone 2.3.3
Post by: CT27 on October 01, 2018, 09:36:00 pm
Is this new version you uploaded to the FSO Installer the one with voice acting?


P.S.:  The mediafire link in the OP seemed to work for me.
Title: Re: RELEASE: Warzone 2.3.3
Post by: Goober5000 on October 01, 2018, 11:50:40 pm
Yes, the version on the FSO Installer is now the version released in 2011 (in this thread), whereas previously it was the version released in 2008.

At the time that I posted previously, the MediaFire link indicated that the file had been deleted.  I assume that someone uploaded the new version without posting that they had done so.
Title: Re: RELEASE: Warzone 2.3.3
Post by: CT27 on October 04, 2018, 07:23:34 pm
Yes, the version on the FSO Installer is now the version released in 2011 (in this thread), whereas previously it was the version released in 2008.

At the time that I posted previously, the MediaFire link indicated that the file had been deleted.  I assume that someone uploaded the new version without posting that they had done so.


Fyi, even though the info button in the FSO Installer says 2.3.4 is the Warzone version, when I downloaded it from the Installer, the readme said 2.3.2 was the last update.



Also, if anyone wants to download the Installer version and play on recent MediaVPs (2014 or 3.8) you'll need to edit the mod.ini after downloading.
Title: Re: RELEASE: Warzone 2.3.3
Post by: Novachen on November 02, 2018, 07:52:14 am
By the way, because i used some planets from Warzone for one of my upgrades, i noticed that the MadCatPlanet1, MadCatPlanet1alt and p_IcePlanet background planets are not displayed due to wrong dimensions.

Also the Warzone-str.tbm has many planets that are not present in the mod files at all.
Title: Re: RELEASE: Warzone 2.3.3
Post by: bigpunged2000 on November 17, 2018, 06:46:01 am
hi on mission 3 my jump drive dont work can you please fix game
Title: Re: RELEASE: Warzone 2.3.3
Post by: Goober5000 on November 17, 2018, 05:27:42 pm
You have to fly close to the jump node.  Then your jump drive will work.
Title: Re: RELEASE: Warzone 2.3.3
Post by: Thisisaverylongusername on November 29, 2019, 12:05:08 pm
In mission 7 "Northwest Passage," the convoy you're supposed to be escorting starts out within range to jump out. Additionally, the bonus objective cruiser shows up, gets attacked, and jumps out in less than thirty seconds. The mission ends before the player is able to do anything. Help?
Title: Re: RELEASE: Warzone 2.3.3
Post by: Mobius on January 14, 2021, 05:24:25 am
Sorry for the late reply.

Me and Nelson investigated this issue and found out it's typical of certain recent versions of the campaign, while much older ones are not affected by it. We worked on an update and it was pretty much ready for release, but I haven't heard from Nelson in a while so we may have to wait a little bit more.

In any case, yes, it's a known issue and future updates will solve it.  :)
Title: Re: RELEASE: Warzone 2.3.3
Post by: ShivanSlayer on June 06, 2021, 01:00:27 am
Beat this campaign for the 4th time and it still holds up as a great way to amuse one's self for a few hours.   I do feel this mod could use a sequel as there is a hook for one and I would love to find out more of the Shivan Hybrid thing.
Title: Re: RELEASE: Warzone 2.3.3
Post by: Admiral Nelson on August 06, 2021, 10:41:04 am
Warzone has now been updated to version 2.5.0.

[DOWNLOAD] - Use Knossos:
 
Click below to get started. The latest revision is 1.0.1.
 
(https://fsnebula.org/static/kn_download.png) (https://fsnebula.org/mod/warzone)

CHANGES IN THIS RELEASE

NEW Prgression bug in mission 7 fixed
NEW Various small bugfixes
NEW Skyboxes created by Nyctaeus replace the older backgrounds
NEW High poly replacement for the old Vidar model
NEW Various QoL improvements

SCREENSHOTS

(https://i.imgur.com/2Eb6aIy.jpg)

(https://i.imgur.com/tRDoL4n.jpg)

(https://i.imgur.com/prWQf7m.jpg)
Title: Re: RELEASE: Warzone 2.3.3
Post by: ShivanSlayer on August 06, 2021, 11:31:26 pm
Played this for the 5th time and I must say the new skyboxes are most impressive.  Plus, now mission 7 is actually a mission.  Two flaws though, the planet in the background of the last mission has a black box around it which looks really tacky, like the planet was just glued on to the background.  Also, there are two Rakshasa class cruisers called Parvati in the campaign.   Consider renaming one
Title: Re: RELEASE: Warzone 2.3.3
Post by: Admiral Nelson on August 07, 2021, 02:52:49 pm
I've fixed the faulty planet bitmap and uploaded a new version.  Nothing I can do about the two Parvatis given that they are both mentioned by name in the voice acting.
Title: Re: RELEASE: Warzone 2.3.3
Post by: ShivanSlayer on August 07, 2021, 04:12:43 pm
OH well, at least it's still a fun way to pass 3 hours by blowing things up.