Author Topic: 3.6.10 Media VPs Discussion Thread  (Read 304120 times)

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Offline Galemp

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Re: RELEASE: 3.6.10 Media VPs
The current theory behind the Shivan beams is DDS texture corruption due to its crazy aspect ratio (4x1024.) We're testing various options now.
"Anyone can do any amount of work, provided it isn't the work he's supposed to be doing at that moment." -- Robert Benchley

Members I've personally met: RedStreblo, Goober5000, Sandwich, Splinter, Su-tehp, Hippo, CP5670, Terran Emperor, Karajorma, Dekker, McCall, Admiral Wolf, mxlm, RedSniper, Stealth, Black Wolf...

 

Offline Herra Tohtori

  • The Academic
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Re: RELEASE: 3.6.10 Media VPs
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 (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 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.


EDIT: Instructions cleared up. Also keep in mind that this is still pretty much us testing what works and what doesn't work, it might not be the final fix that we end up using, there's a few options open as far as resolution and compression level are concerned.
« Last Edit: December 12, 2008, 10:35:47 pm by Herra Tohtori »
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline ssmit132

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Re: RELEASE: 3.6.10 Media VPs
I downloaded the MV_Complete.

Okay, that counts it out as a VP problem.

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 textures and paste the three files (SBeamAB, SBeamAD and SBeamAE) into ..\FreeSpace2\mediavps\data\effects\.

Which table files are these? I haven't heard of them.

 

Offline Rick James

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Re: RELEASE: 3.6.10 Media VPs
Is there a similar fix available for my issues with the SSLBeam somewhere? I'm still crashing whenever a) I activate cheats or b) the Lucifer appears in a mission and it's blowing up something.

Boystrous 19 year old temp at work slapped me in the face with an envelope and laughed it off as playful. So I shoved him over a desk and laughed it off as playful. It's on camera so I can plead reasonable force.  Temp is now passive.

 

Offline ssmit132

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Re: RELEASE: 3.6.10 Media VPs
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.

Those files seem to work fine with me. (Only tested the BFRed, but I assume the others would be all right too.)

Thank you very much.  :nod:

[attachment stolen by Slimey Goober]

 
Re: RELEASE: 3.6.10 Media VPs
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 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.


OK.  That folder doesn't exist in my mediavps folder.  Should I just create it?  One other thing how do I disable the Wanderer's table fix?

Aurora Paradox

 

Offline Herra Tohtori

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Re: RELEASE: 3.6.10 Media VPs
If a folder doesn't exist, create it.

If you aren't using Wanderer's beam table fix from this message, you can just ignore that part of instructions.

If you are using that fix, then simply remove the file from ..\mediavps\data\tables\ and it'll not be active anymore.
There are three things that last forever: Abort, Retry, Fail - and the greatest of these is Fail.

 

Offline eliex

  • 210
Re: RELEASE: 3.6.10 Media VPs
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 (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 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.


Thankyou very much. It works.  :D

 

Offline Commander Zane

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Re: RELEASE: 3.6.10 Media VPs
Strange, I'm not having beam problems at all.
Though to be honest, the fact that every single Shivan beam charge-up effect looks like a pink Green Beam effect...is FUGLY.

 

Offline Droid803

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Re: RELEASE: 3.6.10 Media VPs
Yeah, I liked Beamglow4 (the one used in the betas) better than SBeamAGlow. It fits better too.
(´・ω・`)
=============================================================

 

Offline Enioch

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Re: RELEASE: 3.6.10 Media VPs
Hey,

First things first: I'm speechless. What you've done is beautiful :yes2:  :nod: :yes:

BUT

I'm having a 'small' problem, as follows:

I fire up the game (4989 nightly build + mvps -no other mods). Everything seems to be working perfectly. I enter the techroom in order to drool over the new shiny htls and normal maps. I see the Ulysses...wow! I see the Herc I...wow! I see the Medusa...  :eek2: I see the Hatshepsut...

The game freezes.

Nothing works, but the music still plays. I've got to Ctrl-Alt-Del my way back to my desktop.

I've tried it with other builds -no luck. The game still freezes after a while (and it seems like selecting certain ships like the Hatshepsut, the Fenris-Levy and some bombers are big no-nos).

I've played around with the launcher options, and it seems like -no_glsl 'fixes' it. But I know that my GPU (X1950 pro) fully supports SM3.0, and OGL2.0. I should be able to enjoy the new shinies! And I've downloaded the latest Catalyst 8.12 drivers, so this ain't my problem either...

I've also got a Dual-C 2Ghz processor, 2GB of Ram, and I'm running Vista HP.

After a bit of tinkering, with no luck, I fired up the debugger and got this in the error.log:

"Access Violation in module atioglxx.dll"

Hmmmm...

After that I googled around a bit and tried a few 'solutions', namely grabbing atioglxx.dll's from previous drivers, re-expanding the current driver's dl_ and so on and so forth. Still no luck.

Bottomline: I know that my GPU can handle the new graphics, namely because I can see them (albeit only for a few minutes). The game does not lag, stutter or crawl, it just suddenly FREEZES!  :mad: Now I can play with no_glsl, but I shouldn't have to.

So please, any ideas?
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Wanderer

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Re: RELEASE: 3.6.10 Media VPs
Hmm.. not really sure what it is

First set your game to run in window mode (dev tools section in the launcher) and select resolution accordingly. Use the browse option and select debug build. Run the game and try repeating the steps that lead to the crash. After the crash or freezing up make sure the game no longer runs, find fs2_open.log file in the Freespace2/data directory and post it here.
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Enioch

  • 210
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Re: RELEASE: 3.6.10 Media VPs
Like so?
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:
  -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)

I started the game, went into Techroom, selected Fenris. Freeze in ca 2 secs (it didn't even finish one rotation)
This was my second try. The first time I tried, it worked better. I managed to get to the Hatshepsut, watched it spin for a while, then selected the Colosssus. Ouch... :(

BTW, "Wokka!" ??? :confused: :lol:

I also tried to ignore the techroom and go straight to the missions. Well...

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:
  -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

Crash on mission start (I tried it with 3d ship & weap selection off -otherwise it freezes just like in the techroom)
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: RELEASE: 3.6.10 Media VPs
Code: [Select]
..
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
..

These shouldn't be there - That is to say these are apparently of older vp set and should be either removed all together or then at the bare minimum moved out from the main freespace directory (and not to 3.6.10 mediavp directory).

The shader vp (sdr1119.vp) should be moved elsewhere as well as the mediavps contain shaders as well.. Though you might need them with some other mod (possibly)
« Last Edit: December 13, 2008, 07:34:27 am by Wanderer »
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Enioch

  • 210
  • Alternative History Word Writer
Re: RELEASE: 3.6.10 Media VPs
*embarrassed cough* right *embarrassed cough* :D

I'll move them to a new mod folder and see what happens

EDIT: Nope. Moved them to a new folder (named 'bareminimum' -I think those are the 'retail' vps (would those have a shader?? :confused:)

Anyways, now the game crashes the minute I enter the techroom. :D

And if I skip to the campaign, I can see a Myrmidon in the ship selection, but it freezes once I go into weapon selection:

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:
  -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)

I'm still running in windowed mode, 800x600

« Last Edit: December 13, 2008, 08:16:44 am by Enioch »
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

 

Offline Wanderer

  • Wiki Warrior
  • 211
  • Mostly harmless
Re: RELEASE: 3.6.10 Media VPs
Hmm... dunno what ATI found offending this time...

You could still try adding empty text (ASCII) file named 'debug_filter.cfg' to the same directory where you found the .log file and run the debug build once more. And this time either upload the log somewhere, or post only the last 10 to 20 lines of the log (its a 'tad' longer this way).
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Enioch

  • 210
  • Alternative History Word Writer
Re: RELEASE: 3.6.10 Media VPs
Like this?

Code: [Select]
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)

Went to techroom, saw Ulysses, switched to fenris, FREEZE OF DOOM!
WTF is going on with those 'frames'? I keep running across them. I keep seeing that

Code: [Select]
Frame X too long!!: frametime = XXXXX
thing. :hopping: Maybe that has something to do with it? Dunno :confused:
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)

  
Re: RELEASE: 3.6.10 Media VPs
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:

[attachment stolen by Slimey Goober]

 

Offline Romanmolf

  • 27
  • n00b... And loving it
Re: RELEASE: 3.6.10 Media VPs
I think it's supposed to be like that.  :rolleyes:

 

Offline Enioch

  • 210
  • Alternative History Word Writer
Re: RELEASE: 3.6.10 Media VPs
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:

So, what's the issue? The greenish background, the general new color scheme? Because, if so, then

I think it's supposed to be like that.  :rolleyes:

as well. I've been messing around with the betas and that's how it looked like back then as well.

Any solution to my 'little' problem guys? :confused: Because, frankly, I'm at my wits' end.  :( I've got half a mind to stop trying and play with -no_glsl....




...nah :D
'Violence is the last refuge of the incompetent'  -Salvor Hardin, "Foundation"

So don't take a hammer to your computer. ;-)