One thing. NEVER EVER POST TORRENTS FROM REGISTRATION ONLY TORRENT SITES WITHOUT HANDING OUT INVITES. PB or MN or IH would be better than demonoid.
[edit#2]seeding via demonoid torrent even tho i am extremely against demonoid.
*snip*:wakka:
*new stuff*Wow.
==> In the "Custom Flags field" copy & paste (Without the quotes): "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"
I thought you're supposed to use a 4895 build and above.
Actually that comment was for TacOne.I thought you're supposed to use a 4895 build and above.
Yes, but that one still uses the Height flag, doesn't it?
Nop, still no 2D shockwaves...5.5d Launcher?
Now, when are the FSP MVPs coming out?
Snip
BTW, which build did you test with?
Talking of strange elusive bugs - if and when you see flickery flecks hanging in space after thrusters, they are not FSUpgrade issue either. We don't actually know for sure what causes them to appear; on my PC they appear if I enable full screen anti-aliasing on NVidia control panel, while on Zacam's PC they appear when he enables anisothropic mip filter optimization, so it's a bit inconclusive what exactly makes them appear but it would appear that it's not a media issue but instead something related to graphics drivers, the FS2_Open code, or both. I believe I speak for the whole FSU team when I say that it is one of the more frustrating glitches we've encountered when ironing this stuff out... :ick:
You mean the flickering things behind secondary thruster glows, right? I was also encountering them while working on TBP thrusters glows. I think it has something to with the way the engine handles UV transformation on the secondary glows, because the flickering things seem to be remnants of the glow image wrapped around (in UV space) to the other end of the glow. I know this sounds confusing, but what I mean is that if you make the left-most row of pixels in the glow image (the left side is the one near the thruster) completely black, the flickering disappears.
So I think that left-most row of pixels somehow ends up partially on the other end of the effect ingame, maybe due to some rounding error in the UV transformation process ?!?
Sadly, the downloads don't support the resume option. This is bad because I'll never be able to DL big files without experiencing any connection problems that force me to restart the DL. :(ever heard of torrents or download managers?
The mediavps always seem to manage to **** with the Shivan beams in some way. Strange.
I tried with Star Downloader with the mirror links. I don't think I can use FSMods and Star Downloader at the same time(it'll surely end up DLing the link pic and not the file itself).
If multiple people are experiencing this, then my guess is that it's a corrupted file in the upload of MV_Advanced. Those of you experiencing issues, which method did you use to download? MV_Complete through FSMods or torrent, or the individual files through FSMods or torrent?
I downloaded the FS mod individual files, and I can confirm there's no such beam issue with that ones MV_Advanced. :)
nameplate issues
The cain/lilith are as Lightspeed released them AFAIK.
People (Rick James, SF-Junky, ...) having issues with shivan beams... Post your graphics card info as well as graphics driver version (if possible) here.
==========================================================================
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: 3.6.10
Passed cmdline options:
-spec_exp 11
-ogl_spec 80
-spec_static .8
-spec_point .6
-spec_tube .4
-ambient_factor 0
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-normal
-3dshockwave
-dualscanlines
-rearm_timer
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod mediavps
-safeloading
Building file index...
Found root pack 'E:\Gry\FreeSpace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'E:\Gry\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'E:\Gry\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'E:\Gry\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'E:\Gry\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'E:\Gry\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'E:\Gry\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'E:\Gry\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'E:\Gry\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'E:\Gry\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'E:\Gry\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'E:\Gry\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'E:\Gry\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'E:\Gry\FreeSpace2\data\effects\ls_neb.vp' with a checksum of 0xae92af0e
Searching root 'E:\Gry\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'E:\Gry\FreeSpace2\mediavps\MV_Complete.vp' ... 5253 files
Searching root 'E:\Gry\FreeSpace2\' ... 16 files
Searching root pack 'E:\Gry\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'E:\Gry\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'E:\Gry\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'E:\Gry\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'E:\Gry\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'E:\Gry\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'E:\Gry\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'E:\Gry\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'E:\Gry\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'E:\Gry\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'E:\Gry\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'E:\Gry\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root pack 'E:\Gry\FreeSpace2\data\effects\ls_neb.vp' ... 225 files
Searching root 'd:\' ... 0 files
Found 17 roots and 12917 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x960 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 : RADEON X600 Series x86/SSE2
OpenGL Version : 2.0.6458 WinXP Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Unable to find 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".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 2147483647
Max elements indices: 65535
Max texture size: 2048x2048
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_nebula-str.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 407
!!DEBUG!! OpenGL Errors this frame: 1
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.263 (0.263)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.266 (0.266)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Tue Dec 09 22:52:34 2008
That mission doesn't even load for me!
I played that mission without a problem. Like blowfish suggested, make sure you don't have other models in your data folders if you're using the same mediavp folder that you did with previous versions. What I would do is delete the mediavps/data folder entirely to make sure there aren't any conflicts with older files lurking in there (your saves are in the main directory's data folder so they won't be deleted).
Also, the Shivan Secondaries tbm is killing my mod.
I want them there, because they're awesome, but I have custom weapons that my Shivans mount, and the tbm just wipes out all of them from the default...I don't want to go through every mission in FRED and fix them - its time consuming. How can I stop the tbm from overwriting my table edits?
Heh...I run at 30fps flat now instead of 60. oh well.
Also, the Shivan Secondaries tbm is killing my mod.
I want them there, because they're awesome, but I have custom weapons that my Shivans mount, and the tbm just wipes out all of them from the default...I don't want to go through every mission in FRED and fix them - its time consuming. How can I stop the tbm from overwriting my table edits?
Shouldn't your mod's tables have a higher priority than the mediavp ones?
What, exactly, have you changed?
Heh...I run at 30fps flat now instead of 60. oh well.
Also, the Shivan Secondaries tbm is killing my mod.
I want them there, because they're awesome, but I have custom weapons that my Shivans mount, and the tbm just wipes out all of them from the default...I don't want to go through every mission in FRED and fix them - its time consuming. How can I stop the tbm from overwriting my table edits?
One small question, and forgive me if this has already been answered, but does this mean that
3.6.10. when played in multiplayer WILL save stats?
and
for the release of 3.6.10. to run efficiently requires the download of launcher 5.5d?
...oh by the way... nice work with the asteroids!! and the exploding effect also! :D
And nice work with the asteriods. I'm getting minor lag looking at them, but its probably cause I'm running iTunes in the background.
(resulting in one team member receiving disciplinary action from the workplace :eek2: )Srsly?
(resulting in one team member receiving disciplinary action from the workplace :eek2: )Srsly?
I notice my 3 additions (Countermeasure, Elysium, Watchdog/Cerberus) are nowhere to be mentioned or credited. :(
(S'okay though, the credit list is pretty long and I'm sure there's other omissions. I won't sue for any takedown.)
(Or will I?)
One small bug[I think it is, anyway] I noticed is that the Hectate is missing its nameplate. Is this intentional?Are you referring to a Hecate in Blue Planet, or in a mission in the FS2 Campaign? If FS2 Campaign, no, not intentional, moar details please!. If Blue Planet: may not have been included or using texture replacement in the mission to show one.
People (Rick James, SF-Junky, ...) having issues with shivan beams... Post your graphics card info as well as graphics driver version (if possible) here.
If you do not know it then use the launcher to select a debug build, run it once (up to main hall should be enough). Quit the game. Search for a file named 'fs2_open.log' and attach it to your post or post it within 'code' tags.
==========================================================================
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: 3.6.10
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
-spec
-no_emissive_light
-normal
-3dshockwave
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-snd_preload
-mod mediavps
-window
Building file index...
Found root pack 'D:\Juegos\FreeSpace2\mediavps\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Juegos\FreeSpace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'D:\Juegos\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Juegos\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Juegos\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Juegos\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\Juegos\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Juegos\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Juegos\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Juegos\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Juegos\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Juegos\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Juegos\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Juegos\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Found root pack 'D:\Juegos\FreeSpace2\data\movies\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Searching root 'D:\Juegos\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'D:\Juegos\FreeSpace2\mediavps\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Juegos\FreeSpace2\mediavps\MV_Complete.vp' ... 5253 files
Searching root 'D:\Juegos\FreeSpace2\' ... 386 files
Searching root pack 'D:\Juegos\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Juegos\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Juegos\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Juegos\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'D:\Juegos\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Juegos\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Juegos\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Juegos\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Juegos\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Juegos\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Juegos\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Juegos\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root pack 'D:\Juegos\FreeSpace2\data\movies\FS2OGGcutscenepack.vp' ... 10 files
Found 17 roots and 13182 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 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 : Intel
OpenGL Renderer : Intel 945G
OpenGL Version : 1.4.0 - Build 7.14.10.4820
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".
Unable to find extension "GL_ARB_texture_mirrored_repeat".
Unable to find extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Unable to find extension "GL_EXT_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Unable to find extension "GL_EXT_framebuffer_object".
Unable to find extension "GL_NV_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Unable to find extension "GL_EXT_texture_lod_bias".
Unable to find extension "NV_point_sprite".
Unable to find extension "GL_ARB_shading_language_100".
Unable to find extension "GL_ARB_shader_objects".
Unable to find extension "GL_ARB_vertex_shader".
Unable to find extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 1024
Max elements indices: 1024
Max texture size: 2048x2048
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 513
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 'scorpsquadc.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Dec 10 02:40:14 2008
People (Rick James, SF-Junky, ...) having issues with shivan beams... Post your graphics card info as well as graphics driver version (if possible) here.Radeon X1600/X1650 Series. Driver version 8.501.0.0 from June 2, 08.
If you do not know it then use the launcher to select a debug build, run it once (up to main hall should be enough). Quit the game. Search for a file named 'fs2_open.log' and attach it to your post or post it within 'code' tags.
Warning: Type of weapon SRed entry does not agree with original entry type.
File: weapons.cpp
Line: 2101
Call stack:
------------------------------------------------------------------
fs2_open_3_6_10d-20081207_r4985.exe 0091dcac()
fs2_open_3_6_10d-20081207_r4985.exe 009885d1()
fs2_open_3_6_10d-20081207_r4985.exe 00920135()
fs2_open_3_6_10d-20081207_r4985.exe 0073137c()
fs2_open_3_6_10d-20081207_r4985.exe 0073dd99()
fs2_open_3_6_10d-20081207_r4985.exe 0073e10e()
fs2_open_3_6_10d-20081207_r4985.exe 00c914c6()
fs2_open_3_6_10d-20081207_r4985.exe 00c9134f()
kernel32.dll 7c817067()
------------------------------------------------------------------
One small question, and forgive me if this has already been answered, but does this mean that
3.6.10. when played in multiplayer WILL save stats?
and
for the release of 3.6.10. to run efficiently requires the download of launcher 5.5d?
Well, AFAIK, 3.6.10 in multi has been saving stats properly for validated missions... well, maybe not if you use MVP's :b
I guess we just need to wait for confirmation about this matter, but I hope it's not too far away.
Though, i might as well keep playing with vanilla only, i don't need more added lag :ick: but the eye candy! :shaking: i'm in a dilema
Uh...Code: [Select]Found root pack 'E:\Gry\FreeSpace2\data\effects\ls_neb.vp' with a checksum of 0xae92af0e
How the HECK did i miss this. . . . .
How do i use. . .taw-rents?
Uh...Code: [Select]Found root pack 'E:\Gry\FreeSpace2\data\effects\ls_neb.vp' with a checksum of 0xae92af0e
1) This one should be in \freespace2\mediavps\.
2) It appears that it is no longer needed. At least not with these MediaVPs.
Max elements vertices: 2147483647
Max elements indices: 65535
Max elements vertices: 1048576
Max elements indices: 1048576
Missile Trails
Ship Names
Flickering/black Nameplates
Cain/Lilith swap
Seems to me that when you go into the tech database and select the Orion, it freezes (the Orion is shown but does not spin and nothing works) but the music still continues to play. I always FS2 close it in task manager when that happens. If there are really that many bugs in this official release, should it have been tested more before release? I start to think: why the heck would an official release have as many problems as I have been skimming across in this thread?
I am using the zpack, 5.5d launcher, and the fs2_open_3_6_10r-20081207_r4985.exe build, by the way. If I encounter any show stoppers or missing models, I will have to switch back to 3.6.9 vps. I can't believe it. I like the HTL models a lot but serious bugs are nothing to be happy about. Having 3.6.10 freezing when the Orion appears in the tech database and models being used in the ships selection menu causing the game to freeze is not a good sign and is worrysome.
I am currently in the middle of the What If - The Great War campaign when I switched to these vps. I hope that isn't affecting it and I hope the fact that I'm not using normal maps is not causing that. I want to use the HTL versions, not old normal maps.
Just for my own clarification what does check the "hash" mean? Just make sure the mv versions match i'm guessing, hopefully :)
Seems to me that when you go into the tech database and select the Orion, it freezes (the Orion is shown but does not spin and nothing works) but the music still continues to play. I always FS2 close it in task manager when that happens. If there are really that many bugs in this official release, should it have been tested more before release? I start to think: why the heck would an official release have as many problems as I have been skimming across in this thread?
I am using the zpack, 5.5d launcher, and the fs2_open_3_6_10r-20081207_r4985.exe build, by the way. If I encounter any show stoppers or missing models, I will have to switch back to 3.6.9 vps. I can't believe it. I like the HTL models a lot but serious bugs are nothing to be happy about. Having 3.6.10 freezing when the Orion appears in the tech database and models being used in the ships selection menu causing the game to freeze is not a good sign and is worrysome.
I am currently in the middle of the What If - The Great War campaign when I switched to these vps. I hope that isn't affecting it and I hope the fact that I'm not using normal maps is not causing that. I want to use the HTL versions, not old normal maps.
Absolutely brilliant work people, but what can I do to get back the warp in/out effect in the advanced mediavps? The one that looks kind of liquid like. That one imo is a lot easier on the eye and I prefer that effect than the one given in this release.
I love the new one, personally, but what did the effect in question look like? Do you mean the swirly one that (I think) Axem did? I've lost track of all the different warp effects.
I don't want to seem evul stupid and bad... But "WAT" should we do about this beam problem, guys?
anybody? :(
I still think you've got a rogue table somewhere. I forget have you started from scratch with just the base files and tried running debug then? Just create a new folder and move only the minimum necessary stuff over to it, the retail VPs, executables, and the launcher. Then try debug.Oops, me stupid launched FS this morning with one of my mods. With the MVPs only it's working.
==========================================================================
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: 3.6.10
Passed cmdline options:
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-img2dds
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-mod mediavps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'D:\Games\FreeSpace2\ITDoH Chapter 1.vp' with a checksum of 0xc7cdc4a4
Found root pack 'D:\Games\FreeSpace2\LightspeedFS2.vp' with a checksum of 0x515f5e4b
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\shaders.vp' with a checksum of 0xe13995b9
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'D:\Games\FreeSpace2\' ... 43 files
Searching root pack 'D:\Games\FreeSpace2\ITDoH Chapter 1.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\LightspeedFS2.vp' ... 41 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\shaders.vp' ... 69 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 12827 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 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 : ATI Technologies Inc.
OpenGL Renderer : Radeon X1600/X1650 Series
OpenGL Version : 2.1.7659 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Unable to find 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".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 581
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.371 (0.371)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.282 (0.282)
Frame 0 too long!!: frametime = 0.366 (0.366)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Wed Dec 10 19:36:24 2008
Nonononono. Move it to \FreeSpace2\itdoh\ or something.Code: [Select]Found root pack 'D:\Games\FreeSpace2\ITDoH Chapter 1.vp' with a checksum of 0xc7cdc4a4
Found root pack 'D:\Games\FreeSpace2\LightspeedFS2.vp' with a checksum of 0x515f5e4b
You don't actually need this one with these MediaVPs.
'k, I removed those two, but as far as I can see, there hasn't changed anything. ;-)Nonononono. Move it to \FreeSpace2\itdoh\ or something.Code: [Select]Found root pack 'D:\Games\FreeSpace2\ITDoH Chapter 1.vp' with a checksum of 0xc7cdc4a4
Code: [Select]Found root pack 'D:\Games\FreeSpace2\LightspeedFS2.vp' with a checksum of 0x515f5e4b
You don't actually need this one with these MediaVPs.
I don't want to seem evul stupid and bad... But "WAT" should we do about this beam problem, guys?
Oh and, sorry for the stupid asking, but: Is this gray trail thing a bug now or is it not? Not that it would be a mayor problem to me, but it just looks very... unfamiliar.
Found root pack 'D:\Games\FreeSpace2\shaders.vp' with a checksum of 0xe13995b9
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
Max elements vertices: 2147483647
Third party mods built to depend on now-obsolete MediaVP resources can have problems playing nice with new mediaVP's. That shouldn't be a surprise. Things that are built based on how things worked on 3.6.9 builds and 3.6.8zeta VP's may or may not have issues with 3.6.10 builds and VP's, depending how deep the dependancies are and how radically things change between versions. Our testing priority has been on compatibility with retail campaign partly because the project is, after all, FreeSpace Upgrade, and partly because we simply don't have the resources to test every campaign as well.
Most things *should* work without gamestopping errors. We try to maintain a level of consistency but this is a major overhaul of the VP structures and content, and we can't keep everything to work to exactly same specs as the previous VP's. If there's a problem with a mod/campaign that relies on 3.6.8zeta VP's, you should use 3.6.8zeta VP's with them and/or report the errors on the campaign's forums and request a patch. FSUpgrade team can't start troubleshooting each third party campaign to work with 3.6.10 mediaVP's, but as individual forum members we'll likely help other modders to patch their stuff to take the most advantage out of new VP's. That process should be done on Modding forum or campaign/mod's dedicated forum, though.
(...) We can't support all campaigns/mods that have critical dependancies on older MediaVP's; those campaigns need to update themselves if they decided to depend upon specific MediaVP's in the first place. Independently functional campaigns/mods should work fine with any mediaVP's, as they don't slave themselves to specific resources in specific MediaVP's.
I got an issue myself. I don't know if anyone else has brought this up, but whenever I get to playing, it's REALLY laggy. The graphics card I use is a Geforce 8800 GTS and the driver is properly updated. I didn't have this issue with 3.6.9 as it had run really smooth with no problems. But with 3.6.10 I get lag issues. I don't suppose anyone has any ideas? :confused:
cancel and restart.
and this is what you meant by downloads.
Any more feedback on wether the missiletrail thing and ship names in the campaign were intended or if it's an oversight?Funny, because my Lilith now looks like the Cain, and the Cain...well...
Edit: Also: Cain/Lilith model mixup?
Error: Training-2.fs2(line 265:It means that that mission requires 3.6.10.
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .
File: PARSELO.CPP
Line: 675
Call stack:
------------------------------------------------------------------
required_string_either() parse_objects() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
occurs when I try to load Training-2, I don't really know what this error is, so I havn't tried anything
also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job
==========================================================================
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: 3.6.10
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
-spec
-normal
-3dshockwave
-img2dds
-orbradar
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 152 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13240 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 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 : Radeon X1800 Series
OpenGL Version : 2.1.7976 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 349
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.258 (0.258)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
WARNING => Ship class GTF Ezechiel not located in Ship_info[] in player file
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.264 (0.264)
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 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-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: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
128
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: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "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: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ... a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX/TSB to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX/TSB to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.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 (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX/TSB to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
BMPMAN: Found EFF (miner02vtile04-glow.eff) with 58 frames at 10 fps.
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber08.pof'
IBX: Found a good IBX/TSB to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
BMPMAN: Found EFF (bomber2s-01-glow.eff) with 37 frames at 30 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX/TSB to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ... a total of 400 is now available (203 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: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ... a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 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 (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% 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 (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX/TSB to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX/TSB to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
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 (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 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 debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2536/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 561, Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
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"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
Frame 0 too long!!: frametime = 45.309 (45.309)
Frame 0 too long!!: frametime = 0.259 (0.259)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time = 76.419
Frame 1 too long!!: frametime = 0.852 (0.852)
First off this new mediavps are awesome. Although I'm also experiencing the problem with the Shivan beams. I am using the advanced effects. I thought this didn't happen when they were in use but I guess I was wrong.
Specs are:
Pentium 4 2.6GHZ with Hyper Threading
Ge Force 5200 FX(latest drivers)(not overclocked)
512 MB of RAM
Aurora Paradox
Error: Training-2.fs2(line 265:
Error: Required token = [#Wings] or [$Name:], found [+Use Table Score:] .
File: PARSELO.CPP
Line: 675
Call stack:
------------------------------------------------------------------
required_string_either() parse_objects() parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c816fd7()
------------------------------------------------------------------
occurs when I try to load Training-2, I don't really know what this error is, so I havn't tried anything
also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job
First off this new mediavps are awesome. Although I'm also experiencing the problem with the Shivan beams. I am using the advanced effects. I thought this didn't happen when they were in use but I guess I was wrong.
Specs are:
Pentium 4 2.6GHZ with Hyper Threading
Ge Force 5200 FX(latest drivers)(not overclocked)
512 MB of RAM
Aurora Paradox
You may be correct. I can provide a screen shot and a debug log when I have time to go through the mission again. The beams do appear but they look extremely screwed up. They appear multi-colored and over sized. My hardware does quite well. It does lag here and there but these new mediavps gave me a major performance boost. More than I could have expected. EDIT: It should be noted that this happened to me while playing the Derelict campaign and not the main FS2 campaign. I'm currently on the last mission which is proving to be a challenge.
Aurora Paradox
also I also noticed the HTL Zephyrus wasn't included, it's a great model/map job
Is download speed from FSMods good for everyone?
Leave it to you to always be the one to quote me and often it be negative about me or my thoughts. Almost like you pick on me :D Not sure what your abbreviated *****y is supposed to stand for though. But it has to be an adjective since the words before it indicate that your intended word can't be you calling me something that is a noun. And your word can't be "crazy" since it is sensored and has six letters and can't be "insane" since it ends with a "y".It was '*****y'. You've got the word filter on.
It sounds serious.It's not. Not only do you seem to be ignoring the many people who are having no troubles whatsoever, apparently you've forgotten the issues people used to have with previous MVP releases. There are always bugs. It's part of the process. But in this case a majority of the problems people are having seem to be caused by not following instructions - the only significant recurring issue seems to be the Shivan beams. Batutta's right when he says this is the most bug-free MVP release in a long time.
The betas would've been better if the glowmaps weren't screwy on my MacBook, which has an Intel graphics chipset.
However, since this is probably quite close to a final release, I'm sanguine that it'll work as well as the current 3.6.8 mediavps that are sitting in my computer.
High Max, can you confirm if the MV_Advanced and MV_Music are in MV_Complete?
Ooh, great, because I've already downloaded one-third of it in the past twenty minutes. I don't want to see my life go to waste.
I sure hope FSMods has enough bandwidth. Geocities got me spooked about overuse of bandwidth many years ago, which is why I worry so much about it now. :blah:
==========================================================================
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: 3.6.10
Passed cmdline options:
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-img2dds
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-mod mediavps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'D:\Games\FreeSpace2\mediavps\shaders.vp' with a checksum of 0xe13995b9
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\mediavps\' ... 1 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\shaders.vp' ... 69 files
Searching root 'D:\Games\FreeSpace2\' ... 46 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 17 roots and 12774 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 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 : ATI Technologies Inc.
OpenGL Renderer : Radeon X1600/X1650 Series
OpenGL Version : 2.1.7659 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Unable to find 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".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 505
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.370 (0.370)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.324 (0.324)
Frame 0 too long!!: frametime = 0.377 (0.377)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Dec 11 15:22:50 2008
I "fixed" it by extracting the animated beams I had over the new mediavp ones. So they work fine for me now.What files exactly are those. I'd like to try this as well.
I "fixed" it by extracting the animated beams I had over the new mediavp ones. So they work fine for me now.What files exactly are those. I'd like to try this as well.
#Primary Weapons
$Name: SRed
+nocreate
$BeamInfo:
$Section:
+Index: 1
+nocreate
+Texture: SbeamAA
$Section:
+Index: 3
+nocreate
+Texture: SbeamAA
$Section:
+Index: 4
+nocreate
+Texture: SbeamAA
#End
If some one who still has the beam issue could test the following it might help with the solving the issue. Copy the following to a new file in <mediavp directory>/data/tables. And preferably remove after the test (regardless if it works or not).
so how long before the FS1 3.6.10 Media VPs are ready? or should i ask that in the FSPort Upgrade subforum
If some one who still has the beam issue could test the following it might help with the solving the issue. Copy the following to a new file in <mediavp directory>/data/tables. And preferably remove after the test (regardless if it works or not).
Works for me too. SRed is fixed.
Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608
Call stack:
------------------------------------------------------------------
fs2_open_3_6_10d-20081210_r4989.exe 009885b1()
fs2_open_3_6_10d-20081210_r4989.exe 0098d2bb()
fs2_open_3_6_10d-20081210_r4989.exe 00730e79()
fs2_open_3_6_10d-20081210_r4989.exe 0073dd99()
fs2_open_3_6_10d-20081210_r4989.exe 0073e10e()
fs2_open_3_6_10d-20081210_r4989.exe 00c914a6()
fs2_open_3_6_10d-20081210_r4989.exe 00c9132f()
kernel32.dll 7d4e7d2a()
------------------------------------------------------------------
==========================================================================
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: 3.6.10
Passed cmdline options:
-spec_exp 11
-fov 0.39
-ogl_spec 60
-spec_static 0.8
-spec_point 0.6
-spec_tube 0.4
-ambient_factor 70
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-no_emissive_light
-normal
-height
-3dshockwave
-ballistic_gauge
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-snd_preload
-mod mediavps
-fps
Building file index...
Found root pack 'J:\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'J:\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'J:\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'J:\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'J:\Freespace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'J:\Freespace2\root_fs2.vp' with a checksum of 0x3f08ae08
Found root pack 'J:\Freespace2\smarty_fs2.vp' with a checksum of 0x0098ee1f
Found root pack 'J:\Freespace2\sparky_fs2.vp' with a checksum of 0x749032a2
Found root pack 'J:\Freespace2\sparky_hi_fs2.vp' with a checksum of 0x566add58
Found root pack 'J:\Freespace2\stu_fs2.vp' with a checksum of 0xf2983309
Found root pack 'J:\Freespace2\tango1_fs2.vp' with a checksum of 0xd4e3ad49
Found root pack 'J:\Freespace2\tango2_fs2.vp' with a checksum of 0x799e46a1
Found root pack 'J:\Freespace2\tango3_fs2.vp' with a checksum of 0x825f5ee0
Found root pack 'J:\Freespace2\warble_fs2.vp' with a checksum of 0xa7037300
Searching root 'J:\Freespace2\mediavps\' ... 0 files
Searching root pack 'J:\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'J:\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'J:\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'J:\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'J:\Freespace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'J:\Freespace2\' ... 387 files
Searching root pack 'J:\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'J:\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'J:\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'J:\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'J:\Freespace2\stu_fs2.vp' ... 1777 files
Searching root pack 'J:\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'J:\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'J:\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'J:\Freespace2\warble_fs2.vp' ... 52 files
Found 16 roots and 12467 files.
AutoLang: Language auto-detection successful...
Setting language to German
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
ERROR: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608
fs2_open_3_6_10d-20081210_r4989.exe 009885b1()
fs2_open_3_6_10d-20081210_r4989.exe 0098d2bb()
fs2_open_3_6_10d-20081210_r4989.exe 00730e79()
fs2_open_3_6_10d-20081210_r4989.exe 0073dd99()
fs2_open_3_6_10d-20081210_r4989.exe 0073e10e()
fs2_open_3_6_10d-20081210_r4989.exe 00c914a6()
fs2_open_3_6_10d-20081210_r4989.exe 00c9132f()
kernel32.dll 7d4e7d2a()
==========================================================================
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: 3.6.10
Passed cmdline options:
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-3dshockwave
-img2dds
-dualscanlines
-orbradar
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-mod mediavps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\mediavps\' ... 62 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'D:\Games\FreeSpace2\' ... 48 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Found 16 roots and 12768 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 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 : ATI Technologies Inc.
OpenGL Renderer : Radeon X1600/X1650 Series
OpenGL Version : 2.1.7659 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Unable to find 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".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 8 (8)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 857
MVE: Buffer underun (First is normal)
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.413 (0.413)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.623 (0.623)
Frame 0 too long!!: frametime = 0.417 (0.417)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
Freeing all existing models...
... Log closed, Thu Dec 11 19:33:55 2008
Doesn't seem to have changed, but since it's working now, never mind!OK, I finally got the 3.6.10's installed in a clean FreeSpace2. I launched the game launching the debug version to find out the problems and was able to get all the way to loading up a mission. Once it loaded and I clicked on the start to start the mission, I see what you initially see when a mission starts, but then everything freezes accept the music.
Oh and the mission I was using is the very last one before the Capella Star went Supernova.
I hope ya'll can give me some ideas on what went wrong?
Thanks for all the hard work fellas, you guys rock! :)
Here is what my fs2 Open log says: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: 3.6.10
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
-spec
-normal
-3dshockwave
-img2dds
-orbradar
-targetinfo
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 152 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13240 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 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 : Radeon X1800 Series
OpenGL Version : 2.1.7976 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 349
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame 0 too long!!: frametime = 0.258 (0.258)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Someone passed an extension to bm_load for file 'lion1.pcx'
WARNING => Ship class GTF Ezechiel not located in Ship_info[] in player file
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.264 (0.264)
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 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-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: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
128
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: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "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: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ... a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX/TSB to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX/TSB to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.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 (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX/TSB to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
BMPMAN: Found EFF (miner02vtile04-glow.eff) with 58 frames at 10 fps.
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber08.pof'
IBX: Found a good IBX/TSB to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
BMPMAN: Found EFF (bomber2s-01-glow.eff) with 37 frames at 30 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX/TSB to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ... a total of 400 is now available (203 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: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ... a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 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 (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% 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 (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX/TSB to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX/TSB to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
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 (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 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 debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2536/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 561, Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
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"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
Frame 0 too long!!: frametime = 45.309 (45.309)
Frame 0 too long!!: frametime = 0.259 (0.259)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time = 76.419
Frame 1 too long!!: frametime = 0.852 (0.852)
#end
#German
#end
#French
#end
Anyone got any ideas? my post seems to have been lost in the shuffle so reposting it again. Thanks.
Ok... Mr_Maniac..
For temporary fix (that is to say this one will be included in the patch and should by then be removed) that might be enough to solve the issue... Please try it out and then tell us what happened.
Uh, did you try to run a regular 3.6.10 build or only the debug one?
Anyone got any ideas? my post seems to have been lost in the shuffle so reposting it again. Thanks.
There are couple of things you could try...
First, make sure you are using a new build (from example one of the nightly builds)
Second, make an empty text (ASCII) file to your main data directory (ie. <freespace installation directory>/data) and name it debug_filter.cfg. Run the debug build again until it forces you back to the desktop. Open the rather large fs2_open.log file and post ONLY the last 10 or so lines from it.
ENDING LOAD ================
Real count = 561, Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
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"
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
Frame 0 too long!!: frametime = 45.309 (45.309)
Frame 0 too long!!: frametime = 0.259 (0.259)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time = 76.419
Frame 1 too long!!: frametime = 0.852 (0.852)
Warning: Could not find a usable beam section (3) bitmap (beam-orange3) for weapon 'SSLBeam'!
File: weapons.cpp
Line: 3811
Call stack:
------------------------------------------------------------------
fs2_open_3_6_10d-20081207_r4985.exe 00927ec9()
fs2_open_3_6_10d-20081207_r4985.exe 00948a75()
fs2_open_3_6_10d-20081207_r4985.exe 00949031()
fs2_open_3_6_10d-20081207_r4985.exe 00738b14()
fs2_open_3_6_10d-20081207_r4985.exe 00739c1d()
fs2_open_3_6_10d-20081207_r4985.exe 0073c7fb()
fs2_open_3_6_10d-20081207_r4985.exe 00950b5d()
fs2_open_3_6_10d-20081207_r4985.exe 0073de78()
fs2_open_3_6_10d-20081207_r4985.exe 0073e10e()
fs2_open_3_6_10d-20081207_r4985.exe 00c914c6()
fs2_open_3_6_10d-20081207_r4985.exe 00c9134f()
kernel32.dll 7c816fd7()
------------------------------------------------------------------
[launcher]
infotext = FreeSpace 1, now ported to run on the FreeSpace 2 engine.;
website = http://fsport.hard-light.net/;
forum = http://www.hard-light.net/forums/index.php/board,39.0.html;
[multimod]
primarylist = ;
secondrylist = ,mediavps;
[settings]
Is it just me, or did the beam sound of the SRed get changed?
It sounds different from what I recall.
Is it just me, or did the beam sound of the SRed get changed?
It sounds different from what I recall.
Yes, it was changed. If you have VPVIEW32, you will find two beam fire sounds in sparky_fs2.vp.
/me attempts to convey the function of beam cannon firing in FreeSpace 2 using his incompetence.
Back in retail, when a capital ship is equipped with beam weapons and when the capital ship fires a beam like, say, the BFGreen, a sequence of sounds is created from the beam's charge-up to power-down. It usually consists of an "up" sound, followed by a beam firing sound AND a beam sound, the latter being looped for as long as the beam is firing, and finally a "dwn" sound, so for the BFGreen, you get this sequence in retail on a capital ship:
BT_up_5.wav -> beam_shot1.wav (once) + BT_BFGreen.wav (loop for 4s) -> BT_dwn_5.wav
However, if you were to force a small ship's weapon into a beam, what you get is not a beam, but a small bullet for every gunpoint linked to that beam, and the only sound that comes out is beam_shot2.wav.
What happened in 3.6.10 is that all ships, small and capital, all use beam_shot2.wav, whereas in earlier versions, they use beam_shot1.wav, like the example above.
...unless if you what you meant was that the SRed no longer uses BS_SRed.wav... :nervous:
Also, the Shivan beams appear to be a hardware issue, not a Media VP issue. Unless we all managed to get a download that was stuffed at the same place.
Eliex, did you get MV_Complete, or the seperate ones like I did?
If some one who still has the beam issue could test the following it might help with the solving the issue. Copy the following to a new file in <mediavp directory>/data/tables. And preferably remove after the test (regardless if it works or not).
mv_aa_test-wep.tbmCode: [Select]#Primary Weapons
$Name: SRed
+nocreate
$BeamInfo:
$Section:
+Index: 1
+nocreate
+Texture: SbeamAA
$Section:
+Index: 3
+nocreate
+Texture: SbeamAA
$Section:
+Index: 4
+nocreate
+Texture: SbeamAA
#End
They didn't work for me. :(
I downloaded the MV_Complete.
I would like to request anyone experiencing problems with the Shivan beams to disable Wanderer's table fix (rename it to *.tbl.disabled for example, or move it to somewhere away from your FS2 directory, or just delete it), download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\.
In preliminary test they worked without causing corruption issues for one tester that we were able to get ahold of (thank you ShadowGorrath!) so there's relatively high hopes that the files will work on others as well, but we would like more data to confirm this before we consider the issue fixed.
POTENTIAL FIX FOR SHIVAN BEAM ISSUES
I would like to request anyone experiencing problems with the Shivan beams to disable Wanderer's table fix (rename it to *.tbl.disabled for example, or move it to somewhere away from your FS2 directory, or just delete it), download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\.
In preliminary test they worked without causing corruption issues for one tester that we were able to get ahold of (thank you ShadowGorrath!) so there's relatively high hopes that the files will work on others as well, but we would like more data to confirm this before we consider the issue fixed.
POTENTIAL FIX FOR SHIVAN BEAM ISSUES
I would like to request anyone experiencing problems with the Shivan beams to disable Wanderer's table fix in case you downloaded the mv_aa_test-wep.tbm (http://www.hard-light.net/forums/index.php/topic,58230.msg1176392.html#msg1176392) (rename it to mv_aa_test-wep.tbm.disabled for example, or move it to somewhere away from your FS2 directory, or just delete it), download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\. If that folder doesn't exist, create it.
If you aren't using that particular table fix, just ignore that I mentioned it.
In preliminary test they worked without causing corruption issues for one tester that we were able to get ahold of (thank you ShadowGorrath!) so there's relatively high hopes that the files will work on others as well, but we would like more data to confirm this before we consider the issue fixed.
Technobabble: Basically it would appear that DXT compression has a lower resolution limit that sets the minimum resolution you can use with compressed DDS images. Most modern GPU's can overcome these limits and use smaller files - such as the 4x1024 resolution beam textures - but older GPU's will apparently have trouble with them and require that DXT compressed textures have at least dimensions of 16 pixels or more.
That's why most people have not been having probems with the Shivan beams and it's been limited to fairly old hardware - new GPU's and their drivers have added support for smaller than 16x16 resolution for compressed DDS files. If changing the resolution to 16x512 indeed corrects the problems, then we have another tidbit of information to add to the collective knowledge base and we should make sure to use at least 16x16 sized compressed DDS textures in the future.
==========================================================================
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: 3.6.10
Passed cmdline options:
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-noscalevid
-spec
-normal
-3dshockwave
-cache_bitmaps
-orbradar
-rearm_timer
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod mediavps
-window
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\Program Files\Freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\Program Files\Freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\Program Files\Freespace2\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace2\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace2\mediavps\' ... 5 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Program Files\Freespace2\' ... 58 files
Searching root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'C:\Program Files\Freespace2\MV_Core.vp' ... 92 files
Searching root pack 'C:\Program Files\Freespace2\MV_Effects.vp' ... 1108 files
Searching root pack 'C:\Program Files\Freespace2\mv_music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace2\sdr1119.vp' ... 69 files
Searching root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\warble_fs2.vp' ... 52 files
Found 24 roots and 16877 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x768 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 : Radeon X1950 Pro
OpenGL Version : 2.1.8304 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ARB_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_flak-wep.tbm' ...
TBM => Starting parse of 'mv_shockwave-wep.tbm' ...
TBM => Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
TBM => Starting parse of 'beams1-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon TerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LTerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRBGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon Green Beam - max is 5" at weapons.cpp:3027
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_turretangle-shp.tbm' ...
TBM => Starting parse of 'mv_shockwave-shp.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_hg-hdg.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 517
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 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_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/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Frame 0 too long!!: frametime = 0.790 (0.790)
Frame 0 too long!!: frametime = 0.436 (0.436)
TECH ROOM: Dumping excess ship textures...
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
Frame 0 too long!!: frametime = 1.302 (1.302)
==========================================================================
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: 3.6.10
Passed cmdline options:
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-noscalevid
-spec
-normal
-3dshockwave
-cache_bitmaps
-orbradar
-rearm_timer
-3dwarp
-warp_flash
-snd_preload
-mod mediavps
-window
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\Program Files\Freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\Program Files\Freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\Program Files\Freespace2\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace2\sdr1119.vp' with a checksum of 0xe13995b9
Found root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace2\mediavps\' ... 5 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Program Files\Freespace2\' ... 58 files
Searching root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' ... 2411 files
Searching root pack 'C:\Program Files\Freespace2\MV_Core.vp' ... 92 files
Searching root pack 'C:\Program Files\Freespace2\MV_Effects.vp' ... 1108 files
Searching root pack 'C:\Program Files\Freespace2\mv_music.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace2\sdr1119.vp' ... 69 files
Searching root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\warble_fs2.vp' ... 52 files
Found 24 roots and 16877 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x768 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 : Radeon X1950 Pro
OpenGL Version : 2.1.8304 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ARB_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_flak-wep.tbm' ...
TBM => Starting parse of 'mv_shockwave-wep.tbm' ...
TBM => Starting parse of 'beams2-wep.tbm' ...
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
TBM => Starting parse of 'beams1-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon SRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BFRed - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon TerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LTerSlash - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon LRBGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon BGreen - max is 5" at weapons.cpp:3027
WARNING: "Too many beam sections for weapon Green Beam - max is 5" at weapons.cpp:3027
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_turretangle-shp.tbm' ...
TBM => Starting parse of 'mv_shockwave-shp.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_hg-hdg.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 507
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 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_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 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-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: 0x3c5e73c9, IBX checksum: 0xa45d8bac -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
128
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: 0xd8be5fd9, IBX checksum: 0x5560c5b0 -- "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: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x82d216bd, IBX checksum: 0x1b3ba558 -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xec2fadc6, IBX checksum: 0x52f78add -- "fighter06.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: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "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 ==================
Allocating space for at least 186 new ship subsystems ... a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
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 (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
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 (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 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-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1496/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 466, Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame 0 too long!!: frametime = 23.715 (23.715)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame 0 too long!!: frametime = 0.606 (0.606)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Frame 0 too long!!: frametime = 0.355 (0.355)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI 2_ssfighter2t-05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-05.ani
ANI iconfighter2t-05.ani with size 32x28 (12.5% wasted)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_SHIP_SELECT (11)
Entering game at time = 42.333
..
Found root pack 'C:\Program Files\Freespace2\MV_AdvancedEffects.vp' with a checksum of 0x2908d12e
Found root pack 'C:\Program Files\Freespace2\MV_Core.vp' with a checksum of 0x7b8f4d7e
Found root pack 'C:\Program Files\Freespace2\MV_Effects.vp' with a checksum of 0xc55a3e9f
Found root pack 'C:\Program Files\Freespace2\mv_music.vp' with a checksum of 0xbbd92e16
..
Found root pack 'C:\Program Files\Freespace2\sdr1119.vp' with a checksum of 0xe13995b9
..
==========================================================================
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: 3.6.10
Passed cmdline options:
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-noscalevid
-spec
-normal
-3dshockwave
-cache_bitmaps
-img2dds
-orbradar
-rearm_timer
-3dwarp
-ship_choice_3d
-weapon_choice_3d
-warp_flash
-snd_preload
-mod mediavps
-window
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Program Files\Freespace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Program Files\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Program Files\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Program Files\Freespace2\mediavps\' ... 5 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' ... 32 files
Searching root 'C:\Program Files\Freespace2\' ... 58 files
Searching root pack 'C:\Program Files\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Program Files\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Program Files\Freespace2\root_fs2.vp' ... 157 files
Searching root pack 'C:\Program Files\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Program Files\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Program Files\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Program Files\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Program Files\Freespace2\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Program Files\Freespace2\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Program Files\Freespace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13165 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 800x600 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 : Radeon X1950 Pro
OpenGL Version : 2.1.8304 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ARB_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI radar1 with size 130x106 (17.2% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 397
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 'hammer1.pcx'
ANI mainwalk.ani with size 127x297 (42.0% wasted)
ANI mainflyby.ani with size 315x116 (9.4% wasted)
ANI maincrane.ani with size 117x73 (43.0% wasted)
ANI mainexit.ani with size 203x110 (14.1% wasted)
ANI mainbarracks.ani with size 163x105 (18.0% wasted)
ANI mainreadyroom.ani with size 139x86 (32.8% wasted)
ANI mainoptions.ani with size 207x131 (48.8% wasted)
ANI maincampaign.ani with size 200x124 (3.1% wasted)
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 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI Loading.ani with size 515x26 (18.8% 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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-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: 0x3c5e73c9, IBX checksum: 0xa45d8bac -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
128
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: 0xd8be5fd9, IBX checksum: 0x5560c5b0 -- "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: 'SM1-01.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTCv Deimos
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Using alternate ship type name: NTF Hercules
Starting mission message count : 205
Ending mission message count : 246
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'capital2V-01.pof'
IBX: Found a good IBX/TSB to read for 'capital2V-01.pof'.
IBX-DEBUG => POF checksum: 0x82d216bd, IBX checksum: 0x1b3ba558 -- "capital2V-01.pof"
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem bridge, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay01, believed to be in ship capital2V-01.pof
Warning: Ignoring unrecognized subsystem fighterbay02, believed to be in ship capital2V-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'fighter06.pof'
IBX: Found a good IBX/TSB to read for 'fighter06.pof'.
IBX-DEBUG => POF checksum: 0xec2fadc6, IBX checksum: 0x52f78add -- "fighter06.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 lock1 with size 35x33 (48.4% wasted)
ANI lockspin with size 63x63 (1.6% wasted)
ANI energy2 with size 54x60 (6.3% 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 toparc1 with size 157x37 (42.2% wasted)
ANI toparc3 with size 25x18 (43.8% wasted)
ANI leftarc with size 64x157 (38.7% wasted)
ANI rightarc1 with size 64x156 (39.1% 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: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "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 ==================
Allocating space for at least 186 new ship subsystems ... a total of 400 is now available (40 in-use).
About to page in ships!
ANI shield-f06 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
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 (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (particle_yellow.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (beamglow6.eff) with 60 frames at 26 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
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 (Cmuzzle.eff) with 4 frames at 30 fps.
Paging in mission messages
Stopping model page in...
ANI radar1.ani with size 130x106 (17.2% wasted)
ANI lock1.ani with size 35x33 (48.4% wasted)
ANI energy2.ani with size 54x60 (6.3% wasted)
ANI toggle1.ani with size 57x20 (37.5% wasted)
ANI weapons1.ani with size 126x20 (37.5% wasted)
ANI toparc1.ani with size 157x37 (42.2% wasted)
ANI toparc3.ani with size 25x18 (43.8% wasted)
ANI leftarc.ani with size 64x157 (38.7% wasted)
ANI rightarc1.ani with size 64x156 (39.1% 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-f06.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP515x26+16'
User bitmap 'TMP515x26+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1497/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 467, Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_sm1-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_sm1-01_d.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame 0 too long!!: frametime = 20.846 (20.846)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI BriefMap with size 573x249 (2.7% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel 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: 0xf780c311, IBX checksum: 0x437c8ef1 -- "tempest_tech.pof"
Model tempest_tech.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
ANI SD4.ani with size 202x185 (27.7% wasted)
ANI Scalpel.ani with size 202x185 (27.7% wasted)
ANI iconplanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet with size 183x182 (28.9% wasted)
ANI FadeiconPlanet.ani with size 183x182 (28.9% wasted)
ANI iconv-freightercw with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW with size 123x65 (49.2% wasted)
ANI Fadeiconv-FreighterCW.ani with size 123x65 (49.2% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
Frame 0 too long!!: frametime = 0.621 (0.621)
ANI iconplanet.ani with size 183x182 (28.9% wasted)
Got event GS_EVENT_SHIP_SELECTION (13) in state GS_STATE_BRIEFING (10)
ANI iconwing01.ani with size 32x28 (12.5% wasted)
Tried to unload red_glow_small.dds that has a load count of 2.. not unloading
Unloading red_glow_small.dds. 128x128x24
Unloading cyan_glow_small.dds. 128x128x24
Unloading cyan_glow_small.dds. 128x128x0
Unloading yellow_glow_small.dds. 128x128x24
Unloading yellow_glow_small.dds. 128x128x0
Unloading green_glow2_small.dds. 128x128x24
Unloading green_glow2_small.dds. 128x128x0
Unloading red_glow_small.dds. 128x128x0
Unloading red_glow_small.dds. 128x128x0
Loading model 'cruiser01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01.pof'.
IBX-DEBUG => POF checksum: 0x971dcc75, IBX checksum: 0x1c8d31e6 -- "cruiser01.pof"
For "cruiser01.pof" I couldn't find nameplate-glow.ani
For "cruiser01.pof" I couldn't find nameplate-shine.ani
For "cruiser01.pof" I couldn't find nameplate-normal.ani
For "cruiser01.pof" I couldn't find fenris-htl_debris-glow.ani
For "cruiser01.pof" I couldn't find fenris-htl_debris-shine.ani
For "cruiser01.pof" I couldn't find fenris-htl_debris-normal.ani
For "cruiser01.pof" I couldn't find doctile6a-normal.ani
Model cruiser01.pof: Rotating Submodel without subsystem: radar01b-dish
Model cruiser01.pof: Rotating Submodel without subsystem: radar01c-dish
Model cruiser01.pof: Rotating Submodel without subsystem: radar01d-dish
Ship cruiser01.pof with engine wash associated with subsys engine
Found bitmap thrusterglow01.dds -- number 522
Found bitmap thrusterglow01a.dds -- number 523
Found bitmap thruster02-01a.dds -- number 525
Found bitmap thruster03-01.dds -- number 526
Found bitmap thruster03-01a.dds -- number 527
Loading fenris-htl.dds for the first time.
Loading fenris-htl.dds (2048x1024x24)
Fast-unloading fenris-htl.dds. 2048x1024x24
Loading fenris-htl-glow.dds for the first time.
Loading fenris-htl-glow.dds (2048x1024x24)
Fast-unloading fenris-htl-glow.dds. 2048x1024x24
Loading fenris-htl-shine.dds for the first time.
Loading fenris-htl-shine.dds (2048x1024x32)
Fast-unloading fenris-htl-shine.dds. 2048x1024x32
Loading fenris-htl-normal.dds for the first time.
Loading fenris-htl-normal.dds (2048x1024x32)
Fast-unloading fenris-htl-normal.dds. 2048x1024x32
Loading nameplate.dds for the first time.
Loading nameplate.dds (512x64x32)
Fast-unloading nameplate.dds. 512x64x32
Frame 0 too long!!: frametime = 1.242 (1.242)
Frame X too long!!: frametime = XXXXX
I don't think anyone's posted this before...
2_LoadingBG seems to be corrupted in the FSMods download. I dl'ed MV_Core twice, but this is what's in it:
I think it's supposed to be like that. :rolleyes:
The first post of this thread should probably say something about getting rid of the existing shaders file people might have had. And some of those freezes sound like an attempt to recache a ship, and a bigger freeze would be more likely with a bigger ship. I would suggest anyone having a 'freeze' like that in the tech room or loading a mission just let it sit for a few minutes before deciding that it died.
Aaargh. The new MediaVPs are screwing with just about every user-made campaign and conversion that I have. Derelict, Blue Planet, the Procyon Insurgency, FSPort...all I can play is the main campaign.
Hadn't noticed this since I hadn't tried flying against Shivan capships... but those pink beamglows must go :( Beam and glow should match.And they should look better than that too! Giant pink balls of death? What happened to those old ones which pulsed and radiated?
I petition for the return of BEAMGLOW4! (the pulsing, awesome red one in the MVP betas)Bobboaus shivan beams were consistantly voted for, so that's what went in. However, moving away from the red-pink-white and adopting the usual red-yellow-white would require yet another beam overhaul. Maybe it'll happen, but no promises.
And no offense to Vasudan Admiral (really no offense, I know how much effort went into those), but the new warp things look weird... I liked the old ones which seemed a lot more deep, real and convincing.Sounds like they're not for everyone I guess which is a shame, because as you say - a lot of effort went in. :(
Basically I was going for something that while much higher res than the originals, was also a lot closer to them in terms of motion and stuff. While the toxic sludge puddles from previous releases was a great effect, it felt more like a stargate event horizon and not at all like subspace from the freespace cutscenes.
That said, I'd still like to see the effects upgraded - because no matter how good anyone can make them look front on, side on they still all suck. We need some kind of volumetric/particle solution eventually. A model and transparent texture alone just can't do it.
==========================================================================
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: 3.6.10
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
-mipmap
-missile_lighting
-glow
-spec
-normal
-3dshockwave
-img2dds
-snd_preload
-mod mediavps
Building file index...
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'F:\FS2\FreeSpace2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'F:\FS2\FreeSpace2\mediavps\' ... 3 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'F:\FS2\FreeSpace2\mediavps\MV_Music.vp' ... 15 files
Searching root 'F:\FS2\FreeSpace2\' ... 153 files
Searching root pack 'F:\FS2\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'F:\FS2\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'F:\FS2\FreeSpace2\root_fs2.vp' ... 157 files
Searching root pack 'F:\FS2\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'F:\FS2\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'F:\FS2\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'F:\FS2\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'F:\FS2\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'F:\FS2\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'F:\FS2\FreeSpace2\warble_fs2.vp' ... 52 files
Found 19 roots and 13241 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 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 : Radeon X1800 Series
OpenGL Version : 2.1.7976 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Using extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 342
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 'lion1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_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 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-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: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
128
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: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "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: 'SM3-10.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 70th Blue Lions
Someone passed an extension to bm_load for file 'lion1.pcx'
Loading model 'subspacenode.pof'
IBX: Found a good IBX/TSB to read for 'subspacenode.pof'.
IBX-DEBUG => POF checksum: 0xe392fe28, IBX checksum: 0xff401c25 -- "subspacenode.pof"
Model subspacenode.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Starting mission message count : 205
Ending mission message count : 242
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-02.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-02.pof'.
IBX-DEBUG => POF checksum: 0x22cae988, IBX checksum: 0xd147fc92 -- "fighter2t-02.pof"
Loading model 'cruiser2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2t-01.pof'.
IBX-DEBUG => POF checksum: 0x0d85086a, IBX checksum: 0xf17825c5 -- "cruiser2t-01.pof"
Allocating space for at least 17 new ship subsystems ... a total of 200 is now available (17 in-use).
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'SuperCap2S-01.pof'
IBX: Found a good IBX/TSB to read for 'SuperCap2S-01.pof'.
IBX-DEBUG => POF checksum: 0x33218381, IBX checksum: 0xcf108ed4 -- "SuperCap2S-01.pof"
BMPMAN: Found EFF (supertile1-glow.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (supertile2-glow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (supertile3-glow.eff) with 40 frames at 30 fps.
BMPMAN: Found EFF (supertile4-glow.eff) with 40 frames at 30 fps.
Warning: Ignoring unrecognized subsystem fighterbay, believed to be in ship SuperCap2S-01.pof
Loading model 'fighter2t-03.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-03.pof'.
IBX-DEBUG => POF checksum: 0xade7973a, IBX checksum: 0x043c1c52 -- "fighter2t-03.pof"
Loading model 'corvette2t-01.pof'
IBX: Found a good IBX/TSB to read for 'corvette2t-01.pof'.
IBX-DEBUG => POF checksum: 0x13907ace, IBX checksum: 0x2d2ea707 -- "corvette2t-01.pof"
Loading model 'cruiser01x.pof'
IBX: Found a good IBX/TSB to read for 'cruiser01x.pof'.
IBX-DEBUG => POF checksum: 0x8e7a6f04, IBX checksum: 0x7d5ab466 -- "cruiser01x.pof"
Loading model 'transport2t-01.pof'
IBX: Found a good IBX/TSB to read for 'transport2t-01.pof'.
IBX-DEBUG => POF checksum: 0x9f39d2a6, IBX checksum: 0x694d1e79 -- "transport2t-01.pof"
Loading model 'frigate2t-01.pof'
IBX: Found a good IBX/TSB to read for 'frigate2t-01.pof'.
IBX-DEBUG => POF checksum: 0x26425b71, IBX checksum: 0xcc61c428 -- "frigate2t-01.pof"
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'cargo2t-01.pof'
IBX: Found a good IBX/TSB to read for 'cargo2t-01.pof'.
IBX-DEBUG => POF checksum: 0x5f3f96b4, IBX checksum: 0xb6c2fe6e -- "cargo2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Loading model 'freighter04.pof'
IBX: Found a good IBX/TSB to read for 'freighter04.pof'.
IBX-DEBUG => POF checksum: 0xade7362a, IBX checksum: 0xc072f926 -- "freighter04.pof"
Loading model 'cruiser2V-01.pof'
IBX: Found a good IBX/TSB to read for 'cruiser2V-01.pof'.
IBX-DEBUG => POF checksum: 0x79d317a1, IBX checksum: 0x08446254 -- "cruiser2V-01.pof"
Loading model 'science01.pof'
IBX: Found a good IBX/TSB to read for 'science01.pof'.
IBX-DEBUG => POF checksum: 0xf6071aaa, IBX checksum: 0x79b7f334 -- "science01.pof"
Unknown special object type $reactor while reading model science01.pof
Loading model 'transport02.pof'
IBX: Found a good IBX/TSB to read for 'transport02.pof'.
IBX-DEBUG => POF checksum: 0x39b9a865, IBX checksum: 0xb19e95a1 -- "transport02.pof"
Loading model 'freighter05.pof'
IBX: Found a good IBX/TSB to read for 'freighter05.pof'.
IBX-DEBUG => POF checksum: 0x2585d000, IBX checksum: 0xf2344eca -- "freighter05.pof"
Loading model 'cargo04.pof'
IBX: Found a good IBX/TSB to read for 'cargo04.pof'.
IBX-DEBUG => POF checksum: 0x0fc0049a, IBX checksum: 0x849ec006 -- "cargo04.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 (cruistiles4-glow.eff) with 37 frames at 25 fps.
BMPMAN: Found EFF (cruistiles5-glow.eff) with 37 frames at 15 fps.
Warning: Ignoring unrecognized subsystem reactor, believed to be in ship cruiser2s-01.pof
Loading model 'fighter2v-01.pof'
IBX: Found a good IBX/TSB to read for 'fighter2v-01.pof'.
IBX-DEBUG => POF checksum: 0x19bf06ff, IBX checksum: 0xc3888eaf -- "fighter2v-01.pof"
Loading model 'miner2v-01.pof'
IBX: Found a good IBX/TSB to read for 'miner2v-01.pof'.
IBX-DEBUG => POF checksum: 0xeb027d61, IBX checksum: 0x9513a8f8 -- "miner2v-01.pof"
BMPMAN: Found EFF (miner02vtile04-glow.eff) with 58 frames at 10 fps.
Warning: Ignoring unrecognized subsystem miner02va-claw1, believed to be in ship miner2v-01.pof
Unknown special object type $elect01 while reading model miner2v-01.pof
Unknown special object type $elect02 while reading model miner2v-01.pof
Unknown special object type $elect03 while reading model miner2v-01.pof
Unknown special object type $elect04 while reading model miner2v-01.pof
Unknown special object type $elect05 while reading model miner2v-01.pof
Unknown special object type $elect06 while reading model miner2v-01.pof
Unknown special object type $elect07 while reading model miner2v-01.pof
Unknown special object type $elect08 while reading model miner2v-01.pof
Loading model 'cruiser03.pof'
IBX: Found a good IBX/TSB to read for 'cruiser03.pof'.
IBX-DEBUG => POF checksum: 0xd227e3e6, IBX checksum: 0xa9c02286 -- "cruiser03.pof"
BMPMAN: Found EFF (cruiser03-03-glow.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (cruiser03-01-glow.eff) with 37 frames at 15 fps.
Loading model 'fighter03.pof'
IBX: Found a good IBX/TSB to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0x1afed95b -- "fighter03.pof"
BMPMAN: Found EFF (fighter03-01-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber2s-02.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-02.pof'.
IBX-DEBUG => POF checksum: 0xa863356f, IBX checksum: 0xa2a9ba52 -- "bomber2s-02.pof"
BMPMAN: Found EFF (bomber2s-02-glow.eff) with 37 frames at 25 fps.
Loading model 'bomber08.pof'
IBX: Found a good IBX/TSB to read for 'bomber08.pof'.
IBX-DEBUG => POF checksum: 0x7b356a24, IBX checksum: 0x80bfc26a -- "bomber08.pof"
BMPMAN: Found EFF (bomber08-01-glow.eff) with 36 frames at 25 fps.
Loading model 'bomber2s-01.pof'
IBX: Found a good IBX/TSB to read for 'bomber2s-01.pof'.
IBX-DEBUG => POF checksum: 0x3987c5bd, IBX checksum: 0x4d3ff31a -- "bomber2s-01.pof"
BMPMAN: Found EFF (bomber2s-01-glow.eff) with 37 frames at 30 fps.
Loading model 'bomber10.pof'
IBX: Found a good IBX/TSB to read for 'bomber10.pof'.
IBX-DEBUG => POF checksum: 0x633f6999, IBX checksum: 0x7392bb67 -- "bomber10.pof"
BMPMAN: Found EFF (bomber10-01-glow.eff) with 37 frames at 25 fps.
Loading model 'fighter01.pof'
IBX: Found a good IBX/TSB to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x2a94b7b8, IBX checksum: 0x38c2bcca -- "fighter01.pof"
Allocating space for at least 5 new ship subsystems ... a total of 400 is now available (203 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: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'bonus2t-02.pof'
IBX: Found a good IBX/TSB to read for 'bonus2t-02.pof'.
IBX-DEBUG => POF checksum: 0x1a90f6ee, IBX checksum: 0x3f61d8d9 -- "bonus2t-02.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 344 new ship subsystems ... a total of 600 is now available (235 in-use).
About to page in ships!
ANI shieldft-02 with size 112x93 (27.3% wasted)
ANI shieldft-02x with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
ANI shieldfv-01 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
ANI shield-f03 with size 112x93 (27.3% wasted)
ANI shield-b08 with size 112x93 (27.3% wasted)
ANI shieldbs-01 with size 112x93 (27.3% wasted)
ANI shieldbs-02 with size 112x93 (27.3% wasted)
ANI shield-b10 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 (Kayser_AniBitmap.eff) with 4 frames at 5 fps.
ANI Kayser_Particle with size 80x80 (37.5% 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 (SbeamAglow.eff) with 24 frames at 40 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
BMPMAN: Found EFF (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeamGlow.eff) with 30 frames at 55 fps.
BMPMAN: Found EFF (TbeamAglow.eff) with 30 frames at 30 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX/TSB to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX/TSB to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'S_Rockeye.pof'
IBX: Found a good IBX/TSB to read for 'S_Rockeye.pof'.
IBX-DEBUG => POF checksum: 0xa2927569, IBX checksum: 0xcd80e6f0 -- "S_Rockeye.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX/TSB to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX/TSB to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX/TSB to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'S_Bomb.pof'
IBX: Found a good IBX/TSB to read for 'S_Bomb.pof'.
IBX-DEBUG => POF checksum: 0x5d0706f9, IBX checksum: 0x7e75b232 -- "S_Bomb.pof"
Loading model 'S_MegaBomb.pof'
IBX: Found a good IBX/TSB to read for 'S_MegaBomb.pof'.
IBX-DEBUG => POF checksum: 0x8fb892cd, IBX checksum: 0x34edc2cc -- "S_MegaBomb.pof"
Loading model 'harbinger.pof'
IBX: Found a good IBX/TSB to read for 'harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "harbinger.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX/TSB to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
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 (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 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 debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-02.ani with size 112x93 (27.3% wasted)
ANI shieldft-02x.ani with size 112x93 (27.3% wasted)
ANI shieldfv-01.ani with size 112x93 (27.3% wasted)
ANI shield-f03.ani with size 112x93 (27.3% wasted)
ANI shield-b08.ani with size 112x93 (27.3% wasted)
ANI shieldbs-01.ani with size 112x93 (27.3% wasted)
ANI shieldbs-02.ani with size 112x93 (27.3% wasted)
ANI shield-b10.ani with size 112x93 (27.3% wasted)
ANI Kayser_Particle.ani with size 80x80 (37.5% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 2535/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 743, Estimated count = 425
================================================
Received post for event GS_EVENT_RED_ALERT during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_RED_ALERT (57) in state GS_STATE_START_GAME (52)
ANI iconbonusherc with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconPromR with size 56x24 (25.0% wasted)
ANI iconKayser with size 56x24 (25.0% wasted)
ANI iconCirce with size 56x24 (25.0% wasted)
ANI iconBombardier with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
ANI iconTrebuchet with size 56x24 (25.0% wasted)
ANI iconTagB with size 56x24 (25.0% wasted)
ANI iconInfyrno with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
ANI 2_tornado.ani with size 332x304 (40.6% wasted)
ANI 2_cross.ani with size 332x304 (40.6% wasted)
ANI 2_trebuchet.ani with size 332x304 (40.6% wasted)
ANI 2_tagB.ani with size 332x304 (40.6% wasted)
ANI 2_infyrno.ani with size 332x304 (40.6% wasted)
Frame 0 too long!!: frametime = 77.118 (77.118)
Frame 0 too long!!: frametime = 0.251 (0.251)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_RED_ALERT (44)
Entering game at time = 103.325
Frame 1 too long!!: frametime = 0.983 (0.983)
However, moving away from the red-pink-white and adopting the usual red-yellow-white would require yet another beam overhaulThe problem isn't that the beams go red-pink-white. The problem is that the glows are just pink-white with no trace of red, very much unlike the beams themselves. The two effects are completely mismatched.
running with the MediaVPs as a mod by themselves
@chief: Yes, yes, yes, I did remove the non-retail vps. Yes, I amrunning with the MediaVPs as a mod by themselves
Wanderer covered that angle. Still no luck, mate.
to make sure nothing seems out of place
Well I want to add a very vocal counter-opinion. This new subspace effect is GORGEOUS... absolutely FANTASTIC. :) I loathed the previous effect; it looked like a garish knockoff that somebody dashed off without any consideration for how the retail effect looked. But the new effect is great. A hearty two thumbs up. :yes: :yes2:And no offense to Vasudan Admiral (really no offense, I know how much effort went into those), but the new warp things look weird... I liked the old ones which seemed a lot more deep, real and convincing.Sounds like they're not for everyone I guess which is a shame, because as you say - a lot of effort went in. :(
so you probably have FS2.exe and FRED2.exe as well.
Sorry that I'm a lost lamb at tabling . . . how do I switch SBeamAglow to Beamglow4?
Int3(): From d:\steven\projects\fsscp\svn trunk - camera code\code\globalincs\windebug.cpp at line 1319
means you aren't running a recent Nightly build as suggested (or your debug log is outdated).I hope it won't make it less detailed though.
Well I want to add a very vocal counter-opinion. This new subspace effect is GORGEOUS... absolutely FANTASTIC. :) I loathed the previous effect; it looked like a garish knockoff that somebody dashed off without any consideration for how the retail effect looked. But the new effect is great. A hearty two thumbs up. :yes: :yes2:And no offense to Vasudan Admiral (really no offense, I know how much effort went into those), but the new warp things look weird... I liked the old ones which seemed a lot more deep, real and convincing.Sounds like they're not for everyone I guess which is a shame, because as you say - a lot of effort went in. :(
And thumbs up to everybody for the rest of the stuff in the mediavps too. :nervous:
I agree with that. These new subspace effects look more FreeSpacey than the ones in the previous mediavps.
Was it really necessary to remove all the "a" in texture names? :wtf:
Was it really necessary to remove all the "a" in texture names? :wtf:
Is there something particular that this change breaks that can't be changed by texture name reassignment in PCS2?
I was refering to the countless custom ships, made by community modellers, which didn't end up in the Media VPs.
I was refering to the countless custom ships, made by community modellers, which didn't end up in the Media VPs.
I just realized that the log is not correct. It is because when it freezes, I always end the process in task manager and the log never updates, but I have no choice but to end it that way. I have no old vps in there and I have the mediavps selected as a mod.
I was refering to the countless custom ships, made by community modellers, which didn't end up in the Media VPs.
And they are not in the mediavp's because they are not retail ships. As they are custom ships they probably already have (or should have) custom textures, yes?? And if it a mission mod that simply loads retail ship name, nothing breaks.
You know, the textures have been named that way since the betas...
The FSU team should, in fact, work on the Media VPs and forget about custom ships. Upgrading them is up to their creators.
I wouldn't give for sure that custom ships use custom textures, however. They usually use retail textures. I guess it's easier for a modeller to use a texture the FSU upgrades continuously rather than create an exclusive texture that will be refered to as trash after 2+ years.
I can only imagine what is going to happen to INFR1...fortunately, future INF releases will all be standalone... :nervous:
You can think as you want, but it doesn't matter now since I found that by disabling GLSL shader support, the problem is fixed. But I worry that disabling it makes the detail go down. It seemed to iin the tech database. That is not acceptable. I don't want that. What is the point of even using these new vps if I can't use them to the fullest? It must be the fact that I have Radeon. I hope there will be a way to fix this or I won't bother playing FS if it is going to sacrifice most of the detail.
I won't bother playing FS if it is going to sacrifice most of the detail.I'm increasingly worried that modern people are shallow and fail to see the inner beauty.
I wouldn't give for sure that custom ships use custom textures, however. They usually use retail textures. I guess it's easier for a modeller to use a texture the FSU upgrades continuously rather than create an exclusive texture that will be refered to as trash after 2+ years.
Remember what I said about the freedom to express my opinion and that is one of the reasons for forums? I'm not breaking any rule and I'm saying how it is. I was thinking that the SCP can release a patch that allows to eliminate the problem and make it more compatible with all major video card brands. Radeon is a good brand and my drivers are up to datem so I expect no problemswith it working with games.
When did I say it was your fault? Did I say that? I'm not polluting the thread since I'm on topic the whole time and I have a right be upset, but I never said it was your fault and I didn't use one bad word or insult or anything.
I'm ok. I won't walk away from FS. I just know there is more to life. I can wait for a patch if I must
I wouldn't give for sure that custom ships use custom textures, however. They usually use retail textures. I guess it's easier for a modeller to use a texture the FSU upgrades continuously rather than create an exclusive texture that will be referred to as trash after 2+ years.
I can only imagine what is going to happen to INFR1...fortunately, future INF releases will all be standalone... :nervous:
To be honest that's not the best picture to use, it doesn't show anything up close.
Something I've been wondering, the Pegasus used to have pulsating EM paths where there was blue lines, although as of now I haven't seen that effect anymore, where can I get that effect again?
ANI cursorweb with size 24x24 (25.0% wasted)
Great job guys. Its about time :PI literally slapped MV_Complete into my older MediaVPs folder and that was all I needed to do.
Ill have to figure out how the hell to replace 3 6 9, with 3 6 10 soon. That will be fun.
==========================================================================
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: 3.6.10
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
-spec
-normal
-3dshockwave
-3dwarp
-warp_flash
-snd_preload
-mod mediavps
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps\a_subspace.vp' with a checksum of 0x02b13584
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'D:\Games\FreeSpace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\mediavps\' ... 2 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\a_subspace.vp' ... 63 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Assets.vp' ... 1867 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Core.vp' ... 139 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\MV_Effects.vp' ... 1032 files
Searching root pack 'D:\Games\FreeSpace2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\Games\FreeSpace2\' ... 7 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'f:\' ... 0 files
Found 18 roots and 12747 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1600x1200 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 : Radeon X1950 Pro
OpenGL Version : 2.1.7873 Release
Using extension "GL_EXT_fog_coord".
Using extension "GL_ARB_multitexture".
Using extension "GL_ARB_texture_env_add".
Using extension "GL_ARB_texture_compression".
Using extension "GL_EXT_texture_compression_s3tc".
Using extension "GL_EXT_texture_filter_anisotropic".
Using extension "GL_ARB_texture_env_combine".
Using extension "GL_EXT_compiled_vertex_array".
Using extension "GL_EXT_draw_range_elements".
Using extension "GL_ARB_texture_mirrored_repeat".
Unable to find extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_ARB_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Using extension "GL_EXT_framebuffer_object".
Using extension "GL_ARB_texture_rectangle".
Using extension "GL_EXT_bgra".
Using extension "GL_ARB_texture_cube_map".
Using extension "GL_EXT_texture_lod_bias".
Using extension "GL_ARB_point_sprite".
Using extension "GL_ARB_shading_language_100".
Using extension "GL_ARB_shader_objects".
Using extension "GL_ARB_vertex_shader".
Using extension "GL_ARB_fragment_shader".
Using extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2147483647
Max elements indices: 16384
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 358
Movie Error: Unable to open 'intro' movie in any supported format.
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 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.453 (0.453)
Frame 0 too long!!: frametime = 0.365 (0.365)
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 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-fbl.tbm' ...
BMPMAN: Found EFF (WarpMap01.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (WarpMap02.eff) with 30 frames at 50 fps.
BMPMAN: Found EFF (rock_exp.eff) with 55 frames at 30 fps.
Loading warp model
Loading model 'warp.pof'
IBX: Warning! Found invalid IBX file: 'warp.ibx'
IBX: Starting a new IBX for 'warp.pof'.
IBX: Starting a new TSB for 'warp.pof'.
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
128
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: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "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: 'SM1-02.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: NTSG Alastor
Using alternate ship type name: Unknown
Using alternate ship type name: NTFr Triton
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTFr Poseidon
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Using alternate ship type name: NTF Loki
Starting mission message count : 203
Ending mission message count : 239
Current soundtrack set to -1 in event_music_reset_choices
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Loading model 'cargo02.pof'
IBX: Found a good IBX/TSB to read for 'cargo02.pof'.
IBX-DEBUG => POF checksum: 0x3083cd08, IBX checksum: 0x22a01ec5 -- "cargo02.pof"
Allocating space for at least 0 new ship subsystems ... a total of 200 is now available (0 in-use).
Loading model 'cargo03.pof'
IBX: Found a good IBX/TSB to read for 'cargo03.pof'.
IBX-DEBUG => POF checksum: 0xd677638e, IBX checksum: 0x6d453f00 -- "cargo03.pof"
Loading model 'Platform2T-01.pof'
IBX: Found a good IBX/TSB to read for 'Platform2T-01.pof'.
IBX-DEBUG => POF checksum: 0xde76166c, IBX checksum: 0x64913910 -- "Platform2T-01.pof"
Loading model 'Base2r-01.pof'
IBX: Found a good IBX/TSB to read for 'Base2r-01.pof'.
IBX-DEBUG => POF checksum: 0x7c9a904e, IBX checksum: 0xa8880246 -- "Base2r-01.pof"
Warning: Ignoring unrecognized subsystem asteroid02a, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem bunker01a, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem bunker02a, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem comtowera, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem fighterbaya, believed to be in ship Base2r-01.pof
Warning: Ignoring unrecognized subsystem asteroid01a, believed to be in ship Base2r-01.pof
Unknown special object type $path29 while reading model Base2r-01.pof
Found live debris model for 'asteroid02a'
Found live debris model for 'asteroid02a'
Found live debris model for 'bunker01a'
Found live debris model for 'bunker02a'
Found live debris model for 'bunker02a'
Found live debris model for 'comtowera'
Found live debris model for 'comtowera'
Found live debris model for 'engine01a'
Found live debris model for 'engine01a'
Found live debris model for 'engine02a'
Found live debris model for 'engine02a'
Found live debris model for 'fighterbaya'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Found live debris model for 'asteroid01a'
Loading model 'freighter2t-01.pof'
IBX: Found a good IBX/TSB to read for 'freighter2t-01.pof'.
IBX-DEBUG => POF checksum: 0x557cede4, IBX checksum: 0xf78a4f57 -- "freighter2t-01.pof"
Loading model 'freighter02.pof'
IBX: Found a good IBX/TSB to read for 'freighter02.pof'.
IBX-DEBUG => POF checksum: 0x80968918, IBX checksum: 0x9fdc6bdc -- "freighter02.pof"
Loading model 'fighter13.pof'
IBX: Found a good IBX/TSB to read for 'fighter13.pof'.
IBX-DEBUG => POF checksum: 0xd89ee32d, IBX checksum: 0x7aee2523 -- "fighter13.pof"
Loading model 'bomber04.pof'
IBX: Found a good IBX/TSB to read for 'bomber04.pof'.
IBX-DEBUG => POF checksum: 0x8f2923fa, IBX checksum: 0x2fe40970 -- "bomber04.pof"
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: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Loading model 'astb03.pof'
IBX: Found a good IBX/TSB to read for 'astb03.pof'.
IBX-DEBUG => POF checksum: 0x5f11b621, IBX checksum: 0xc7fc5815 -- "astb03.pof"
Loading model 'astb02.pof'
IBX: Found a good IBX/TSB to read for 'astb02.pof'.
IBX-DEBUG => POF checksum: 0xedb70527, IBX checksum: 0xeaac8b8f -- "astb02.pof"
Loading model 'astb01.pof'
IBX: Found a good IBX/TSB to read for 'astb01.pof'.
IBX-DEBUG => POF checksum: 0x456e2605, IBX checksum: 0x719fe041 -- "astb01.pof"
=================== STARTING LEVEL DATA LOAD ==================
Allocating space for at least 130 new ship subsystems ... a total of 400 is now available (73 in-use).
About to page in ships!
ANI shield-f13 with size 112x93 (27.3% wasted)
ANI shieldft-05 with size 112x93 (27.3% wasted)
ANI shield-b04 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
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 (particle_green.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (GreenBeam2Glow.eff) with 30 frames at 55 fps.
Loading model 'Blip.pof'
IBX: Found a good IBX/TSB to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'NewHornet.pof'
IBX: Found a good IBX/TSB to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX/TSB to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX/TSB to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX/TSB to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'belial.pof'
IBX: Found a good IBX/TSB to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'MX-50.pof'
IBX: Found a good IBX/TSB to read for 'MX-50.pof'.
IBX-DEBUG => POF checksum: 0x80ed0ef6, IBX checksum: 0x79a2a4ec -- "MX-50.pof"
Loading model 'Interceptor.pof'
IBX: Found a good IBX/TSB to read for 'Interceptor.pof'.
IBX-DEBUG => POF checksum: 0x3d4ed74c, IBX checksum: 0x6283fd66 -- "Interceptor.pof"
Model Interceptor.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'hornet.pof'
IBX: Found a good IBX/TSB to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "hornet.pof"
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 (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 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 debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f13.ani with size 112x93 (27.3% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
ANI shield-b04.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1537/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 486, Estimated count = 425
================================================
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)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI iconScalpel with size 56x24 (25.0% wasted)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI icont-cargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW with size 124x43 (32.8% wasted)
ANI FadeiconT-CargoW.ani with size 124x43 (32.8% wasted)
ANI icont-freightercw with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW with size 209x59 (7.8% wasted)
ANI Fadeicont-FreighterCW.ani with size 209x59 (7.8% wasted)
ANI iconhighlight05 with size 206x206 (19.5% wasted)
ANI iconhighlight05.ani with size 206x206 (19.5% wasted)
ANI icont-fightW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW with size 51x54 (15.6% wasted)
ANI FadeiconT-FighterW.ani with size 51x54 (15.6% wasted)
ANI iconhighlight02 with size 164x164 (35.9% wasted)
ANI iconhighlight02.ani with size 164x164 (35.9% wasted)
Frame 0 too long!!: frametime = 23.736 (23.736)
ANI icont-cargoW.ani with size 124x43 (32.8% wasted)
Frame 0 too long!!: frametime = 0.402 (0.402)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 39.887
shouldnt i keep the 710 vpThe mp-710 files are patches for the 3.6.8 MediaVPs. They have absolutely nothing to do with 3.6.10 MediaVPs and therefore they must go.
and the sdr1119.vp files?As it has been repeatedly stated, the 3.6.10 MediaVPs inculde shaders, so there is no need for that separate shader vp anymore.
the complete one should only be used if you're certain you can use the Advanced Effects.
in the defriefing I get a text that says that the destroyer thebes was destroyed in the attack... but the thebes is a sobek in the mission.Checked. That would seem to be a genuine retail blooper. Much like the Ravana-class "cruiser" Nebiros in Into the Lion's Den.
Demon and more are just BRILLIANT. However, I have some criticism for you people.Wait, what did they do with the Demon, it looks exactly the same to me.
I mean, I turn on the Hipocrates and I get an ugly, bricky retail model. I check the Orion, and I get the retail model that was just normal mapped. I go for the Lilith and Cain, and they are using retail models as well. The shock of this discovery was so big I nearly spilled my tea all over the keyboard. Could somebody explain to me what happened ? Also, some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).
...some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).
...some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).
I have that too. Is it a problem?
Demon and more are just BRILLIANT. However, I have some criticism for you people.Wait, what did they do with the Demon, it looks exactly the same to me.
I mean, I turn on the Hipocrates and I get an ugly, bricky retail model. I check the Orion, and I get the retail model that was just normal mapped. I go for the Lilith and Cain, and they are using retail models as well. The shock of this discovery was so big I nearly spilled my tea all over the keyboard. Could somebody explain to me what happened ? Also, some normal maps, for example on the Sobek or Hatshepsut, seem less noticable than in the Betas. Like they were not so "deep" as they should be. Perhaps that's artistic license, or the transition from builds just changed the shaders (well, I was working on the ones built into XT, remember).
The Lilith and Cain always used the same models with higher-resolution textures, the only acutal high-poly ship there is the Orion from what I remember.
Unless you've been downloading seperate HTL models...
whine
Granted, the complete one should only be used if you're certain you can use the Advanced Effects.I'm curious as to why mv_complete even exists. Why not just pack all the individual VPs into one .zip?
I've played a few missions up to the mission after "Mystery of the Trinity" and it seems that most models are not HTL'ed yet, but that is for 3.7.1, if they call the next vp release by that name.
(huge explanation about normal maps, artistic license and stuff)
whine
Let's have some before-and-after screenshots, and we'll point out what you need to do to get the effects you want. Especially if you have high-poly Hippocrates and Cain models we don't. :nervous:
I'm glad you like the Demon normal maps! The drastic changes were controversial for a while but I'm really happy they made it in.
I will admit that so far I am pretty pleased while playing through with 3.6.10. I just hope that someday, that explosion effect called exp06.ani will be replaced. I always thought it looked like a poor effect and it is from Retail FS2 and is the one when a fighter or bomber explodes. But the Retail exp05.ani is still very nice.
I'm not sure what the 1st and 2nd digits represent and if the 3rd digit is all you ever change, what is the point of having the first 2 digits? The next one will be called 3.6.11? Why not just call this release "Release 10" for example? Of course I know it is not the 10th release. I think more like the 6th official release.
That said, is there an update to the videos-on-harddrive that I'm not aware off? They don't seem to playback properly (off-scalled).
for some reason i cant enable the normal maps
you have to active this option via the features tab right?
i tryed it with custom flags (-normal) this didnt worked unfortunately
did i do something wrong?
for some reason i cant enable the normal maps
you have to active this option via the features tab right?
i tryed it with custom flags (-normal) this didnt worked unfortunately
did i do something wrong?
Hardware Overview:
Model Name: MacBook Pro 15"
Model Identifier: MacBookPro1,1
Processor Name: Intel Core Duo
Processor Speed: 2 GHz
Number Of Processors: 1
Total Number Of Cores: 2
L2 Cache: 2 MB
Memory: 2 GB
Bus Speed: 667 MHz
Boot ROM Version: MBP11.0055.B08
SMC Version: 1.2f10
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log '/Users/dwlnetnl/Library/FS2_Open/data/fs2_open.log', Wed Dec 17 14:32:53 2008 ...
FreeSpace version: 3.6.10
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
-spec
-normal
-3dshockwave
-rearm_timer
-targetinfo
-3dwarp
-warp_flash
-mod mediavps
Building file index...
Found root pack '/Applications/Games/FS2_Open/mediavps/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack '/Applications/Games/FS2_Open/mediavps/MV_Complete.vp' with a checksum of 0x31df7754
Found root pack '/Applications/Games/FS2_Open/FS2Demo.vp' with a checksum of 0xe3f32187
Found root pack '/Applications/Games/FS2_Open/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/Games/FS2_Open/multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack '/Applications/Games/FS2_Open/root_fs2.vp' with a checksum of 0xce10d76c
Found root pack '/Applications/Games/FS2_Open/smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack '/Applications/Games/FS2_Open/sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack '/Applications/Games/FS2_Open/sparky_hi_fs1.vp' with a checksum of 0xc881671a
Found root pack '/Applications/Games/FS2_Open/sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack '/Applications/Games/FS2_Open/stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack '/Applications/Games/FS2_Open/stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack '/Applications/Games/FS2_Open/tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack '/Applications/Games/FS2_Open/tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack '/Applications/Games/FS2_Open/tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack '/Applications/Games/FS2_Open/tango_fs1.vp' with a checksum of 0x98f0f4cd
Found root pack '/Applications/Games/FS2_Open/tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack '/Applications/Games/FS2_Open/tangoB_fs2.vp' with a checksum of 0x0a5f4659
Found root pack '/Applications/Games/FS2_Open/warble_fs1.vp' with a checksum of 0x49c6c98d
Found root pack '/Applications/Games/FS2_Open/warble_fs2.vp' with a checksum of 0xd85c305d
Searching root '/Users/dwlnetnl/Library/FS2_Open/mediavps/' ... 1 files
Searching root '/Users/dwlnetnl/Library/FS2_Open/' ... 3 files
Searching root '/Applications/Games/FS2_Open/mediavps/' ... 0 files
Searching root pack '/Applications/Games/FS2_Open/mediavps/FS2OGGcutscenepack.vp' ... 10 files
Searching root pack '/Applications/Games/FS2_Open/mediavps/MV_Complete.vp' ... 5253 files
Searching root '/Applications/Games/FS2_Open/' ... 9 files
Searching root pack '/Applications/Games/FS2_Open/FS2Demo.vp' ... 157 files
Searching root pack '/Applications/Games/FS2_Open/multi-mission-pack.vp' ... 110 files
Searching root pack '/Applications/Games/FS2_Open/multi-voice-pack.vp' ... 307 files
Searching root pack '/Applications/Games/FS2_Open/root_fs2.vp' ... 157 files
Searching root pack '/Applications/Games/FS2_Open/smarty_fs2.vp' ... 0 files
Searching root pack '/Applications/Games/FS2_Open/sparky_fs2.vp' ... 3027 files
Searching root pack '/Applications/Games/FS2_Open/sparky_hi_fs1.vp' ... 1171 files
Searching root pack '/Applications/Games/FS2_Open/sparky_hi_fs2.vp' ... 1337 files
Searching root pack '/Applications/Games/FS2_Open/stu_fs1.vp' ... 1497 files
Searching root pack '/Applications/Games/FS2_Open/stu_fs2.vp' ... 2355 files
Searching root pack '/Applications/Games/FS2_Open/tango1_fs2.vp' ... 32 files
Searching root pack '/Applications/Games/FS2_Open/tango2_fs2.vp' ... 15 files
Searching root pack '/Applications/Games/FS2_Open/tango3_fs2.vp' ... 10 files
Searching root pack '/Applications/Games/FS2_Open/tango_fs1.vp' ... 69 files
Searching root pack '/Applications/Games/FS2_Open/tangoA_fs2.vp' ... 0 files
Searching root pack '/Applications/Games/FS2_Open/tangoB_fs2.vp' ... 0 files
Searching root pack '/Applications/Games/FS2_Open/warble_fs1.vp' ... 110 files
Searching root pack '/Applications/Games/FS2_Open/warble_fs2.vp' ... 52 files
Found 24 roots and 15682 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
OpenAL Vendor : Apple Computer Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x1024 with 32-bit color...
Initializing SDL...
Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
Actual SDL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
OpenGL Vendor : ATI Technologies Inc.
OpenGL Renderer : ATI Radeon X1600 OpenGL Engine
OpenGL Version : 2.0 ATI-1.5.36
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".
Compiling shader -> null-v.sdr / null-f.sdr ...
Compiling shader -> b-v.sdr / b-f.sdr ...
Compiling shader -> b-v.sdr / bg-f.sdr ...
Compiling shader -> l-v.sdr / lb-f.sdr ...
Compiling shader -> l-v.sdr / lbg-f.sdr ...
Compiling shader -> l-v.sdr / lbgs-f.sdr ...
Compiling shader -> l-v.sdr / lbs-f.sdr ...
Compiling shader -> le-v.sdr / lbgse-f.sdr ...
Compiling shader -> le-v.sdr / lbse-f.sdr ...
Compiling shader -> ln-v.sdr / lbgn-f.sdr ...
Compiling shader -> ln-v.sdr / lbgsn-f.sdr ...
Compiling shader -> ln-v.sdr / lbn-f.sdr ...
Compiling shader -> ln-v.sdr / lbsn-f.sdr ...
Compiling shader -> lne-v.sdr / lbgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lbsne-f.sdr ...
Compiling shader -> lf-v.sdr / lfb-f.sdr ...
Compiling shader -> lf-v.sdr / lfbg-f.sdr ...
Compiling shader -> lf-v.sdr / lfbgs-f.sdr ...
Compiling shader -> lf-v.sdr / lfbs-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbgse-f.sdr ...
Compiling shader -> lfe-v.sdr / lfbse-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbgsn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbn-f.sdr ...
Compiling shader -> lfn-v.sdr / lfbsn-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbgsne-f.sdr ...
Compiling shader -> lfne-v.sdr / lfbsne-f.sdr ...
Compiling shader -> l-v.sdr / null-f.sdr ...
Compiling shader -> l-v.sdr / lg-f.sdr ...
Compiling shader -> l-v.sdr / lgs-f.sdr ...
Compiling shader -> l-v.sdr / ls-f.sdr ...
Compiling shader -> le-v.sdr / lgse-f.sdr ...
Compiling shader -> le-v.sdr / lse-f.sdr ...
Compiling shader -> ln-v.sdr / lgn-f.sdr ...
Compiling shader -> ln-v.sdr / lgsn-f.sdr ...
Compiling shader -> ln-v.sdr / ln-f.sdr ...
Compiling shader -> ln-v.sdr / lsn-f.sdr ...
Compiling shader -> lne-v.sdr / lgsne-f.sdr ...
Compiling shader -> lne-v.sdr / lsne-f.sdr ...
Max texture units: 8 (16)
Max elements vertices: 2048
Max elements indices: 150000
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
Using GLSL for model rendering.
Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
TBM => Starting parse of 'mv_music-mus.tbm' ...
TBM => Starting parse of 'mv_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 473
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 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 0 too long!!: frametime = 0.276 (0.276)
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 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-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: 0x3c5e73c9, IBX checksum: 0xc04d2c9d -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
128
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: 0xd8be5fd9, IBX checksum: 0x208fb934 -- "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: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Starting mission message count : 68
Ending mission message count : 105
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX/TSB to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xa59230ad, IBX checksum: 0xb499bcbf -- "fighter2t-05.pof"
Allocating space for at least 5 new ship subsystems ... a total of 200 is now available (5 in-use).
Loading model 'Drone01.pof'
IBX: Found a good IBX/TSB to read for 'Drone01.pof'.
IBX-DEBUG => POF checksum: 0xd98f0c89, IBX checksum: 0xabcb22fd -- "Drone01.pof"
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 (6.2% 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 (6.2% 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: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "Starfield.pof"
Model Starfield.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
ANI shieldft-05 with size 112x93 (27.3% wasted)
Loading model 'support2t-01.pof'
IBX: Found a good IBX/TSB to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0xd9688f1e, IBX checksum: 0x450d963a -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX/TSB to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x976f69e0, IBX checksum: 0x4e18f7cd -- "support2v-01.pof"
BMPMAN: Found EFF (Subach_AniBitmap.eff) with 6 frames at 5 fps.
BMPMAN: Found EFF (PrometheusR_AniBitmap.eff) with 12 frames at 5 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX/TSB to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX/TSB to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0x33e3ab29, IBX checksum: 0x1d791899 -- "Tempest.pof"
Model Tempest.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
Loading model 'bombardier.pof'
IBX: Found a good IBX/TSB to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX/TSB to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x54c44f1a, IBX checksum: 0x008d0a11 -- "cmeasure01.pof"
Model cmeasure01.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
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"
Paging in mission messages
Stopping model page in...
ANI 2_radar1.ani with size 209x170 (33.6% 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 (6.2% 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 (6.2% wasted)
ANI head1.ani with size 164x132 (48.4% wasted)
ANI time1.ani with size 47x23 (28.1% wasted)
ANI debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1332/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 161, Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_train-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_d.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_e.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame 0 too long!!: frametime = 5.874 (5.874)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI 2_BriefMap with size 918x400 (21.9% wasted)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI iconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter.ani with size 24x29 (9.4% wasted)
Frame 0 too long!!: frametime = 0.375 (0.375)
ANI iconT-fighter.ani with size 24x29 (9.4% wasted)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 16.546
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Frame 1 too long!!: frametime = 0.282 (0.282)
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Got event GS_EVENT_PLAYER_WARPOUT_START (41) in state GS_STATE_GAME_PLAY (2)
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE1 (44) in state GS_STATE_GAME_PLAY (2)
Hit target speed. Starting warp effect and moving to stage 2!
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Got event GS_EVENT_PLAYER_WARPOUT_DONE_STAGE2 (45) in state GS_STATE_GAME_PLAY (2)
Hit warp effect. Moving to stage 3!
VALIDATE INFO-LOG:
<EMPTY>
[*snip*]
VALIDATE INFO-LOG:
<EMPTY>
Got event GS_EVENT_PLAYER_WARPOUT_DONE (46) in state GS_STATE_GAME_PLAY (2)
Player warped out. Going to debriefing!
Got event GS_EVENT_DEBRIEF (33) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
Frame 672 too long!!: frametime = 0.328 (0.328)
Got event GS_EVENT_END_GAME (4) in state GS_STATE_DEBRIEF (27)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame 672 too long!!: frametime = 0.271 (0.271)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
STUB: dscap_close in /Users/cliff/fs2_open/projects/My_Xcode/../../code/sound/ds.cpp at line 4378, thread 3653
Freeing all existing models...
... Log closed, Wed Dec 17 14:33:46 2008
Found root pack '/Applications/Games/FS2_Open/mediavps/FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
This one could actually be in your \FS2_Open\ folder.Found root pack '/Applications/Games/FS2_Open/sparky_hi_fs1.vp' with a checksum of 0xc881671a
Found root pack '/Applications/Games/FS2_Open/stu_fs1.vp' with a checksum of 0xf74f0afe
Found root pack '/Applications/Games/FS2_Open/tango_fs1.vp' with a checksum of 0x98f0f4cd
Found root pack '/Applications/Games/FS2_Open/warble_fs1.vp' with a checksum of 0x49c6c98d
These look a lot like FSPort files, which means that they do not belong to \FS2_Open\.Found root pack '/Applications/Games/FS2_Open/tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack '/Applications/Games/FS2_Open/tangoB_fs2.vp' with a checksum of 0x0a5f4659
You don't need these.Searching root pack '/Applications/Games/FS2_Open/smarty_fs2.vp' ... 0 files
Curious. Your smarty is empty even though it should have 10 files (intel animations).No. No they don't. They work for people who are logged into Demonoid, and registrations are closed, so those of us who aren't already members are SOL.One thing. NEVER EVER POST TORRENTS FROM REGISTRATION ONLY TORRENT SITES WITHOUT HANDING OUT INVITES. PB or MN or IH would be better than demonoid.
[edit#2]seeding via demonoid torrent even tho i am extremely against demonoid.
You mean the direct links to torrent files (single VP (http://www.demonoid.com/files/download/HTTP/1717551/1727794) and multiple VP (http://www.demonoid.com/files/download/HTTP/1717549/15550146)) don't work? :nervous:
Because they sure do work for me...
Found root pack '/Applications/Games/FS2_Open/FS2Demo.vp' with a checksum of 0xe3f32187
This looks like an FS2 Demo file. I don't think you need it.Found root pack '/Applications/Games/FS2_Open/multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack '/Applications/Games/FS2_Open/multi-voice-pack.vp' with a checksum of 0xd50e7442
What are these? I don't have them in my copy of FS2_Open and it works fine.Enable Normal MapsNeither of those options appear in the launcher.
(Personal preference) Enable 3D Shockwaves (switches shockwaves from always facing the camera to spawning with random orientations)
There should be a Browse button right next to the field with the path to the exe...Oh. Duh. I just didn't look above the tabs; I was looking at everything below. Never mind me, then.
The only thing I can think of that separates the starfield0001 texture from others is that it uses a pretty exotic form of DXT compression, so I'd like to ask you to test an uncompressed DDS version (http://download191.mediafire.com/njdjt0g0wqpg/g5wgmlmwbmk/starfield0001_u888.7z) and/or TGA version (http://download56.mediafire.com/xdvn0natyt7g/tjwoykiimky/starfield0001_tga.7z).
for some reason i cant enable the normal maps
you have to active this option via the features tab right?
i tryed it with custom flags (-normal) this didnt worked unfortunately
did i do something wrong?
they should show when checking the "normal maps" option in the Graphics tab of the launcher.
for some reason i cant enable the normal maps
you have to active this option via the features tab right?
i tryed it with custom flags (-normal) this didnt worked unfortunately
did i do something wrong?
The only thing I can think of that separates the starfield0001 texture from others is that it uses a pretty exotic form of DXT compression, so I'd like to ask you to test an uncompressed DDS version (http://www.mediafire.com/download.php?g5wgmlmwbmk) and/or TGA version (http://www.mediafire.com/download.php?tjwoykiimky).
The links aren't working.
Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'C:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0xdf3d48e5
Found root pack 'C:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Remove. Those are 3.6.8 MediaVPs.1. Download the latest nightly build from here (http://www.hard-light.net/forums/index.php/topic,58446.0.html).thanks lob:)
2. Extract the contents to your \freespace2\ folder.
3. Follow this rough manual (http://koti.mbnet.fi/reiler/buildswitchmanual.png).
If still no normal maps, your graphics card is inadequate.
Sigh... don't take this personally. It's just that this pattern repeats far too often.Done. While I was writing the instructions, I had a section written up about deleting the old MVPs if they were there, but for some reason that bit vanished, leaving a bit of a hole in the process that plenty of people seem to have fallen through. :\Code: [Select]Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Remove. Those are 3.6.8 MediaVPs.
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'C:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0xdf3d48e5
Found root pack 'C:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Could someone include a "Step pi: Delete every goddamn piece of information in your \freespace2\mediavps\ directory before continuing" sort of thing to the first post?
Those starfield maps doesn't work. With normal maps on or off. I've put them (both one after another and together) in [fso_root]\data\maps directory. Can glowmaps or envmaps make the difference?Put them in [fso_root]\mediavps\data\maps, creating any folders that don't already exist.
1. Download the latest nightly build from here (http://www.hard-light.net/forums/index.php/topic,58446.0.html).Does the latest build fix the cutscenes, though?
2. Extract the contents to your \freespace2\ folder.
3. Follow this rough manual (http://koti.mbnet.fi/reiler/buildswitchmanual.png).
If still no normal maps, your graphics card is inadequate.
No. No they don't. They work for people who are logged into Demonoid, and registrations are closed, so those of us who aren't already members are SOL.
Thank you most kindly.Sigh... don't take this personally. It's just that this pattern repeats far too often.Done. While I was writing the instructions, I had a section written up about deleting the old MVPs if they were there, but for some reason that bit vanished, leaving a bit of a hole in the process that plenty of people seem to have fallen through. :\Code: [Select]Found root pack 'C:\games\freespace2\mediavps\mp-710_adveffects.vp' with a checksum of 0x55caf318
Remove. Those are 3.6.8 MediaVPs.
Found root pack 'C:\games\freespace2\mediavps\mp-710_effects.vp' with a checksum of 0xe22bdcc2
Found root pack 'C:\games\freespace2\mediavps\mp-710_models.vp' with a checksum of 0x20b9069a
Found root pack 'C:\games\freespace2\mediavps\mv_adveffects.vp' with a checksum of 0xfeb54970
Found root pack 'C:\games\freespace2\mediavps\mv_models.vp' with a checksum of 0xdf3d48e5
Found root pack 'C:\games\freespace2\mediavps\mv_textures.vp' with a checksum of 0x2c43a80e
Could someone include a "Step pi: Delete every goddamn piece of information in your \freespace2\mediavps\ directory before continuing" sort of thing to the first post?
1. Download the latest nightly build from here (http://www.hard-light.net/forums/index.php/topic,58446.0.html).Does the latest build fix the cutscenes, though?
2. Extract the contents to your \freespace2\ folder.
3. Follow this rough manual (http://koti.mbnet.fi/reiler/buildswitchmanual.png).
If still no normal maps, your graphics card is inadequate.
Error: mv_strings-lcl.tbm is corrupt
File: localize.cpp
Line: 608
Call stack:
------------------------------------------------------------------
fs2_open_3_6_10d-20081210_r4989.exe 009885b1()
fs2_open_3_6_10d-20081210_r4989.exe 0098d2bb()
fs2_open_3_6_10d-20081210_r4989.exe 00730e79()
fs2_open_3_6_10d-20081210_r4989.exe 0073dd99()
fs2_open_3_6_10d-20081210_r4989.exe 0073e10e()
fs2_open_3_6_10d-20081210_r4989.exe 00c914a6()
fs2_open_3_6_10d-20081210_r4989.exe 00c9132f()
kernel32.dll 7c817067()
------------------------------------------------------------------
Can I make a date\table folder in my mediaVP folder,You can. And actually, you must. And that probably was a typo but just to be sure: the directory would be \freespace2\mediavps\data\tables
Oh...expect the HTL Demon...soon ;)Freaking woot, wonder when the Cain / Lilith will be done after that.
I noticed that the Hecate and Deimos had a newer effect from 3.6.8 that when the engines are destroyed, you can actually see the engine physically destroyed into a heap of junk and some chunks of debris float off maybe. That is similar to the radar dish of the terran AWACs vessel. Are there more warships currently in the SCP that have that effect when the engine is destroyed? It would be neat that if someday, all warships from cruiser size and above have that effect when their engines are destroyed. Maybe even every subsystem on the warships having that effect when the subsystems are destroyed (a hole and chunks floating off).
FYI guys, in my COTS campaign files I have the HTL Perseus and Ares with fixed insignias. Jsut though you might want to import the insiagnias from my files to have a complete fighter.
And where's my Athena? :beamz:Isn't the HTL Athena in the FSPort 3.1 MediaVPs? Unless it's not YOUR Athena. :nervous:
There is one but it doesn't have a canopy. :lol:And where's my Athena? :beamz:Isn't the HTL Athena in the FSPort 3.1 MediaVPs? Unless it's not YOUR Athena. :nervous:
How do I get the nightly build file to show up anywhere in the launchers browser?I can see it the freespace2 file but I cant find it in the launchers browser?And yes I am a computer tard.Any help would be appreciated.You mean folder?
root_fs2.vp
smarty_fs2.vp
sparky_fs2.vp
sparky_hi_fs2.vp
stu_fs2.vp
tango1_fs2.vp
tango2_fs2.vp
tango3_fs2.vp
warble_fs2.vp
Is there a difference with each updated nightly build? What is being fixed?
sfried, that looks like the entire list right there, the only other vps you could have in your root folder are the multi mission and voice pack, and the ogg cutscenes.I have all my ogg cutscens in "Games\Freespace\data\movies\" folder. That's what the previous SPC instructions told me to put it.
Hmm...It seems normal mapping does not work for me. :( I only have a built-in nVIDIA GeForce GO 5200 32MB graphics card on a Tablet PC.No wonder.
How do I get the nightly build file to show up anywhere in the launchers browser?I can see it the freespace2 file but I cant find it in the launchers browser?And yes I am a computer tard.Any help would be appreciated.Did you extract the .7z file you downloaded? The .exe files are inside.
By the way, just what is the absolute minimum requirement for normal maps? I have the latest DirectX.DirectX is unrelated to FSO (, in terms of graphics, that is).
You could also have them in a .vp. I think the Installer downloads them in a .vp that is placed to \freespace2\. But individual ogg files in \freespace2\data\movies indeed work well, so don't worry about it.sfried, that looks like the entire list right there, the only other vps you could have in your root folder are the multi mission and voice pack, and the ogg cutscenes.I have all my ogg cutscens in "Games\Freespace\data\movies\" folder. That's what the previous SPC instructions told me to put it.
DirectX is unrelated to FSO.
There is one but it doesn't have a canopy. :lol:And where's my Athena? :beamz:Isn't the HTL Athena in the FSPort 3.1 MediaVPs? Unless it's not YOUR Athena. :nervous:
Which is completely my fault..a product of a missing texture during conversion :o
I could graft some extra greebling on it while fixing hte canopy.
However, it will have to wait until I'm in the FS vibe again. Right now I have been striken with eh Wesnoth modding vibe. ;7
Well for some reason, I never had the beams appear like that despite so many people having that problem. Maybe it is an issue with their hardware.
It can get boring unless it is interesting stuff.
It was established long ago that the issue is associated with certain ATI hardware :doubt:But I have an nVidia GeForce Go 5200 32MB.
There's a fix for it . . . stick the contents of this folder into your /mediavps/data/effects folder and the beams should look fine.
That probably is old enough that it has the same problem the ATI hardware does. The problem was with DDS files with one component of their resolution being incredibly small, like 4xsomething. Nvidia probably just fixed it sooner, which is why you have go all the way back to a FX 5200 to see it. And a Go at that. I don't even know if that's like a regular 5200, cause mine has 256MB of ram. How do the MediaVPs run on that hardware anyway?They run pretty rock solid. I'm able to run games like Half-Life 2 at 30fps with low shader settings, and I only have 32MB in this built-in card. The Media VPs run around the 50-60 mark with the occassional dip to 30-40. As I've said earlier, the normal maps don't show up, but the specular highlights and everything else still make it very good to look at.
Why don't you speak in terms everyone can understand or do I have to go to the slang dictionary website?
All that matters now is that it works perfectly also thanks to some experimentation on my part.
Other than changing the Shivan beam chargeup glows so they're not pink SGreen balls, just some more HTL models, everything else is good I think.There are no new completed HTL models, just a smoothing corrected lucifer that somehow got left out of this release. :nervous:
I think it's pretty funny how you just zinged yourself there....
...All that matters now is that it works perfectly also thanks to some experimentation on my part.
And a large part on the behalf of Reprobator, who posted the first link to an older ATi driver that began narrowing the issue down and the countless tests from members like Jadehawk and Falcon2105. Tolwyn and Mongoose were aware of the issue well before you ever posted. And only 4 messages from you in the thread that specifically related to the issue, but plenty of posts here that related to nothing at all.
So, what exactly is the point here? Pointing out how aggrieved you are?
HM, it looks like 'Zing' is pretty well understood by the majority of the community here, so you're attack about how it's hard to understand slang seems pretty baseless at this point....If you don't like what I say and you don't like me, why bother wasting time quoting me like you want to fuel an argument?...
Also, I don't know how...on earth...you got that out of what Zacam said. His problem is that you seem to be taking all the credit for solving your problem on your own, as if nothing in this thread helped you in reaching your solution, because your statement contains a certain air of...arrogance is the best word I can come up with. Your interpretation of what Zacam said only seems to back it up as well.
Max, do you have to make this kind of lecture like every 5th post you write? Seriously, if you don't like it here, then just go. You poison these threads with negativeness and arrogance. The 3.6.10 mediavps are not just good. They are brilliant, awesome considering the team aren't paid for what they're doing but they produce graphics comparable to the latest games around.Agreematory.
To be honest, I think that you wouldn't even be here if the team had nothing to give to you or be useful in any way.
POTENTIAL FIX FOR SHIVAN BEAM ISSUES
I would like to request anyone experiencing problems with the Shivan beams to download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\. If that folder doesn't exist, create it.
I think you can just put it directly in your root directory since its just music.But it's still a "media improvement" so I'd say \freespace2\mediavps\. Just so that retail stays as retail as it can.
Isn't there a Common Issues thread that common issues could go in? :nervous:Yes. But not on this board.
All these disco Shivan beam cannons make me want to make a groovy mode mod.:D
Yeah it's been looked into and appears to only affect some ATI cards with certain drivers. Here's the current fix:POTENTIAL FIX FOR SHIVAN BEAM ISSUES
I would like to request anyone experiencing problems with the Shivan beams to download these 16x512 resolution (http://www.mediafire.com/download.php?yqq5mjmtlzl) textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\. If that folder doesn't exist, create it.
This will be in the upcoming patch, so you'd be best deleting these files again once the patch is out. :)
I think i have a possible answer for you all with rainbow beams... somewhat.Wait, I thought normal mapping was only for Shader Model 3.0 cards? 'Cause my video card is Shader Model 2.0+ and I don't want to be let out from the normal mapping goodness. How exactly does it work in this game?
i remember that when normal maps were introduced they were for SM3.0 capable cards only. someone afterwards added some simplification of the code that would allow SM2.0 capable cards to render normal maps too. (this basically marked the engine switch from OpenGL 1.2 to OpenGL 2.0 or 2.1, not too sure bout that...)
it might be related to that particular shader code. i will test on my other pc if the disco beams of doom happen or not. (this pc has a geforce 9600GT, the old one has geforce 5700)
it was, but wanderer or someone tweaked the code to work with sm2 cards too.I think i have a possible answer for you all with rainbow beams... somewhat.Wait, I thought normal mapping was only for Shader Model 3.0 cards? 'Cause my video card is Shader Model 2.0+ and I don't want to be let out from the normal mapping goodness. How exactly does it work in this game?
i remember that when normal maps were introduced they were for SM3.0 capable cards only. someone afterwards added some simplification of the code that would allow SM2.0 capable cards to render normal maps too. (this basically marked the engine switch from OpenGL 1.2 to OpenGL 2.0 or 2.1, not too sure bout that...)
it might be related to that particular shader code. i will test on my other pc if the disco beams of doom happen or not. (this pc has a geforce 9600GT, the old one has geforce 5700)
Man, all of High Max's posts vanished. Not just in this thread, but, apparently, everywhere. He's gone from 2^10 to 2^4.
Odd. Some kind of glitch? He was kind of charming, in a weird way.
A LOT of censorship, if that's the case.
Back then I wasn't so grown up and I felt disgusted with myself as I was deleting the posts and reading them.I posted something on Trainz's forums a while ago that makes me cringe now. :ick:
:wtf: Uh, what?Oh sorry, didn't know you were talkigng about something else entirely.
I'm still as to which build of 3.6.10 had normal mapping support for Shader Model 2.0. Was it this (http://www.hard-light.net/forums/index.php/topic,55095.0.html) or this (http://www.hard-light.net/forums/index.php/topic,55095.0.html)?Is "this" supposed to be the exact same post as "this?" :doubt:
taylor's test build (http://www.hard-light.net/forums/index.php/topic,58550.0.html) seems to have solved the cutscene problem. Hope the newer builds implement that code.
Am I right to say that HTL is not the same as normal maps? :nervous:
I'm still as to which build of 3.6.10 had normal mapping support for Shader Model 2.0. Was it this (http://www.hard-light.net/forums/index.php/topic,55095.0.html) or this (http://www.hard-light.net/forums/index.php/topic,55095.0.html)?no. keep searching.
Is "this" supposed to be the exact same post as "this?" :doubt:My bad. There was another normal map (http://www.hard-light.net/forums/index.php/topic,55190.0.html) issue build. I was wondering if that supported Shader 2.0...
I tried no shader vp, sdr1119.vp, shaders.vp, and sdr003.vp in the mediavps folderThe "no shader vp" option is (in any case) the correct one, since shaders are included in the MediaVPs now.
-mod mediavps,mediavps
-loadallweps
Building file index...
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
Found root pack 'C:\Program Files\Freespace2\mediavps\MV_Complete.vp' with a checksum of 0x31df7754
Found root pack 'C:\Program Files\Freespace2\mediavps\mv_music.vp' with a checksum of 0xbbd92e16
And yes, the typhon, like the zephyrus before it was removed because it simply broke too many things and would have been too much time and effort to fix for relatively little gain. IIRC it caused a couple of inexplicable crashes from time to time.
As I recall, opening the typhon caused an immediate CTD upon viewing it in the ship lab under debug - probably due to the missing texture.
Sorry Trashman, but the model also:
-> Had 3 additional textures over the already hefty 6 textures of the original
-> More turrets than the original, and though they don't actually fire unless table activated, they still look like turrets to players trying to disarm by sight
-> Lacked LODs and debris - the latter would have especially been a problem for a certain ST:R mission as it turns out
-> Replaced the hanger tubes that bend out of sight with an indented wall that docking fighters fly straight through whilst still in plain sight
-> At least doubled (sometimes much more) the tiling factor on every texture on the map, making the repeated patterns stand out rather painfully in a lot of places
-> Added only a small amount of smoothness to the surface and added very little in the way of detail beyond a handful of indents and a couple of extrusions not counting the added turrets
I think that was not entirely correct. The new shaders in the final MediaVPs do have some tweaks, to slightly lower the requirements among other things, but I don't believe it was dropped to SM2.0. The way GLSL was implemented just could not work well at that level from what I understand. All the OpenGL fixes Taylor and Echelon have been tinkering with in the last couple of weeks should be in a test build within a couple of days and in SVN within a week I hope.I guess there goes my hopes for viewing normal maps with my measly built-in GeForce GO 5200. Still looks nice with all the other fancy effects, though. The only thing that sticks out is the Myrmadon model, which isn't as "shiny" as the rest.
Which version of the Typhon did you use?To be honest, due to the nature of the typhon's main texture, I would say you couldn't have picked a more difficult ship to upgrade out of the entire FS fleet. ;) The details of the texture and the shape of the hull it's being applied to just do not mesh very well when it comes to corners and other bumpy parts, and the weird subspace light texture on the bridge and tips of the arms just makes it trickier. It definitely needs careful UV mapping and a lot of careful shaping to form distinct hull surfaces rather than just lumpy/smooth polys connecting to more lumpy/smooth polys.
I know I have several. One where the extra turrets are modeled differently, so they look like panoramic windows, one without extra turrets ...and I know I did make a version with all lods.
Two things I dread - The yearly reformat of my entire computer, and the bi-annual reorganization of my freespace folder. Not that I don't love the benefits that come along with both procedures.I'm not sure if the installer has the new VPs yet. The easy way to find out is to have a look in your mediavps mod folder. If you have lots of VP files and some that begin with '710' then it's using 3.6.8. If it's just showing 'MV_Complete' (or the individual MV files listed in the first post of this thread) then it's using the 3.6.10 VPs.
This year, I've finally caved and started using Turey's installer, and I have but 1 question. Does Turey's handle this latest update? If not, what must be manually upgraded?
Thank you for your time.
I just tried a FS2 campaign with all of those candies and it's greate.I don't think they would be coming from the same turret. If I recall correctly, one of the front beams is a TerSlash, and one is an SGreen all the time in that mission.
However I noticed somenthing:
in "sixth wonder" mission, NTF corvette Hawkwood forward beam cannons are acting strange. They shoot like normal Terran slash but sometimes they shoot something that looks and soonds like SGreen (from the same turret) - how it's possible? Is it possible to change turrets weapon during mission via FRED, or even force a turret to fire some other type of beam/turret without forcing them to change weapon loadout DURING mission ?
I just checked, you can change weapons of any ship through a SEXP sequence.Neat. I'll bear that in mind, if I need to do it in a mission. Actually, come to think of it, that could come in useful in High Noon, as Command says the Colossus needs to put more energy to it's main guns. BGreen to LRBGreen, anybody? :p
Second thing: Why when I installed the mediavps did all the textures get... fuzzier?Did you remove the old MediaVPs and empty any \data\cache\ folders?
Where is the Sathanas!?Ctrl-Shift-S ?
Hmm... I nuked the old mediavps folder, but I don't think I cleared the main FS2 cache... I'll try that. Do I need to clear any residing in mod folders?Second thing: Why when I installed the mediavps did all the textures get... fuzzier?Did you remove the old MediaVPs and empty any \data\cache\ folders?
:wakka: That should so be a new cheat.Where is the Sathanas!?Ctrl-Shift-S ?
I guess I'll be using this service again. (http://letmegooglethatforyou.com/?q=mipmapping&l=1):lol:
Why are (k)nightly builds recommended?They often fix things. And of course it is good to have people testing them so that possible bugs and such would surface more easily.
Specifications
Dell Computer Corporation
System Model: Dimension 4550
BIOS Version: Dell Computer Corporation A05
Operating System
Microsoft Windows XP Home Edition
Version: 5.1.2600
Service Pack: 2.0
Location: C:\WINDOWS
PID: 55277-OEM-0011903-00102
Hot Fix: KB958687
Memory (RAM)
Capacity: 512 MB
Processor
Intel(R) Pentium(R) 4 CPU 2.53GHz
Version: x86 Family 15 Model 2 Stepping 7
Speed: 2524 MHz
Local Disk
Total Capacity: 55.84 GB
Sum of Hard Disks: (C: )
Used: 51.60 GB
Free: 4.24 GB
Local Disk (partitioned) WDC WD600BB-75CAA0
Installed Capacity - 39.19 MB
None Used: Unknown
Free: Unknown
(C:) Capacity - 55.84 GB
Used: 51.60 GB
Free: 4.24 GB
Display
Type: Plug and Play Monitor
Color: True Color (32 Bit)
Resolution: 1024 x 768
Screen Saver: Active
Modem
Manufacturer: Unknown
Model: BCM V.92 56K Voicemodem
Driver: Unknown
USB Controller
Manufacturer: Intel
Model: Intel(r) 82801DB/DBM USB Universal Host Controller - 24C2
Driver: usbuhci.sys
Thursday, August 29, 2002
Supported
USB Controller
Manufacturer: Intel
Model: Intel(r) 82801DB/DBM USB Universal Host Controller - 24C4
Driver: usbuhci.sys
Thursday, August 29, 2002
Supported
USB Controller
Manufacturer: Intel
Model: Intel(r) 82801DB/DBM USB Universal Host Controller - 24C7
Driver: usbuhci.sys
Thursday, August 29, 2002
Supported
USB Controller
Manufacturer: Intel
Model: Intel(r) 82801DB/DBM USB 2.0 Enhanced Host Controller - 24CD
Driver: usbehci.sys
Tuesday, April 15, 2003
Supported
CD-ROM Drive (D:)
Manufacturer: (Standard CD-ROM drives)
Model: LITEON DVD-ROM LTD163
Driver: cdrom.sys
Thursday, August 29, 2002
Supported
CD-ROM Drive (E:)
Manufacturer: (Standard CD-ROM drives)
Model: HL-DT-ST CD-RW GCE-8481B
Driver: cdrom.sys
Thursday, August 29, 2002
Supported
Video Card
Model: NVIDIA GeForce4 MX 420
Driver: nv4_mini.sys
Monday, October 06, 2003
Supported
Sound Card
Manufacturer: Microsoft
Model: Unimodem Half-Duplex Audio Device
Driver: modemcsa.sys
Tuesday, April 15, 2003
Supported
Sound Card
Manufacturer: Analog Devices, Inc.
Model: SoundMAX Integrated Digital Audio
Driver: smwdm.sys
Thursday, December 19, 2002
Supported
Network Card
Model: Intel(R) PRO/100 VE Network Connection - Packet Scheduler Miniport
Driver: e100b325.sys
Thursday, September 19, 2002
Supported
Network Card
Model: WAN (PPP/SLIP) Interface
Driver: ndiswan.sys
Thursday, August 29, 2002
Supported
Floppy Drive (A:)
Installed
Memory (RAM)
Capacity: 512 MB
Could it be that my comp is just too old?
Code: [Select]Video Card
Model: NVIDIA GeForce4 MX 420
Driver: nv4_mini.sys
Monday, October 06, 2003
Supported
But yeah, luckily 7-zip's own site points you to a couple of OS X alternatives, namely EZ 7z and 7zX.
Lobo, he's using OS X! How is WinRAR going to help?
RAR 3.80 for Mac OS XTrust me. I know what I'm doing.
I can't believe that the command line versions even cost money. Sheesh.Yeah, I just noticed that too. Guess I won't be recommending it from now on.
RELEASE: 3.6.10 Media VPs
* If you are getting "Error: mv_strings-lcl.tbm is corrupt" at startup with a non-english FS install, extract 'mv_strings-lcl.tbm' from this file into your "\Freespace2\mediavps\data\tables" folder. If that folder doesn't exist, create it.
#Polish
;
; The control config action text goes between 507 and 619.
;
303, "Protect My Target"
304, "Ignore My Target"
305, "Form on My Wing"
306, "Cover Me"
309, "Rearm Me"
517, "Turn Off Targeting"
521, "Turn Off Targeting of Subsystems"
548, "Attack The Targeted Subsystem"
555, "Return to Base"
583, "Equalize Shields"
592, "Show Nav Map"
599, "Target Newest Ship in Area"
608, "(Multiplayer) Observer Zoom to Target"
609, "Increase Time Compression"
610, "Decrease Time Compression"
611, "Toggle High HUD Contrast"
612, "(Multiplayer) Toggle Network Info"
613, "(Multiplayer) Self Destruct";
#end
#German
#end
#French
#end
Hey guys. I just noticed the new MediaVPs and got myself a new fresh install of Freespace to try them out. However, I'm having some serious issues and can't figure out why. :(
- Issue 1: I'm getting errors such as "ERROR: "Bad ID in model file <bomber04.pof>" at model/modelread.cpp:2014".
- Issue 2: Parts of ships are missing! The textures aren't being rendered I guess? Screenshots are attached.
It's currently unplayable for me, but I certainly hope it will be soon.
I'm running this with a 2.5GHz dual core AMD processor, and a GeForce 9500 GT 512MB 128-bit gfx card. Thanks in advance for your help!
==========================================================================
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: 3.6.10
Passed cmdline options:
-mod mediavps
Building file index...
Found root pack 'C:\games\freespace 2\mediavps\MV_Advanced.vp' with a checksum of 0x08a62d20
Found root pack 'C:\games\freespace 2\mediavps\MV_Assets.vp' with a checksum of 0xb8c5d655
Found root pack 'C:\games\freespace 2\mediavps\MV_Core.vp' with a checksum of 0x0a0213e0
Found root pack 'C:\games\freespace 2\mediavps\MV_Effects.vp' with a checksum of 0xb2296226
Found root pack 'C:\games\freespace 2\mediavps\MV_Music.vp' with a checksum of 0xcca92482
Found root pack 'C:\games\freespace 2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\games\freespace 2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\games\freespace 2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\games\freespace 2\Root_fs2.vp' with a checksum of 0x747372cc
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
Found root pack 'e:\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'e:\tangoA_fs2.vp' with a checksum of 0x2e10c984
Found root pack 'e:\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\games\freespace 2\mediavps\' ... 1 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Assets.vp' ... 1679 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Core.vp' ... 72 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Effects.vp' ... 1022 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Music.vp' ... 15 files
Searching root 'C:\games\freespace 2\' ... 17 files
Searching root pack 'C:\games\freespace 2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\games\freespace 2\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\games\freespace 2\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\games\freespace 2\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 'e:\' ... 3 files
Searching root pack 'e:\tango1_fs2.vp' ... 32 files
Searching root pack 'e:\tangoA_fs2.vp' ... 0 files
Searching root pack 'e:\warble_fs2.vp' ... 52 files
Found 23 roots and 12925 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
GR_CPU: Family 15, MMX=Yes
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
Initializing WGL...
Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
Actual WGL Video values = R: 8, G: 8, B: 8, depth: 24, double-buffer: 1
OpenGL Vendor : NVIDIA Corporation
OpenGL Renderer : GeForce 8800 GTS/PCI/SSE2/3DNOW!
OpenGL Version : 2.1.2
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".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 4
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.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 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.
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 35 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 985
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)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_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 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-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: 1012822985, IBX checksum: 3226283165 -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
128
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 to read for 'shockwave.pof'.
IBX-DEBUG => POF checksum: 3636355033, IBX checksum: 546289972 -- "shockwave.pof"
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: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Int3(): From d:\c++\freespace\fs2_open - 3.6.9 development\code\globalincs\windebug.cpp at line 1051
I'm new to the whole freespace open thing, and while trying to figure it out for nearly 2 horus i've given up and decided to look for help.
When i run mediavps as a mod (or any mod for that matter) I click on the button that gets you into the campaign (Campaign room?) and it loads for a second, then crashes, either by saying there was an error and needs to close or by just closing.
I know whoever reads this will just tell me I'm a retard and show my stupid and obvious mistakes... but it's worth it for such a great game...
Passed cmdline options:
-spec_exp 15
-fov 0.55
-ogl_spec 30
-spec_static 1.5
-spec_point 1.2
-spec_tube 1.5
-ambient_factor 35
-env
-mipmap
-missile_lighting
-glow
-nomotiondebris
-spec
-no_emissive_light
-normal
-cache_bitmaps
-no_vsync
-dualscanlines
-rearm_timer
-targetinfo
-3dwarp
-ship_choice_3d
-warp_flash
-snd_preload
-mod mediavps
Searching root pack 'C:\games\freespace 2\mediavps\MV_Advanced.vp' ... 2610 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Assets.vp' ... 1679 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Core.vp' ... 72 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Effects.vp' ... 1022 files
Searching root pack 'C:\games\freespace 2\mediavps\MV_Music.vp' ... 15 files
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Advanced.vp' ... 2610 files
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Assets.vp' ... 1867 files
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Core.vp' ... 139 files
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Effects.vp' ... 1032 files
Searching root pack 'G:\Pelit\FreeSpace2\mediavps-trad\MV_Music.vp' ... 32 files
Couldn't agree more.
And to answer your question. I'm using Windows XP home...
#Ship Classes
;;Terran Fighters. All the terran ships included here do have cockpits, but
;;some might or might not work well depending on how picky you are.
;;If you want to disable some ship model from showing, just remove or comment out
;;the appropriate section.
$Name: GTF Ulysses
+nocreate
$Flags: ("show ship")
+noreplace
$Name: GTF Hercules
+nocreate
$Flags: ("show ship")
+noreplace
$Name: GTF Loki
+nocreate
$Flags: ("show ship")
+noreplace
$Name: GTF Hercules Mark II
+nocreate
$Flags: ("show ship")
+noreplace
$Name: GTF Ares
+nocreate
$Flags: ("show ship")
+noreplace
$Name: GTF Erinyes
+nocreate
$Flags: ("show ship")
+noreplace
$Name: GTF Pegasus
+nocreate
$Flags: ("show ship")
+noreplace
$Name: GTF Perseus
+nocreate
$Flags: ("show ship")
+noreplace
;;Terran Bombers
$Name: GTB Medusa
+nocreate
$Flags: ("show ship")
+noreplace
$Name: GTB Ursa
+nocreate
$Flags: ("show ship")
+noreplace
$Name: GTB Zeus
+nocreate
$Flags: ("show ship")
+noreplace
#End
Hey guys...is your Revelation ambient track working properly? A long while ago I noticed that it resets after a few seconds. Are you experiencing the same problem?Yeah. It's pretty annoying.
Let me get this right, Mobius: You're talking about the one in mv_music.vp that apparently keeps looping at the drumroll? If so, that's been present since 3.6.5.More like the first three seconds of the clip.
;
; RevelationAmb-mus.tbm
;
; Fixed Revelation Ambience track loop
#SoundTrack Start
$Soundtrack Name: 7: Revelation
+nocreate
$Normal 1: FS2_Amb_E01.ogg 28.0 176000
#SoundTrack End
#Menu Music Start
#Menu Music End
That would be a modular ship table with the name ****-shp.tbm, not a tbl file.
It's relatively easy to do. It's probably best if you make a new mod directory for testing this kind of stuff, eg. ..\FreeSpace2\cockpits_visible\data\tables\
Then create an empty text file into that directory and name it for example cockpits_visible-shp.tbm (take care that you don't make it ****-shp.tbm.txt), and paste the following into the file:
Whoa whoa whoa. Wait one minute here.IT DOES THAT INGAME? :eek2:
The Horus has animation code so that when it engages afterburner, some airbrakes turn on. I know there's no air in space, but WTH?
Hmm...considering that I've noticed just about every shot I take goes through my shields anyway on any ship I wouldn't know.Whoa whoa whoa. Wait one minute here.IT DOES THAT INGAME? :eek2:
The Horus has animation code so that when it engages afterburner, some airbrakes turn on. I know there's no air in space, but WTH?
I thought of something for a possible future feature of the SCP: Vasudan cockpits.
At the Herc 1's sides. Your shots can bypass the shields. Mostly seen in ToF when you have to test their shields, but you can see that as well when flying a Herc 1, as some shots bypass the shields... Makes the Herc 1's shielding semi-useless. Has it been fixed? Cause it feels like it's not.
Hey guys...is your Revelation ambient track working properly? A long while ago I noticed that it resets after a few seconds. Are you experiencing the same problem?A couple of tracks are not looped properly in the high quality mv_music.vp.
Yes. It would be nice if it was fixed.I agree. The FMVs could also use some remastering as well.
Well, actually, what would be nice is if the entire music table system was overhauled to make it less silly in general but there's more important things for the SCP to be worrying about.
Well, I took the initiative. :pimp:Uh...where do I stick that?
>RevelationAmb-mus.tbm
Uh...where do I stick that?
Thanks.Uh...where do I stick that?
mediavps/data/tables/
;
; RevelationAmb-mus.tbm
;
; Fixed Revelation Ambience track loop
#SoundTrack Start
$Soundtrack Name: 7: Revelation
+nocreate
$Normal 1: FS2_Amb_E01.ogg 28.0 176000
#SoundTrack End
#Menu Music Start
#Menu Music End
sfried, your post seems a bit confused. The MediaVPs and the SCP executable are two different entities. They don't necessarily have to be released at the same time. To my knowledge though, the MediaVP team would like to wait until the SCP build is finalized so there aren't any last minute surprises before releasing the next update. Also, as stable as the SCP build has become, there's still a couple of issues that some coders are working on right now that probably need to be ironed out before a release.
The question is why keep ancient builds in existance and on a downlaod site when they are buggy compared to the newer ones? Why not just delete builds that are say 2 years old and from things like SCP 3.6.5? No reason to keep them in existance.Some campaigns/mods refuse to work properly with newer builds. And there are not enough people to restore campaigns/mods for newer builds.
I want to discuss the presence of ship prefixes in names. Canonically, they're not widely used in FS2 and I don't see the point in adding them now.I am 100% with Mobius on this one. In fact, I don't remember a time when I agreed with him more.
In the first mission, it was weird to me to read this:
GVD Psamtik
GVD Hatshepsut
NTCv Belisarius
NTCv Deimos
I like the fact that the FSU team has added proper Alt Names, though.
RELEASE: 3.6.10 Media VPs
==> In the "Custom Flags field" copy & paste (Without the quotes): "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"
(Note, any of these settings and the others in the lists can be tweaked as desired. See the Wiki Page on Launcher Flags for more information on each:
http://www.hard-light.net/wiki/index.php/Command-Line_Reference )
I meant to ask this when the mediavps were released however it slipped my mind. What exactly do these custom field tags change?
I meant to ask this when the mediavps were released however it slipped my mind. What exactly do these custom field tags change?
The page explaining all of that is linked in the post you quoted :wtf:
:no:Chalk up another vote for the removal of prefixes. Not much I can add to what's already been said by Snail and Mobius, but if nothing else, they look silly.
I personally prefer to keep the prefix on the ship name as well, but that varies a lot, even in the canon campaigns.Barring FS1, the only canon missions which used prefixes were the SOC loops (Rebels and Renegades, Love the Treason..., ...But Hate the Traitor, As Lightning Fall and Into the Lion's Den). The rest (Should I really list them?) didn't use them prefixes.
Blowfish is right. we will ALWAYS need to update our builds.
It's worth the tiny 10mb's of bandwidth that's used getting it.It's a hassle and some don't always have time to keep up.
Meh. If you don't have time for that download, you probably don't have the time for Freespace either :P (unless you're on dial-up :nervous:). Anyway, it's not like you need to download EVERY nightly build that comes out, just a few of them. SCP will always continue improving. Unless you'd prefer that the code be frozen in its current state and declared final, despite bugs and unfulfilled feature requests :rolleyes:. So just update your build occasionally and you'll be fine.I do. I was just wondering which one will be considered the final build...of 3.6.10 at least. There's already talk of a 3.6.11, and if that one doesn't need any more "patching" (i.e. basically anything that has to do with sticking additional stuff in the mediavps folder), I'm considering a fresh reinstall of FS2Open just for it.
I want to discuss the presence of ship prefixes in names. Canonically, they're not widely used in FS2 and I don't see the point in adding them now.
[/mobius]
I want to discuss the presence of ship prefixes in names. Canonically, they're not widely used in FS2 and I don't see the point in adding them now.
[/mobius]
Agreed.
Mediavps are amazing, otherwise. Especially the new Shivan beams.
To be more specific, amazing means "oh my god, are those normal maps on my fighter?! Oh my christ, it's so beautiful!"
I think nameplates should still show the class designation, but ship names should not.
Did you take a look at the front page? Said something about RELEASE CANDIDATES 1 & 2?!!Damn, I didn't spot that (http://www.hard-light.net/forums/index.php/topic,62210.0.html). Thanks for the heads up.
Seconded, someone plz most make update.
What? That's like the fifth time I've said that. I'm even responsible for that quote being in the IRC bot's quote list.
The link for the fixed Shivan beams is down.
That does sound odd. There were concerns during development that such a large single filesize as would be the case with MV_Complete could cause problems, but we never found any evidence of reported problems in the past with stuff like BTRL or TBP's single large VPs.
mmmmmQuoteThat does sound odd. There were concerns during development that such a large single filesize as would be the case with MV_Complete could cause problems, but we never found any evidence of reported problems in the past with stuff like BTRL or TBP's single large VPs.
that is really interesting, ive always had lower frame rate issues in TBP, i thought this was down to bugs etc , as the ships dont have normal maps etc .... but maybe it is file size ..;;;
this is maybe becoming more interesting , i await to see if it is only me or only laptop users that have this problem ...;
..I was getting eyefuls of gorgeous high-quality goodness at a near-constant 60 FPS.
Quick question..
...possible to turn off only hi-res models? My computer is crap and I can't get a new one any time soon..
If not, I'm gonna have to figure out how (if it is possible) to remove those models from the vp so I can run it like so...
More. But they're far less resource-demanding than the equivalent amount of detail rendered in actual polygons.
Try the detail setting from FS2 itself. That will allow you to lower the model level of detail.Responses in bold.
I'd try it if I still had the assets vp (I deleted it to make room for some other game... then when I installed it I somehow ended up with several more gigs of space than before installation O_o). I know where I can get it though.
Also, it doesn't work that way. Most likely it's not the models doing it anyway but the high resolution textures that consume all your video memory.
Maybe...
If you are using MV_Complete, you could switch to using the more traditional individual MediaVP's (Core, Effects, Assets, Music) and leave MV_Advanced out of it. That's where the really... well, advanced stuff is.
I never touched MV_Complete. I decided not to get MV_Advanced... just because, and ATM I don't have Assets because it kinda works well enough for me without it... though I do miss shiny stuff...
Is it only by me or have others the same problem, the old green HUD appears instead of the gray.
Is it only by me or have others the same problem, the old green HUD appears instead of the gray.
Check your settings. If you created a new pilot file, it would have reverted the HUD coloring.
:wtf: I meant just go into the settings and manually change the HUD color...
How are they ****ed up? No problems on my end.
Shivan shields are no different than they've been either.
mediavps/data/missions/
Although the fact that the crosshairs are a pixel or two off really bugs me now. :p I know it's been like that forever, but I never really noticed it until there was a flight-path indicator showing otherwise...How would one go about moving the HUD over just a tad?
Shivan shields don't look all "electricky" like they did in the last MediaVPs.
Error: Invalid ship/wing name.
In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new mvp's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.
this is what I get when I run with debug exe RC3:Code: [Select]Error: Invalid ship/wing name.
In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.
Ok, so the two main issues are:
1) The shivan beam bugs are back. Tempoary fix: http://www.game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/ShivanBeamFix.zip
Place these files in \mediavps\data\effects
2) The Velocity Indicator script. Tempoary fix (disables it): http://www.game-warden.com/starfox/Non_SF_related_stuff/MVP3610BETA/VelocityIndicatorDisabler.zip
Place this file in \mediavps\data\tables
GAMEPLAY RELATED:Does that mean I no longer need the "mv_strings-lcl.tbm" I needed before for my german version of FS2?
Localizations Added:
German
French
Polish
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new map's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.
this is what I get when I run with debug exe RC3:Code: [Select]Error: Invalid ship/wing name.
In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.
Mantis is a tool to report and track bugs, using it will not magically fix them.
3.6.11 builds are avilable via the nightly builds subforum on the SCP board; be aware that while they have fixed a few bugs in 3.6.10, they are still experimental and could contain other bugs.
As for that mission bug: Are you quite sure that this is from "Lion at the door" (4th mission of the main campaign, not counting the training missions)? I can't find a GTT Argo in any of those missions.
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new mvp's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.
this is what I get when I run with debug exe RC3:Code: [Select]Error: Invalid ship/wing name.
In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.
Actually, that's not possible. "A Lion at the Door" has no Argo's in it. TSM-104 on the other hand, DOES, and yes, it is broken.
See, I'm really pissed. FRED should have caught these bugs, as I loaded _every_ mission into FRED after changing the ship to remove the Prefix of Ship Class from the Name displayed in the HUD, suspifically to catch things like this.
It also failed to warn me about "break-warp" cannot be assigned to a wing in one of the CoOp missions.
I am fixing these as they occur. TSM-104 will have a mantis entry.
That would be because this thread was the original 3.6.10 release thread, and no one has updated the instructions that pointed to it yet. In any case, it would be a good idea to throw a link to the download thread in the first post.Oh snap. :\
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new map's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.
this is what I get when I run with debug exe RC3:Code: [Select]Error: Invalid ship/wing name.
In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.
Hello lads first off I'd just like to tank you all for the work you have done on FSO, quite remarkable really. I remember reading about this project years ago and have just recently come across it mentioned in a youtube post. Anyway i am new around here and i would just like to say Well Done FS2 looks REMARKABLE! err before i start crying and asking how to fix Q's!
Well got the FS1+silent threat and FS2 from GOG and played through FS1 last night. Was proper kool, haven't played a space Sim in years, they kind of died for me after and few fail arse games i picked up post FS2.
Anywho i have the same problem as Rodo and after a few cracks at Mantis I'm at a lose. Seem to be stuck at email password verifycation. Erm i'd love it if someone could explain a few things please!
1:Is Mantis used as some sort of hotfix tool for debugging my current version of SPO?( i can see Mantis is a means for acquiring bug information btw)
2:I have seen talk of a version 3.6.11 and this version having been fixed of a few bugs in .10,is this downloadable?or a new something that will be released at some later point? (Just in case i haven't navigated the forums correctly doh!)
3:Is there anyway for me to fix this issue now?
Sorry if i am asking some silly Q's here but i have gotten this far only by Zacams helpful guide
http://www.hard-light.net/forums/index.php/topic,65038.msg1282043.html#msg1282043
Is there a similar guide for tools like me regarding the fixing of these issues??
GAMEPLAY RELATED:
Localizations Added:
German
French
Polish
Really? I have no sunlight in the first three missions and in mission 4 of the retail campaign I'm getting these errors.
I seem to have a problem with the 3.9.10 media vp's. After I downloaded the new vp's and executables, some of the mods like Tides of darkness, no longer work. I just get the window with the send or don't send error report buttons. Any suggestions?
I don't get this sudden increase of "the suns don't work for me" issue.....
Did they before and are not now? Because nothing lighting wise changed in the missions, Ambient lighting is still at Retail.
I don't get this sudden increase of "the suns don't work for me" issue.....
Did they before and are not now? Because nothing lighting wise changed in the missions, Ambient lighting is still at Retail.
I don't even recall seeing a sun in the first few missions. Ever. It might just be my obliviousness, but still.
There are suns in every mission. Some are small. Its why ships have shadows.
No, not yet.I seem to have a problem with the 3.9.10 media vp's. After I downloaded the new vp's and executables, some of the mods like Tides of darkness, no longer work. I just get the window with the send or don't send error report buttons. Any suggestions?
Okay, can you run a debug build (Select the fs2_open_3_6_10d.exe in the launcher), run it, and then post the fs2_open.log from the data folder in your FreeSpace 2 directory here? Or better yet, on the support board (http://www.hard-light.net/forums/index.php/board,151.0.html)?
Using 3.6.11 will NOT fix this problem. It's a problem in the mission file, not the executable.
Stick this mission file into your mediavps\data\missions directory (create it if it doesn't exist).
Is there a way to enable lightspeed nebulas in fs2 campaign 3.6.10? It works in 3.6.10 zeta, but only normal high res nebula in final.Nebulas are working fine for me. Make sure you have MV_Effects and MV_Assets in your MediaVPs directory.
So do you guys like the new cockpit glass? I'm not sure if I really like it since we see less detail of the inside of the cockpit and less detail on the pilot. What do you guys think? I actually kind of want to go back to the old ones.I'm okay with the fact it shows the reflection of explosions and nebulae but the fact that it's extremely dark and barely shows anything inside bothers me too.
Is there a way to enable lightspeed nebulas in fs2 campaign 3.6.10? It works in 3.6.10 zeta, but only normal high res nebula in final.Nebulas are working fine for me. Make sure you have MV_Effects and MV_Assets in your MediaVPs directory.
And nothing changed regarding the ambient light level in the mission.First up, something's wrong with the ambient light in the mission.
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new mvp's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.
this is what I get when I run with debug exe RC3:Code: [Select]Error: Invalid ship/wing name.
In sexpression: ( is-destroyed-delay 5 "GTT Argo 01" )
(Error appears to be: GTT Argo 01)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
parse_mission() parse_main() mission_load() game_start_mission() game_enter_state() gameseq_set_state() game_process_event() gameseq_process_events() game_main() WinMain() WinMainCRTStartup() kernel32.dll 7c817077()
------------------------------------------------------------------
If someone can check this, I don't want to upload to mantis without knowing for sure it's a mvp issue.
Actually, that's not possible. "A Lion at the Door" has no Argo's in it. TSM-104 on the other hand, DOES, and yes, it is broken.
See, I'm really pissed. FRED should have caught these bugs, as I loaded _every_ mission into FRED after changing the ship to remove the Prefix of Ship Class from the Name displayed in the HUD, suspifically to catch things like this.
It also failed to warn me about "break-warp" cannot be assigned to a wing in one of the CoOp missions.
I am fixing these as they occur. TSM-104 will have a mantis entry.
So I'm replaying the campaign from 0 and I get this when try to run "A lion at the door", I think it might be the new mvp's because I just extracted the retail file and played through it without problems... or maybe the pilot file but I'm not sure, played with two different builds. (RC3 final and fs2_open_3_6_11r.exe.
It's really, really strange.
Can you test if the mission I uploaded works?
Well....Ok. Those were things i missed, granted. But did the Sound play?
More like Astaroths being called Maras.:lol:
Maras being called Astaroths? Sounds like Allied forces in WWII calling any Japanese fighter a "Zero.":v: has made such mistakes elsewhere, too. For example, in the second mission Alpha 2 warns everyone to "stay focused on those Lokis" even though none have arrived yet.
-Thaeris
Maras being called Astaroths? Sounds like Allied forces in WWII calling any Japanese fighter a "Zero.":v: has made such mistakes elsewhere, too. For example, in the second mission Alpha 2 warns everyone to "stay focused on those Lokis" even though none have arrived yet.
-Thaeris
On a separate subject, Thaeris, could you not write your name at the end of every post? We're perfectly capable of glancing at your username to see who the post author is. Furthermore, you have the signature area for any after-post content.
It's style, my good man. Churchill wouldn't be the same without a stogie. :DIt's obnoxious. It's like you're calling attention to yourself with every post.
Ohhh, there were better ways to say that.It's style, my good man. Churchill wouldn't be the same without a stogie. :DIt's obnoxious. It's like you're calling attention to yourself with every post.
The MediaVPs will bring the graphics up to near-2009 standards.Except for shadows, which we had in 2002 but not anymore. :P
hi. I would like to know if there are mods currently to improve the graphics (stars, nebulae, planets, etc.).Yeah, there is. And you're posting in it's discussion thread. Tho I'm not sure the Mediavps improve the planets and stars. How much can you improve a light source and background stars?
Yeah, there is. And you're posting in it's discussion thread. Tho I'm not sure the Mediavps improve the planets and stars. How much can you improve a light source and background stars?
I was playing "A Flaming Sword," where the Knossos is destroyed by meson bombs, and the two wings of Maras you're supposed to lure back to the Renenant have been changed to Astaroths. It wouldn't really matter, except that the dialogue still refers to them as Maras. Also, around 8:30 when Lambda 2 and 3 are delivering their bombs, Pisces wing shows up asleep at the wheel, flying slowly in straight lines, only evading if I attack them, and never attacking anything.
Pisces is indeed asleep at the wheel, because :v: apparently did not give them _any_ AI Goals, anywhere. I _could_ add in "$AI Goals: ( goals ( ai-chase-any 50 ) )" so that they match Libra and Capricorn wings, but that will also have to extensively tested to make sure it doesn't bodge things up.What did they do in retail? Because if they did something back then, it means that somewhere along the line the default behavior was changed. If so, it should be fixed.
Gee. Considering that there are no AI Goals, the answer should be obvious.
And nobody deserved the snarky response. But I would expect that, same as I do, when some one has a question regarding combinations of events and has the ability to determine them by their own means, shouldn't it be more usefuly at large that they do so? You and anybody else has the same level of ability to run the retail data on both a retail exe and the FSO exe, so instead of pushing the question on the findings, it could have been collaborated on by your own findings.Ever heard of delegation? If you already know the answer, or if even if you just know half of the answer, it's more efficient for you to put in the small amount of time required to round out your understanding of the problem than it would be for me to research the problem from scratch.
Error: SM3-09.fs2(line 989:
Error: Required token = [#Wings] or [$Name:], found [+Respawn priority: 0] .
File: PARSELO.CPP
Line: 670
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Error: Invalid point.
In sexpression: ( <
( distance
"Jump Node right:1"
"Duamutef"
)
300
)
(Error appears to be: Duamutef)
File: MissionParse.cpp
Line: 6096
Call stack:
------------------------------------------------------------------
------------------------------------------------------------------
Again I attached the log from the debug build, but renamed it into fs2_open2.log so it has another name than the first log.This cubemap (http://www.mediafire.com/?dyejkjlqmm3) (also linked in the third post of the reRelease topic) has the necessary mip-maps and should resolve this issue for anyone having that error (noted by crashing non-debug builds when attempting to view the techroom or F3.)Yeah, that fix is how I noticed that it exists. But I just wonder what it's purpose is? It doesn't seem to appear in-game anywhere.
I have an ATI X1950 Prohttp://www.hard-light.net/forums/index.php?topic=56279.msg1180356#msg1180356 , third issue.
I have an ATI X1950 Prohttp://www.hard-light.net/forums/index.php?topic=56279.msg1180356#msg1180356 , third issue.
The DLL's are from Windows XP drivers. They do not work on Windows 7 or Vista.
Furthermore, there are no Catalyst drivers that old available for Vista/Win7, so your only option is to use -no_glsl command line option, or buy a new GPU. :blah:
...or acquire a copy of Windows XP and install it just to play FS2_Open with normal maps. :nervous:
The DLL's are from Windows XP drivers. They do not work on Windows 7 or Vista.Oops. Sorry, read too fast.
==========================================================================
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: 3.6.10
Passed cmdline options:
-mod MYMOD,mediavps
Building file index...
Found root pack 'D:\Games\Freespace2\MYMOD\data\00-raynor.vp' with a checksum of 0x00971070
Found root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Games\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Games\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\Freespace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\Freespace2\MYMOD\' ... 386 files
Searching root pack 'D:\Games\Freespace2\MYMOD\data\00-raynor.vp' ... 235 files
Searching root 'D:\Games\Freespace2\mediavps\' ... 10 files
Searching root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'D:\Games\Freespace2\' ... 199 files
Searching root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Games\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\Freespace2\warble_fs2.vp' ... 52 files
Found 20 roots and 14309 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
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 FX 5700/AGP/SSE2/3DNOW!
OpenGL Version : 1.5.0
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".
Unable to find extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_EXT_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Unable to find extension "GL_EXT_framebuffer_object".
Using extension "GL_NV_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".
Unable to find extension "GL_ARB_shading_language_100".
Unable to find extension "GL_ARB_shader_objects".
Unable to find extension "GL_ARB_vertex_shader".
Unable to find extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 4 (4)
Max elements vertices: 4096
Max elements indices: 4096
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'flak-sct.tbm' ...
TBM => Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_density-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 1378
!!DEBUG!! OpenGL Errors this frame: 1
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 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_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: 0x4024384c -- "fighter01.pof"
Frame 0 too long!!: frametime = 0.844 (0.844)
TECH ROOM: Dumping excess ship textures...
Loading model 'transport01.pof'
IBX: Found a good IBX to read for 'transport01.pof'.
IBX-DEBUG => POF checksum: 0xe911fa84, IBX checksum: 0x469fdbf2 -- "transport01.pof"
Frame 0 too long!!: frametime = 0.459 (0.459)
Called captureCallback()!
TECH ROOM: Dumping excess ship textures...
Loading model 'YurokHTL.pof'
IBX: Found a good IBX to read for 'YurokHTL.pof'.
IBX-DEBUG => POF checksum: 0x53ecc83a, IBX checksum: 0xd8eb16fd -- "YurokHTL.pof"
Frame 0 too long!!: frametime = 0.769 (0.769)
Loading model 'fighter03.pof'
IBX: Found a good IBX to read for 'fighter03.pof'.
IBX-DEBUG => POF checksum: 0x5d2c0133, IBX checksum: 0xdcca00a0 -- "fighter03.pof"
Loading model 'NavajoHTL.pof'
IBX: Found a good IBX to read for 'NavajoHTL.pof'.
IBX-DEBUG => POF checksum: 0xa01652c8, IBX checksum: 0x4b158b60 -- "NavajoHTL.pof"
Frame 0 too long!!: frametime = 0.653 (0.653)
TECH ROOM: Dumping excess ship textures...
Loading model 'orion2.pof'
IBX: Found a good IBX to read for 'orion2.pof'.
IBX-DEBUG => POF checksum: 0x4768b67e, IBX checksum: 0x83d46cc0 -- "orion2.pof"
Subsystem turret12-destroyed in ships.tbl not found in model!
Subsystem turret14-destroyed in ships.tbl not found in model!
Subsystem turret42 in ships.tbl not found in model!
Subsystem turret43 in ships.tbl not found in model!
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship orion2.pof
Frame 0 too long!!: frametime = 0.392 (0.392)
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
TECH ROOM: Dumping excess ship textures...
Loading model 'capital2t-01.pof'
IBX: Found a good IBX to read for 'capital2t-01.pof'.
IBX-DEBUG => POF checksum: 0x64a47ffe, IBX checksum: 0xd97c6719 -- "capital2t-01.pof"
Unknown special object type $path45 while reading model capital2t-01.pof
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship capital2t-01.pof
Frame 0 too long!!: frametime = 1.296 (1.296)
Loading model 'capital01.pof'
IBX: Found a good IBX to read for 'capital01.pof'.
IBX-DEBUG => POF checksum: 0x9e305e56, IBX checksum: 0x461fad33 -- "capital01.pof"
Potential problem found: Unrecognized type subsystem 'fighterbay', believed to be in ship capital01.pof
Frame 0 too long!!: frametime = 0.942 (0.942)
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 1.243 (1.243)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-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: 0xfd7f303a, IBX checksum: 0x548e1daa -- "warp.pof"
Model warp.pof has a null moment of inertia! (This is only a problem if the model is a ship.)
2700
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 animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
SHOCKWAVE => Default animation load: SUCCEEDED!!
MISSION LOAD: 'Hunter'
Starting mission message count : 203
Ending mission message count : 203
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'bomber61.pof'
IBX: Found a good IBX to read for 'bomber61.pof'.
IBX-DEBUG => POF checksum: 0x6db0a3bc, IBX checksum: 0x33b2c672 -- "bomber61.pof"
Loading model 'cruiser02.pof'
IBX: Found a good IBX to read for 'cruiser02.pof'.
IBX-DEBUG => POF checksum: 0xee515f57, IBX checksum: 0xf76f3046 -- "cruiser02.pof"
Allocating space for at least 11 new ship subsystems ... a total of 200 is now available (11 in-use).
Loading model 'cruiser03x.pof'
IBX: Found a good IBX to read for 'cruiser03x.pof'.
IBX-DEBUG => POF checksum: 0x284ccdd4, IBX checksum: 0x993d2d5a -- "cruiser03x.pof"
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)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
ANI shell-b61 with size 112x93 (27.3% wasted)
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
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 (particle_red.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (SbeamAglow.eff) with 24 frames at 60 fps.
BMPMAN: Found EFF (SbeamAC.eff) with 30 frames at 40 fps.
BMPMAN: Found EFF (particle_blue.eff) with 11 frames at 22 fps.
BMPMAN: Found EFF (AAAbeamAglow.eff) with 35 frames at 30 fps.
BMPMAN: Found EFF (AAAbeamAB.eff) with 15 frames at 15 fps.
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'taga.pof'
IBX: Found a good IBX to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x45b2275e, IBX checksum: 0x3f9f6258 -- "taga.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'tagc.pof'
IBX: Found a good IBX to read for 'tagc.pof'.
IBX-DEBUG => POF checksum: 0xad686b0d, IBX checksum: 0xe6e270f4 -- "tagc.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.pof"
Loading model 'Tsunami.pof'
IBX: Found a good IBX to read for 'Tsunami.pof'.
IBX-DEBUG => POF checksum: 0xf678e03f, IBX checksum: 0x9db41fc3 -- "Tsunami.pof"
Loading model 'Harbinger.pof'
IBX: Found a good IBX to read for 'Harbinger.pof'.
IBX-DEBUG => POF checksum: 0x00344f78, IBX checksum: 0x044f341b -- "Harbinger.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'ShivanCluster.pof'
IBX: Found a good IBX to read for 'ShivanCluster.pof'.
IBX-DEBUG => POF checksum: 0x8307955d, IBX checksum: 0x1c84c70c -- "ShivanCluster.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'S_Harpoon.pof'
IBX: Found a good IBX to read for 'S_Harpoon.pof'.
IBX-DEBUG => POF checksum: 0xfbbc719d, IBX checksum: 0xdad1917b -- "S_Harpoon.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
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_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_b.ani with size 150x20 (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 debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shell-b61.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 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1592/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 244, Estimated count = 425
================================================
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)
ANI iconfighter01 with size 32x28 (12.5% wasted)
Int3(): From E:\Storage\FSO\fs2_open_3_6_10\code\MissionUI\MissionShipChoice.cpp at line 3507
==========================================================================
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: 3.6.10
Passed cmdline options:
-mod mediavps
Building file index...
Found root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' with a checksum of 0xd06bf123
Found root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Games\Freespace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Games\Freespace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\Freespace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\Freespace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\Freespace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\Freespace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\Freespace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\Freespace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\Freespace2\mediavps\' ... 10 files
Searching root pack 'D:\Games\Freespace2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Advanced.vp' ... 2868 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\Games\Freespace2\mediavps\MV_Music.vp' ... 32 files
Searching root 'D:\Games\Freespace2\' ... 199 files
Searching root pack 'D:\Games\Freespace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Games\Freespace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\Freespace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\Freespace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\Freespace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\Freespace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\Freespace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\Freespace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\Freespace2\warble_fs2.vp' ... 52 files
Found 18 roots and 13688 files.
Setting language to English
TBM => Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
Using 'Generic Software' as OpenAL sound device...
OpenAL Vendor : Creative Labs Inc.
OpenAL Renderer : Software
OpenAL Version : 1.1
... OpenAL successfully initialized!
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 FX 5700/AGP/SSE2/3DNOW!
OpenGL Version : 1.5.0
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".
Unable to find extension "GL_ARB_texture_non_power_of_two".
Using extension "GL_ARB_vertex_buffer_object".
Using extension "GL_EXT_pixel_buffer_object".
Using extension "GL_SGIS_generate_mipmap".
Unable to find extension "GL_EXT_framebuffer_object".
Using extension "GL_NV_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".
Unable to find extension "GL_ARB_shading_language_100".
Unable to find extension "GL_ARB_shader_objects".
Unable to find extension "GL_ARB_vertex_shader".
Unable to find extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
Found special extension function "wglSwapIntervalEXT".
Max texture units: 4 (4)
Max elements vertices: 4096
Max elements indices: 4096
Max texture size: 4096x4096
Can use compressed textures: YES
Texture compression available: YES
Using trilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 705 KB
Size of bitmap extra info = 40 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka! Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'! Error code = 5.
TBM => Starting parse of 'flak-sct.tbm' ...
TBM => Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
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 'mv_adveffects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windoze 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_advmuzzle-mfl.tbm' ...
Wokka! Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'! Error code = 5.
TBM => Starting parse of 'mv_effects-wxp.tbm' ...
TBM => Starting parse of 'mv_adveffects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 60 frames at 20 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 (Gmuzzle.eff) with 5 frames at 30 fps.
BMPMAN: Found EFF (PWmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Rmuzzle.eff) with 4 frames at 30 fps.
BMPMAN: Found EFF (Bmuzzle.eff) with 5 frames at 30 fps.
TBM => Starting parse of 'mv_effects-wep.tbm' ...
TBM => Starting parse of 'mv_tech-wep.tbm' ...
TBM => Starting parse of 'mv_models-wep.tbm' ...
TBM => Starting parse of 'mv_adveffects-wep.tbm' ...
TBM => Starting parse of 'mv_trails-shp.tbm' ...
TBM => Starting parse of 'mv_dragon-shp.tbm' ...
TBM => Starting parse of 'mv_density-shp.tbm' ...
TBM => Starting parse of 'mv_models-shp.tbm' ...
TBM => Starting parse of 'mv_adveffects-shp.tbm' ...
TBM => Starting parse of 'mv_tech-shp.tbm' ...
TBM => Starting parse of 'mv_escort-hdg.tbm' ...
TBM => Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 828
!!DEBUG!! OpenGL Errors this frame: 1
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 'hammer1.pcx'
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_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: 0x4024384c -- "fighter01.pof"
Frame 0 too long!!: frametime = 0.621 (0.621)
Called captureCallback()!
Freeing all existing models...
Loading model 'fighter01.pof'
IBX: Found a good IBX to read for 'fighter01.pof'.
IBX-DEBUG => POF checksum: 0x3503498e, IBX checksum: 0x4024384c -- "fighter01.pof"
Frame 0 too long!!: frametime = 0.322 (0.322)
Called captureCallback()!
TECH ROOM: Dumping excess ship textures...
Loading model 'beamsaber.pof'
IBX: Found a good IBX to read for 'beamsaber.pof'.
IBX-DEBUG => POF checksum: 0x4b0e51fa, IBX checksum: 0x73773ca3 -- "beamsaber.pof"
Potential problem found: Unrecognized type subsystem 'grind01a', believed to be in ship beamsaber.pof
Potential problem found: Unrecognized type subsystem 'grind02a', believed to be in ship beamsaber.pof
Frame 0 too long!!: frametime = 0.624 (0.624)
Loading model 'spacehunk.pof'
IBX: Found a good IBX to read for 'spacehunk.pof'.
IBX-DEBUG => POF checksum: 0xebcf3229, IBX checksum: 0x87960294 -- "spacehunk.pof"
Got event GS_EVENT_SIMULATOR_ROOM (58) in state GS_STATE_TECH_MENU (7)
Freeing all existing models...
Frame 0 too long!!: frametime = 1.096 (1.096)
Got event GS_EVENT_START_GAME (1) in state GS_STATE_SIMULATOR_ROOM (20)
=================== STARTING LEVEL LOAD ==================
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 88 frames at 30 fps.
BMPMAN: Found EFF (particlesmoke02.eff) with 39 frames at 24 fps.
TBM => Starting parse of 'mv_fireball-fbl.tbm' ...
TBM => Starting parse of 'mv_adveffects-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: 0x3888b26c -- "warp.pof"
1500
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 animation...
BMPMAN: Found EFF (shockwave01.eff) with 94 frames at 60 fps.
SHOCKWAVE => Default animation load: SUCCEEDED!!
MISSION LOAD: 'Amazon Fight'
WARNING: Weapon 'Enemy MX-64' in weapon pool isn't allowed on player loadout! Ignoring it ...
Starting mission message count : 203
Ending mission message count : 203
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter10.pof'
IBX: Found a good IBX to read for 'fighter10.pof'.
IBX-DEBUG => POF checksum: 0xd2a0181f, IBX checksum: 0x599a6228 -- "fighter10.pof"
Loading model 'Drone01.pof'
IBX: Found a good IBX to read for 'Drone01.pof'.
IBX-DEBUG => POF checksum: 0xd98f0c89, IBX checksum: 0xabcb22fd -- "Drone01.pof"
Allocating space for at least 5 new ship subsystems ... a total of 200 is now available (5 in-use).
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)
ANI debris01 with size 51x38 (40.6% wasted)
ANI debris02 with size 26x19 (40.6% wasted)
ANI debris04 with size 36x27 (15.6% wasted)
Adding default sun.
=================== STARTING LEVEL DATA LOAD ==================
About to page in ships!
Loading model 'support2t-01.pof'
IBX: Found a good IBX to read for 'support2t-01.pof'.
IBX-DEBUG => POF checksum: 0x6512c7b6, IBX checksum: 0xd4a3527c -- "support2t-01.pof"
Loading model 'support2v-01.pof'
IBX: Found a good IBX to read for 'support2v-01.pof'.
IBX-DEBUG => POF checksum: 0x0abd41b4, IBX checksum: 0x3aadce53 -- "support2v-01.pof"
ANI shield-f10 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)
Loading model 'rockeye.pof'
IBX: Found a good IBX to read for 'rockeye.pof'.
IBX-DEBUG => POF checksum: 0x25ff4c7f, IBX checksum: 0x541aef89 -- "rockeye.pof"
Loading model 'Tempest.pof'
IBX: Found a good IBX to read for 'Tempest.pof'.
IBX-DEBUG => POF checksum: 0xd02a81ee, IBX checksum: 0xf6422721 -- "Tempest.pof"
Loading model 'NewHornet.pof'
IBX: Found a good IBX to read for 'NewHornet.pof'.
IBX-DEBUG => POF checksum: 0x98d35b7d, IBX checksum: 0xe4ac391c -- "NewHornet.pof"
Loading model 'bombardier.pof'
IBX: Found a good IBX to read for 'bombardier.pof'.
IBX-DEBUG => POF checksum: 0x03e1b208, IBX checksum: 0x5def0a77 -- "bombardier.pof"
Loading model 'crossbow.pof'
IBX: Found a good IBX to read for 'crossbow.pof'.
IBX-DEBUG => POF checksum: 0x586f384b, IBX checksum: 0xb14be0e0 -- "crossbow.pof"
Loading model 'trebuchet.pof'
IBX: Found a good IBX to read for 'trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x688e15f5, IBX checksum: 0xf6c9668d -- "trebuchet.pof"
Loading model 'taga.pof'
IBX: Found a good IBX to read for 'taga.pof'.
IBX-DEBUG => POF checksum: 0x45b2275e, IBX checksum: 0x3f9f6258 -- "taga.pof"
Loading model 'tagb.pof'
IBX: Found a good IBX to read for 'tagb.pof'.
IBX-DEBUG => POF checksum: 0x332af7cb, IBX checksum: 0x14d7a019 -- "tagb.pof"
Loading model 'tagc.pof'
IBX: Found a good IBX to read for 'tagc.pof'.
IBX-DEBUG => POF checksum: 0xad686b0d, IBX checksum: 0xe6e270f4 -- "tagc.pof"
Loading model 'piranha.pof'
IBX: Found a good IBX to read for 'piranha.pof'.
IBX-DEBUG => POF checksum: 0x0ba39db4, IBX checksum: 0x333b32e2 -- "piranha.pof"
Loading model 'stilettoII.pof'
IBX: Found a good IBX to read for 'stilettoII.pof'.
IBX-DEBUG => POF checksum: 0x6f4352cf, IBX checksum: 0xc0f267c6 -- "stilettoII.pof"
Loading model 'infyrno.pof'
IBX: Found a good IBX to read for 'infyrno.pof'.
IBX-DEBUG => POF checksum: 0xaef706c7, IBX checksum: 0x9b2555c2 -- "infyrno.pof"
Loading model 'belial.pof'
IBX: Found a good IBX to read for 'belial.pof'.
IBX-DEBUG => POF checksum: 0xb8ba8933, IBX checksum: 0x70b7a630 -- "belial.pof"
Loading model 'helios.pof'
IBX: Found a good IBX to read for 'helios.pof'.
IBX-DEBUG => POF checksum: 0xc75db1da, IBX checksum: 0xd9214c8a -- "helios.pof"
Loading model 'EMPulse2.pof'
IBX: Found a good IBX to read for 'EMPulse2.pof'.
IBX-DEBUG => POF checksum: 0x5269eb44, IBX checksum: 0xb7bd5b3a -- "EMPulse2.pof"
Loading model 'cmeasure01.pof'
IBX: Found a good IBX to read for 'cmeasure01.pof'.
IBX-DEBUG => POF checksum: 0x39d1d2bf, IBX checksum: 0x23737dab -- "cmeasure01.pof"
Loading model 'S_Hornet.pof'
IBX: Found a good IBX to read for 'S_Hornet.pof'.
IBX-DEBUG => POF checksum: 0xc71eb98d, IBX checksum: 0x209bce27 -- "S_Hornet.pof"
Loading model 'S_Trebuchet.pof'
IBX: Found a good IBX to read for 'S_Trebuchet.pof'.
IBX-DEBUG => POF checksum: 0x843f2910, IBX checksum: 0x3d8ebd88 -- "S_Trebuchet.pof"
Loading model 'hornet.pof'
IBX: Found a good IBX to read for 'hornet.pof'.
IBX-DEBUG => POF checksum: 0x84f2378d, IBX checksum: 0x1203869f -- "hornet.pof"
Loading model 'debris01.pof'
IBX: Found a good IBX to read for 'debris01.pof'.
IBX-DEBUG => POF checksum: 0x974f214b, IBX checksum: 0x368eb490 -- "debris01.pof"
Loading model 'debris02.pof'
IBX: Found a good IBX to read for 'debris02.pof'.
IBX-DEBUG => POF checksum: 0x8e0eed50, IBX checksum: 0x7b2a747e -- "debris02.pof"
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_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 debris01.ani with size 51x38 (40.6% wasted)
ANI debris02.ani with size 26x19 (40.6% wasted)
ANI debris04.ani with size 36x27 (15.6% wasted)
ANI shield-f10.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 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1442/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 209, Estimated count = 425
================================================
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)
ANI iconfighter01 with size 32x28 (12.5% wasted)
ANI iconfighter06 with size 32x28 (12.5% wasted)
ANI iconfighter2t-02 with size 32x28 (12.5% wasted)
ANI iconbonusherc with size 32x28 (12.5% wasted)
ANI iconfighter2t-04 with size 32x28 (12.5% wasted)
ANI iconfighter13 with size 32x28 (12.5% wasted)
ANI iconfighter2t-01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-03 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconfighter2s-02 with size 32x28 (12.5% wasted)
ANI iconbomber2t-03 with size 32x28 (12.5% wasted)
ANI iconbonusarty with size 32x28 (12.5% wasted)
ANI iconbomber04 with size 32x28 (12.5% wasted)
ANI iconbomber05 with size 32x28 (12.5% wasted)
ANI iconbomber09 with size 32x28 (12.5% wasted)
ANI iconbomber2t-01 with size 32x28 (12.5% wasted)
ANI iconfighter2v-04 with size 32x28 (12.5% wasted)
ANI 2_ssfighter01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter01.ani
ANI 2_ssfighter06.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter06.ani
ANI 2_ssfighter2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-02.ani
ANI 2_ssbonus2t-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbonus2t-02.ani
ANI 2_ssfighter2t-04.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-04.ani
ANI 2_ssfighter13.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter13.ani
ANI 2_ssfighter2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-01.ani
ANI 2_ssfighter2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-03.ani
ANI 2_ssfighter2t-05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2t-05.ani
ANI 2_ssfighter2s-02.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2s-02.ani
ANI 2_ssbomber2t-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2t-03.ani
ANI 2_ssbonus2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbonus2t-01.ani
ANI 2_ssbomber04.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber04.ani
ANI 2_ssbomber05.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber05.ani
ANI 2_ssbomber09.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber09.ani
ANI 2_ssbomber2t-01.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssbomber2t-01.ani
ANI 2_ssfighter2v-03.ani with size 560x368 (28.1% wasted)
SHIP ANI: Found hires version of 2_ssfighter2v-03.ani
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 iconPromR 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)
ANI iconMX-64 with size 56x24 (25.0% wasted)
ANI iconTempest with size 56x24 (25.0% wasted)
ANI iconHornet with size 56x24 (25.0% wasted)
ANI iconBombardier with size 56x24 (25.0% wasted)
ANI iconCrossbow with size 56x24 (25.0% wasted)
ANI iconTrebuchet with size 56x24 (25.0% wasted)
ANI iconTagA with size 56x24 (25.0% wasted)
ANI iconTagB with size 56x24 (25.0% wasted)
ANI iconTagC with size 56x24 (25.0% wasted)
ANI iconPiranha with size 56x24 (25.0% wasted)
ANI iconStilettoII with size 56x24 (25.0% wasted)
ANI iconInfyrno with size 56x24 (25.0% wasted)
ANI iconbelial with size 56x24 (25.0% wasted)
ANI iconHelios with size 56x24 (25.0% wasted)
ANI iconEMPulse with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI 2_Scalpel.ani with size 332x304 (40.6% wasted)
ANI 2_Flail2.ani with size 332x304 (40.6% wasted)
ANI 2_PromR.ani with size 332x304 (40.6% wasted)
ANI 2_PromS.ani with size 332x304 (40.6% wasted)
ANI 2_Newton.ani with size 332x304 (40.6% wasted)
ANI 2_Kayser.ani with size 332x304 (40.6% wasted)
ANI 2_Circe.ani with size 332x304 (40.6% wasted)
ANI 2_Lich.ani with size 332x304 (40.6% wasted)
ANI 2_mx64.ani with size 332x304 (40.6% wasted)
ANI 2_Tempest.ani with size 332x304 (40.6% wasted)
ANI 2_hornet.ani with size 332x304 (40.6% wasted)
ANI 2_tornado.ani with size 332x304 (40.6% wasted)
ANI 2_cross.ani with size 332x304 (40.6% wasted)
ANI 2_trebuchet.ani with size 332x304 (40.6% wasted)
ANI 2_tagA.ani with size 332x304 (40.6% wasted)
ANI 2_tagB.ani with size 332x304 (40.6% wasted)
ANI 2_tagC.ani with size 332x304 (40.6% wasted)
ANI 2_Piranha.ani with size 332x304 (40.6% wasted)
ANI 2_still.ani with size 332x304 (40.6% wasted)
ANI 2_infyrno.ani with size 332x304 (40.6% wasted)
ANI 2_belial.ani with size 332x304 (40.6% wasted)
ANI 2_Helios.ani with size 332x304 (40.6% wasted)
ANI 2_ecm.ani with size 332x304 (40.6% wasted)
Frame 0 too long!!: frametime = 9.167 (9.167)
Frame 0 too long!!: frametime = 0.302 (0.302)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 48.703
Ship type GTDR Amazon does not have afterburner capability
Ship type GTDR Amazon does not have afterburner capability
1791 frames executed in 30.006 seconds, 59.688 frames per second.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_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 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
ANI 2_Loading.ani with size 824x43 (32.8% wasted)
Starting model page in...
Beginning level bitmap paging...
Loading warp model
1500
MISSION LOAD: 'Training-1.fs2'
Hmmm... Extension passed to mission_load...
Reassigning player to squadron 53rd Hammerheads
Someone passed an extension to bm_load for file 'hammer1.pcx'
Starting mission message count : 203
Ending mission message count : 240
Current soundtrack set to -1 in event_music_reset_choices
Current soundtrack set to -1 in event_music_set_soundtrack
Loading model 'fighter2t-05.pof'
IBX: Found a good IBX to read for 'fighter2t-05.pof'.
IBX-DEBUG => POF checksum: 0xc8b2f868, IBX checksum: 0x3dfad880 -- "fighter2t-05.pof"
Allocating space for at least 5 new ship subsystems ... a total of 200 is now available (5 in-use).
Loading model 'Starfield.pof'
IBX: Found a good IBX to read for 'Starfield.pof'.
IBX-DEBUG => POF checksum: 0x07d8680d, IBX checksum: 0x3d22d0e6 -- "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 ==================
About to page in ships!
ANI shieldft-05 with size 112x93 (27.3% wasted)
Paging in mission messages
Stopping model page in...
ANI shieldft-05.ani with size 112x93 (27.3% wasted)
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP824x43+16'
User bitmap 'TMP256x256+8'
User bitmap 'TMP256x256+8'
User bitmap 'TMP128x128+8'
Bmpman: 1365/4750 bitmap slots in use.
Ending level bitmap paging...
=================== ENDING LOAD ================
Real count = 143, Estimated count = 425
================================================
Received post for event GS_EVENT_CMD_BRIEF during state transtition. Find Allender if you are unsure if this is bad.
Got event GS_EVENT_CMD_BRIEF (55) in state GS_STATE_START_GAME (52)
ANI cb_train-01_a.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_b.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_c.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_d.ani with size 440x200 (21.9% wasted)
ANI cb_train-01_e.ani with size 440x200 (21.9% wasted)
No cached palette file
Frame 0 too long!!: frametime = 2.468 (2.468)
Got event GS_EVENT_START_BRIEFING (15) in state GS_STATE_CMD_BRIEF (43)
ANI iconwing01 with size 32x28 (12.5% wasted)
ANI iconfighter2t-05 with size 32x28 (12.5% wasted)
ANI iconSD4 with size 56x24 (25.0% wasted)
ANI 2_SD4.ani with size 332x304 (40.6% wasted)
ANI iconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter with size 24x29 (9.4% wasted)
ANI FadeiconT-fighter.ani with size 24x29 (9.4% wasted)
ANI iconT-fighter.ani with size 24x29 (9.4% wasted)
Frame 0 too long!!: frametime = 0.268 (0.268)
Got event GS_EVENT_ENTER_GAME (2) in state GS_STATE_BRIEFING (10)
Entering game at time = 94.507
ANI Head-CM2c.ani with size 160x120 (6.3% wasted)
1785 frames executed in 30.003 seconds, 59.494 frames per second.
Got event GS_EVENT_END_GAME (4) in state GS_STATE_GAME_PLAY (2)
Unloading in mission messages
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_LAB (64) in state GS_STATE_MAIN_MENU (1)
Loading model 'Blip.pof'
IBX: Found a good IBX to read for 'Blip.pof'.
IBX-DEBUG => POF checksum: 0x83ceab91, IBX checksum: 0x710a00d2 -- "Blip.pof"
Loading model 'spacehunk.pof'
IBX: Found a good IBX to read for 'spacehunk.pof'.
IBX-DEBUG => POF checksum: 0xebcf3229, IBX checksum: 0x87960294 -- "spacehunk.pof"
Loading model 'miner2s-01.pof'
IBX: Found a good IBX to read for 'miner2s-01.pof'.
IBX-DEBUG => POF checksum: 0x533ad5ed, IBX checksum: 0xc619ac3c -- "miner2s-01.pof"
Potential problem found: Unrecognized type subsystem 'backa', believed to be in ship miner2s-01.pof
Found live debris model for 'backa'
Found live debris model for 'backa'
Found live debris model for 'backa'
Got event GS_EVENT_PREVIOUS_STATE (7) in state GS_STATE_LAB (50)
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
!!DEBUG!! OpenGL Errors this frame: 1
Freeing all existing models...
... Log closed, Sat Feb 20 12:06:15 2010
Unable to find extension "GL_ARB_texture_non_power_of_two".
Can't i just get a new OS?Yes.
Unable to find extension "GL_ARB_texture_non_power_of_two".
Unable to find extension "GL_EXT_framebuffer_object".
Unable to find extension "GL_ARB_shading_language_100".
Unable to find extension "GL_ARB_shader_objects".
Unable to find extension "GL_ARB_vertex_shader".
Unable to find extension "GL_ARB_fragment_shader".
Unable to find extension "GL_ATI_shader_texture_lod".
GLSL is turned off, hence why you don't see the processing of shaders in the log.
I doubt that it is what is causing the crash, and I'm only suggesting turning it of through -no_glsl to remove the step from the engine that attempts to process shader loading setup in the first place from happening.
Additionally, setting -novbo (In the launchers Troubleshooting section) may be necessary. But only after removing MV_Advanced.
Yes, they do, and yes, you should.
Do hte newest Media VP's include ma-sdrvfix.vp and it's fixes? Should I delete it?
Yes, they do, and yes, you should.
Wait. . . . Delete what now why?
Do hte newest Media VP's include ma-sdrvfix.vp and it's fixes? Should I delete it?
You mean the techno rave thingumy at the end? The tables ensure you never hear it anyway.